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Faces in the Crowd

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Published 31 October 2018 |Genesys

Faces in the Crowd

Announcing Three Adversary Decks for Shadow of the Beanstalk

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

With an official population of over 500,000,000 people, you never know who you may run into during your adventures in New Angeles. From rogue bioroids to megacorp executives, a chance encounter could spiral into a world of trouble… or the perfect opportunity to make a profit.

Fantasy Flight Games is proud to announce three new adversary decks for Shadow of the Beanstalk, an Android sourcebook for the Genesys Roleplaying System!

  • Androids, Drones, and Synthetics Adversary Deck
  • Citizens of New Angeles Adversary Deck
  • Runners, Mercs, and Criminals Adversary Deck

Each of these decks features twenty cards representing powerful adversaries from the Android universe. These cards feature all of the vital stats and information that you need for these characters to be used during your games of Genesys, giving Game Masters the tools to keep the game running while introducing new NPCs into your adventure!

The Androids, Drones, and Synthetics Adversary Deck features characters brought to life by the massive advancements in technology prevalent in the Android universe. The Citizens of New Angeles Adversary Deck populates your world with everyday citizens, and the Runners, Mercs, and Criminals Adversary Deck brings some of the most famous (and infamous) characters of the Android universe to your tabletop!

While two of these adversary decks exclusively feature characters found in the Shadow of the Beanstalk sourcebook, within the Runners, Mercs, and Criminals Adversary Deck you'll also find adversaries that are profiled for the first time within this deck!

Welcome to New Angeles

The Androids, Drones, and Synthetics Adversary Deck explores new life in the world of Android. From the bioroids of Haas-Bioroid to the clones of Jinteki, populating your world with these characters immerses your players in the cyberpunk future of Android, and this adversary deck keeps all of the relevant stats and information right at your fingertips!

The Citizens of New Angeles Adversary Deck features characters from all walks of life in the city of New Angeles, from seedy club owners, to corporate sysops, to grizzled detectives. These characters all call New Angeles their home, and with the Citizens of New Angeles Adversary Deck, they can help bring your game to life!

Finally, the Runners, Mercs, and Criminals Adversary Deck features some of the most famous faces in the Android universe. From clone detective Caprice Nisei, to NBN executive Jackson Howard, to rogue runner Reina Roja, if you want to include individuals who have made their mark in the Android universe in your games, this is the adversary deck for you. While some of these adversaries are featured in Shadow of the Beanstalk, others are profiled for the very first time in this deck!

A Faceless Crowd

New Angeles is overflowing with people just trying to find their path in an increasingly shrinking world. With the Shadow of the Beanstalk adversary decks, you can keep this chaos organized and these characters at your fingertips. What stories will you tell in your own cyberpunk future?

The world of Android is yours to explore with theAndroids, Drones, and Synthetics Adversary Deck (uGNS07), the Citizens of New Angeles Adversary Deck (uGNS08), and the Runners, Mercs, and Criminals Adversary Deck (uGNS09), available for pre-order from your local retailer or our website!

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Flying Casual

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Published 31 October 2018 |Star Wars: Destiny

Flying Casual

Preview Vehicles and Mods in Across the Galaxy

"You came in that thing? You're braver than I thought."
   –Princess Leia, Star Wars: A New Hope

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

The vehicles of the Star Wars saga are nearly as iconic as the heroes and villains spread across the galaxy. Vehicles like the Millennium Falcon and Black One reflect their owners—and with modifications like smuggling compartments in an inconspicuous freighter, a loyal R2 unit to keep your ship in the sky, or a little additional firepower on your landspeeder, you can craft the perfect vessel to take you across the galaxy.

In the game, mods are essentially upgrades for your supports, letting you roll out multiple dice or providing other abilities when you activate the attached card. In Across the Galaxy, mods are exclusively attached to vehicles, letting you customize some of the most famous ships in the Star Wars saga!

Join us today as we preview vehicles and mods in Across the Galaxy, the newest set of boosters for Star Wars™: Destiny!

Happy Beeps

Both the Rebel Alliance and the Resistance used droids to assist their pilots in daring missions against the Empire and the First Order. One of the most prolific of these droids is BB-8 (Across the Galaxy, 84), who gets a new version in Across the Galaxy! BB-8 is fully capable of acting outside the cockpit with a die showing three focus symbols, but as an Action, he can take his place as a mod in any of your vehicles! If that vehicle happens to be Poe Dameron's Black One, you get to ready it, preparing for a second attack run with the support of BB-8!

While this of course works with the Awakenings (Awakenings, 32) version of Poe Dameron’s signature vehicle, BB-8 can also ready a brand new version of Black One (Across the Galaxy, 85) found in Across the Galaxy! in fact, BB-8 can give this version an even bigger boost. With BB-8 (or another droid) attached, you can use the special to deal one damage to a character, and reroll Black One’s die instead of removing it from the pool You can even guarantee that you hit the special symbol if you can spot Poe Dameron (Two-Player Starter, 25).

A generation before Poe and Black One took the fight to the First Order, the Rebel Alliance faced impossible odds against the Galactic Empire. With some special modifications and the power of the Force, this scrappy band of warriors destroy two dreaded Death Stars.

One of the pilots brave enough to try and take down the first Death Star was none other than  Biggs Darklighter, Rebellion Ace (Across the Galaxy, 72), and he takes his place as an equally daring pilot in Star Wars: Destiny. After you activate Biggs, you may immediately activate one of your vehicle supports, then reroll any number of that vehicle’s support and mod dice! Not only does this net you an extra action during your turn, but you get a second chance to roll in any dice that aren’t to your liking. The more mods your vehicles have on them, the more effective Biggs becomes!

Not every mod adds extra dice—uncommon and common mods add additional benefits. The R2 Astromech (Across the Galaxy, 88) is one of the most iconic mods in Across the Galaxy, and it doesn’t need a die to make an impact. For the cost of two resources and an Action, you can simply ready the attached vehicle. It goes without saying that the better die your vehicle has, the more effective an R2 Astromech mod can be. And if you gain additional benefits from activating the support, as in the case of the  Millennium Falcon (Luke Skywalker Starter, 52), you can benefit from that ability multiple times per round!

There are also plenty of cards that spot mods in Across the Galaxy, providing even more support for a deck focused on upgrading vehicles. Outgun (Across the Galaxy, 81) is a powerful removal tool if you’re playing a deck with plenty of mods, letting you remove dice equal to your number of mods. With some careful planning, you can wipe out your opponent’s best dice before rolling out a fleet of vehicles!

Special Modifications

While mods are often Red as the various armies of the Star Wars galaxy modify their vehicles for an edge in combat, scoundrels and scum also need some extra firepower on their vehicles when things get hairy.

Ketsu Onyo’s ship, the Shadow Caster (Across the Galaxy, 145) has one of the best dice in the game, with four sides showing massive damage. The downside is the resource cost: to deal six ranged damage, you'll need to spend three resources. However, the more dangerous and modified the Shadow Caster is, the more efficient it becomes. In fact, the resource cost on every side of its die is reduced by one for every mod on the vehicle. Obviously, this allows you to resolve the Shadow Caster's die at a discount, but can also provide additional benefits based on the mods. For example, a Targeting Astromech (Across the Galaxy, 154) provides a discount to the Shadow Caster’s most expensive sides while adding precision to the vehicle.

One of the mods you may find yourself equipping most often is the Arc Caster (Across the Galaxy, 146), a weapon that provides significantly more damage when you activate the attached vehicle. Combine this with every mod making the Shadow Caster more powerful, and you'll find that to be a potent combo for any Yellow team.

While the Shadow Caster may seem like the perfect vehicle to attach the Arc Caster, it’s far from the only viable target. A Firespray-31 (Across the Galaxy, 48) is one of the most iconic ships used by the scum of the Star Wars galaxy, and it's also the perfect target for some dangerous mods. As a Power Action, you may play a mod from your hand onto the Firespray-31, reducing its cost by two, and essentially enabling you to play some of the most powerful mods in the game for free!

Special Modifications

Mods add a whole new layer of strategy and customization to Star Wars: Destiny. Weapons, droids, and more can now be attached to your vehicles, making them truly your own. Strap in and fly with some modified ships in Across the Galaxy!

Fly in style with Across the Galaxy (SWD13), available now for pre-order from your local retailer or our website!

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The End Is Here

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Published 1 November 2018 |Arkham Horror

The End Is Here

Arkham Horror Third Edition Is Available Now

Order your own copy of Arkham Horror Third Edition at your local retailer or online through our website today!

Massachusetts, 1926. Too long has the city of Arkham lived on its placid island of ignorance in the midst of the black seas of infinity. Only a small handful of unlucky investigators dare to now plunge into that abyss, to struggle against the ancient evils that threaten reality from every corner of this New England town.

Arkham Horror Third Edition is a board game of cooperation and cosmic horror for up to six players. Inspired by the writings of H.P. Lovecraft, each unique scenario puts you in the shoes of one of Arkham’s investigators as they explore the streets of the city and work together to save humanity from unknowable horrors.

Now, those horrors have arrived. Arkham Horror Third Edition is available now from your local retailer or our website! Can your mind survive the eldritch truths that await within?  

A Creeping Dread

Arkham Horror Third Edition features four different scenarios for players to investigate, and four terrifying Ancient Ones trying to tear reality asunder.

Every scenario features an assortment of archive cards that tell an evolving story in the city of Arkham. No matter which Ancient One you're testing yourself against, each scenario will begin with at least one archive card in your codex, laying the foundation of the investigation. These archive cards will guide you in your investigation by declaring your next objectives, but they will also control the branching narrative.

As you research clues, you’ll add archive cards to the codex that advance the investigation. However, as doom spreads through the city of Arkham, cards will be added to the codex that bring Ancient Ones closer to our reality. When a game begins, it won’t be clear how victory will be achieved, but researching clues and adding more cards to the codex will eventually reveal a resolution. Meanwhile, adding doom to the scenario sheet can lead to a terrifying defeat.

For a preview of two scenarios in Arkham Horror Third Edition, click here!

A Haunted City

Each scenario is unique, but they all see investigators moving about Arkham’s darkened streets, searching for clues in a race to stop the arrival of a terrifying Ancient One. During the course of your investigation, you’ll recruit allies, discover ancient spells, and encounter terrifying enemies lurking in the night. On your turn, you may perform two separate actions that cover everything from moving around the city, to researching fragmented clues, to attacking and evading servants of the Ancient Ones spreading doom across Arkham. 

 

Thanks to a modular board, every scenario has a different layout for the city, and while gathering clues is your primary concern, maintaining your health and sanity is just as important. During your investigation into the bizarre occurrences in our fair city, you’ll come across deranged cultists dedicated to merging our reality with an Ancient One, horrific creatures from nightmares beyond your imagination, and more. These enemies will do everything in their power to bring doom to Arkham, and it’s up to you to stop them.

For a preview of the Action Phase, click here; for a preview of enemies and combat, click here!

Deadly Encounters

Arkham is a living, breathing city, and your investigators will have to contend not only with ancient evils, but strange happenings around Arkham itself. During the Encounter Phase, each player will draw an encounter card based on their current neighborhood. These encounter cards provide tell your investigator's unfolding story, as well as putting their skills to the test and offering unique choices. You may take a job at Velma’s Diner, purchase mysterious weapons and items to assist you in your investigation, and more.

Arkham is also a constantly shifting town, with new threats and clues being introduced every turn. The Mythos Phase sees each player pulling tokens which change the board in some new way. New enemies are placed on the board, doom is spread throughout the city and, waiting in the darkness, new clues beckon to our investigators. After this phase, investigators once again begin to explore Arkham. Can they survive with their sanity intact? 

For a full preview of the Encounter Phase and Mythos Phase, click here

Against All Odds

While the odds may seem impossible, the prolific investigators of Arkham are well accustomed to snatching victory from the jaws of defeat. Through skill, intellect, the mystic arts, or pure determination, these heroes are a small flame of light in a city of encroaching darkness.

Twelve of these investigators are featured in the game, and each fills an important role in a team. Seekers are experts at collecting and researching the clues that will lead you to victory. Guardians take on the terrors in the night with unyielding strength and determination. Mystics practice the arcane arts, using spells to ward doom and defend against the darkness. Rogues specialize in a specific skill that gives them the edge over their opponents. And finally, Survivors get by with wit, skill, and a little bit of luck.

Every investigator in Arkham Horror Third Edition begins the game with a customizable starting kit. For example, Agnes Baker begins the game with Heirloom of Hyperborea and $3, but also has a choice between two spells: Flesh Ward, a spell that can protect you and the investigators around you from harm, and Storm of Spirits, a spell that can repel the horrors lurking in the night.

For a full preview of the investigators of Arkham Horror Third Edition, click here!

The End Is Near

Doom has arrived in the city of Arkham. The false sense of security and the illusion of safety have been stripped away. Will the investigators of Arkham be able to unravel reality-bending mysteries with their sanity intact? Find out today.

Discover eldritch truths with Arkham Horror Third Edition (AHB01), available now from your local retailer or our website!

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For The Watch

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Published 1 November 2018 |A Game of Thrones: The Card Game

For The Watch

Daggers in the Dark Is Now Available

“You would do well to keep your wolf close beside you. Ice, I see, and daggers in the dark. Blood frozen red and hard, and naked steel. It was very cold.” 
   –Melisandre, A Dance with Dragons

Order your own copy of Daggers in the Dark at your local retailer or online through our website today!

In the final pages of A Dance with Dragons, winter has taken hold of Westeros, forcing everyone to take desperate measures in order to survive the chill and seemingly endless nights. In Essos, Daenerys Targaryen abandons Meereen on the back of Drogon, Stannis Baratheon sends his army to a doomed battle at Winterfell, and the brothers of the Night’s Watch prepare to undertake a truly abominable act. But all seem to understand that winter is fast approaching—whatever their plans may be, they must act now or never.

Daggers in the Dark , a Chapter Pack for A Game of Thrones: The Card Game, is on sale now at your local retailer or online through our website!

The Warden of Winterfell

Throughout the Dance of Shadows cycle, we have seen a renewed emphasis on conspiracies and collusion with the return of the shadow mechanic from the first edition of A Game of Thrones: The Card Game. By paying two gold, you can protect some your deadliest new cards in shadows until you are ready to spring your traps, paying a card's shadow (x) cost to bring it into play. When you're surrounded by enemies on all sides, embracing underhanded methods may be the only way to survive.

Despite their reputation as one of the most honorable Houses in Westeros, as Winterfell falls to the Boltons, House Stark gains access to one of the most potentially deadly traps in A Game of Thrones: The Card Game with The Bastard's Letter (Daggers in the Dark, 102). This event cannot be played normally, bearing no printed cost. Rather, you must play it into shadows and keep it hidden until you have goaded your enemy into attacking. Once the attack has been made, however, you can destroy your foes. After your opponent initiates a military challenge against you, you can play The Bastard's Letter to stand any of your characters with a military icon to defend your claim. Then, if you win the encounter, you'll kill each character who was foolish enough to fall for your scheme.

But there are still those in Westeros who will do whatever it takes to restore the Starks to Winterfell. Contrary to the plots and intrigues of the Dance of Shadows cycle, Ser Jason Mallister (Daggers in the Dark, 101) of Seagard becomes more powerful when there are no cards in shadows, gaining renown to help accrue power for your House. In defense of your honorable intentions, Mallister can take up arms, and if he is victorious in a challenge, he has the rare chance to discard one of your opponent's cards from shadows. Between this and his efficent cost to STR ratio, Mallister is sure to become a vital part of the Stark’s strategy as winter falls on Westeros.

Lambs to the Slaughter

The Boltons are not the only ones who hope to draw in their opponents, and the Starks are not the only ones who seek revenge. Far to the south in Dorne, the Martells seethe with anger for the death of not only Elia, but now Oberyn as well. His daughters, the Sand Snakes, are tired of their uncle’s “thinking” and they demand action. With the Blood of the Viper (Daggers in the Dark, 116), these proud women can fight, change strategies, and return to the fight, standing again after they have lost a challenge. You may lead your opponent to believe that you're focused on one challenge, then ambush Blood of the Viper into play, standing a Sand Snake with multiple icons, like Obara Sand (Sands of Dorne, 5) or Tyene Sand (True Steel, 115), and crushing your opponent once they've knelt some of their forces.

In Daggers in the Dark, you gain the chance to not only manipulate the battle as it stands, but your own deck as well. The strength of Gifts for the Widow (Daggers in the Dark, 114) is only limited by what you are willing to spend. Even though this event does not bear the shadow keyword, it still plays into the key themes of plotting and surprise attacks. As long as you know what can help you claim victory, you can play this event at the moment your need arises, ensuring you can immediately find the attachment that you're looking for. You may choose to adorn one of your Targaryen characters with a  Tokar (House of Thorns, 38), or spend a little more to find a Seal of the Hand (Core Set, 32) for a powerful character like Khal Drogo (Core Set, 162).

Winter’s Toll

The final rays of light are dying. Soon, only darkness and death will remain. Have you laid your plans for the long nights ahead, or when the sun rises again, will you be gone from the world? Draw your weapon and strike now, before it is too late!

Pick up your copy of Daggers in the Dark (GT36) at your local retailer today or on the Fantasy Flight Games website here!

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Drive the Horde

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Published 1 November 2018 |Runewars Miniatures

Drive the Horde

Three Uthuk Y'llan Expansions for Runewars Miniatures Game Are Now Available

Order your own copies of these expansions at your local retailer or online through our website today!

The twisted blessings of the Ynfernael come in many forms. Some among the Uthuk Y’llan are gifted with powers over the many terrible creatures that haunt the Ru Darklands. Others follow a more subtle art of battle, delivering death from afar with piercing arrows and venom from the most dangerous serpents. Still others consume every scrap of power and demonic essence they can, growing huge and bloated with a monstrous strength to match their terrible size.

Now, the ranks of your horde can teem with even more unspeakable horrors. A new champion leads the Uthuk out of the Darklands while two new units join the march on the Aymhelin. The Beastmaster Th’Uk Tar Hero Expansion, Viper Legion Unit Expansion, and Obscenes Unit Expansion for Runewars Miniatures Game are available now!

Add to Your Pack

After being raised by a monstrous caecilian in the heart of the Darklands, Th’Uk Tar has returned to drive his pack to war. When he throws back his head and howls to the sky, packs of flesh rippers and monstrous spined threshers bound forward, eager to slay at his command. Now he longs to add the strange and wondrous creatures that dwell within the Aymhelin to his pack, for he knows that all beasts who face him will submit or be consumed.

Whether he enters the battle on his own or accompanied by his caecilian companion Gorgemaw, the Beastmaster is a true terror to behold, letting his presence be felt from the very beginning of a fight. Without Gorgemaw, he is a powerful calvary unit, bringing a non-unique allied unit to heel, removing that unit from its former position then redeploying it within Range 1 after deployment. When he rides alongside the caecilian, however, Th’Uk Tar becomes a towering siege unit, driving his followers forward with his Tyrant’s Lash.

The Beastmaster Th’Uk Tar Hero Expansion contains two new miniatures and unit cards for Beastmaster Th’Uk Tar to lead your locust swarm in either form, along with one command tool, a collection of tokens, a new terrain piece, an objective card, and a deployment card to further customize your battles. Finally, this expansion includes thirteen upgrade cards to increase Th’Uk Tar’s effectiveness in battle, with or without Gorgemaw.

A Toxic Brotherhood

Most of the unspeakable horrors that make up the ranks of the Uthuk Y’llan rely on brutal power and peerless dominance to destroy those who would stand in the way of the horde. There are some, though, that prefer to use cunning ambushes and devious toxins to slay thousands. To them, a bow and quiver of poisoned arrows are efficient instruments of death, delivering a quick death rather than glorying in pointless tests of strength.

The archers of the Viper Legion provide vital ranged support to the rest of your Uthuk Y’llan, raining arrows down on your enemies. Far from simply dealing damage, however, the members of the Viper Legion are adept at using all manner of tricks to spread disorder. If they exercise the Aim of the Serpent during a ranged attack, for example, you can replace one bane token on the defender with another that better suits your plans.

The Viper Legion Unit Expansion puts eight archers at your command and lets you choose what skills they use from five upgrade cards. You’ll also find a command tool in this expansion, along with two movement trays and a collection of tokens—everything you need to sow the seeds of chaos across the battlefield.

A Foul Hunger

Even amongst the bloodthirsty Uthuk Y’llan, most warlords and tribal chiefs are cautious about welcoming an obscene into their ranks. The demonic power infused in their limbs and veins may give the obscene a monstrous strength to equal their size, but the hunger within their guts is never sated and they tend to look at their comrades with greedy, starving gazes.

You can harness this hunger to your advantage with the Obscenes Unit Expansion. The two miniatures found in this expansion are a horror on the battlefield, tearing flesh, devouring enemies whole, and paralyzing prey with the tainted, blight-filled spittle that drips from their teeth. They can always use a skill action to force an engaged enemy to perform a speed-one shift, drawing them even closer to the obscene's slavering maw.

In addition to its two miniatures, this expansion also contains two unit cards, two movement trays, two command tools, a collection of tokens, and eight upgrade cards to customize and strengthen your Locust Swarm. 

Greater Ferocity

Whether driven forward by the lash of bone whips, the desire to sow chaos, or an insatiable hunger for power, the Uthuk march forth. With these troops under your command, no force in Terrinoth will be able to stand in your way.

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

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Exploring Middle-earth

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Published 2 November 2018 |The Lord of the Rings LCG

Exploring Middle-earth

An Interview with Fantasy Flight Interactive

Over the past weeks, we’ve taken a look at the different aspects of The Lord of the Rings: Living Card Game—a cooperative digital card game of thrilling adventures in Middle-earth from Fantasy Flight Interactive, now in Early Access on Steam!

You can pick up the Limited Collector’s Editionwhile supplies last for the ultimate The Lord of the Rings: Living Card Game experience, and today, we’re going behind-the-scenes with the team that’s inviting you to come to Middle-earth. Read on for an interview with the team at Fantasy Flight Interactive!

Fantasy Flight Interactive on The Lord of the Rings: Living Card Game

Why did Fantasy Flight Interactive choose The Lord of the Rings as its first title?

The Lord of the Rings: Living Card Game felt like a natural place for us to start. We had identified cooperative card game play as an under-served part of the market, and the tabletop game had firmly established this market for modern Living Card Games®. The Lord of the Rings: The Card Game set the standard for cooperative Living Card Game play and we wanted to explore this type of play in the digital realm!

Additionally, The Lord of the Rings is such an amazingly rich world with a depth of characters, places, and themes. It’s so instantly recognizable that we felt it really made sense to begin here to establish our own brand as a studio. We’re all fans of the books and wanted to create something that reflected the depth of the world created by J.R.R. Tolkien.

How big is the Fantasy Flight Interactive team? What kind of staff does it take to make a game like this?

Fantasy Flight Interactive is a very small team that works with partner studios. Rather than establishing a huge studio presence, we have a small team that oversees the design, production, art, sound, and testing of the games we bring to life. We work with partner developers who write the game code, as well as both creating new assets and implementing game assets we provide. 

This way, we can stay lean as a studio, but leverage larger teams to create the games we work on. It also allows us to be more agile since, now that we’re established, we can create more than one game at once in the future by working with more than one team at a time around the world. 

Our internal staff includes testers, producers, designers, and art and programming direction staff. Overall head count is still less than a dozen people internally, but with a reach that extends far beyond that. 

In addition, we work with the creative design and art staff at Fantasy Flight Games in Roseville, Minnesota as well as our publisher, Asmodee Digital out of Paris. In this way, we can have 24 hour development as our development partners around the world work together.

What is the relationship between Fantasy Flight Interactive and Fantasy Flight Games?

Fantasy Flight Games is both our partner and inspiration. They are the authors and creators of the games we develop into digital titles. They are also our partners, as they are involved in the design and art direction decisions that we make. We work with the original development teams and the digital team at FFG as much as we can—they are instrumental in our development process, providing support in art direction, design direction, and game scripting.

We also work with Asmodee North America, who support us with marketing, promotion, and licensing support. Working with each of these sister teams means that even though our own staff is small, we still have global reach and resources.

How would you summarize the studio’s approach to game design?

We have a really indie house design approach. Because we’re so small, we’re fairly experimental. Our studio was formed to explore the digital design space—not just crank out ports from tabletop to digital. We want to create new and unique games based on the tabletop properties, and that means taking risks and trying new things. 

Why did FFI decide to release The Lord of the Rings: Living Card Game in Early Access? What does Early Access mean?

Early Access is part of the experimental philosophy. Specifically, Early Access is a program on Steam where games that aren’t considered complete can be released to the public for input into development. A major pillar of our philosophy is to be open and communicative with our audience, and Early Access lets us interact with our fanbase in a way that traditional releases just don’t. We support this approach with constant refreshes on our Steam Community pages and twice-weekly Twitch video streams.

On one hand, this means that users have to deal with the issues you might see in a beta release, such as occasional missing features or incomplete content, but on the other hand, players get to be part of our community and directly influence the direction the game is going into the future. We feel that what we gain in adaptability and real-world player feedback more than makes up for any instability or incomplete polish!

What’s next for The Lord of the Rings: Living Card Game? What can players expect during Early Access?

Already we’ve released free new cards to players, and have upcoming free adventures we call Encounters, which are singular quests that are either more challenging or test out new features. All players in Early Access get this content completely free. Coming up we’ll have Cooperative play going live online, as we want to have the chance to test this and adjust based on player feedback before we go live.

We also have our first Expansion Pack, The Shadow’s Fall, coming up before we exit Early Access. This package will include four new heroes, sixteen new player cards and seventeen new cards in our Valor Vault that players can earn through play, as well as new avatars, an all-new card back, and a new player nametag frame.

Looking even beyond that, we have all-new campaigns, heroes, and play modes in the works. We have ambitions of introducing a survival mode, draft play, competitive play, and even a Saga mode, where players can play through the entirety of The Lord of the Rings books as well as The Hobbit. That’s all for the future, however, as we focus on polishing the game during Early Access.

What’s the future look like for FFI? Any hints about upcoming titles?

We have an embarrassment of riches from Fantasy Flight Games to choose from. With so many great games and limited time and resources, the biggest challenge has been picking which games to pursue next. We have two games planned for release in the next eighteen months, in addition to The Lord of the Rings: Living Card Game, but you’ll just have to stay tuned to see what they are.

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Unlimited Power

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Published 2 November 2018 |Star Wars: Legion

Unlimited Power

Preview the Emperor Palpatine Commander Expansion for Star Wars: Legion

“The Emperor is not as forgiving as I am.”
   –Darth Vader, Star Wars: Return of the Jedi

There is power in the dark side of the Force. Channeling the raw emotions of anger and hatred can grant a Force-sensitive individual the strength they need to realize their boundless ambition. In the hands of a true master, there is no telling what the dark side can accomplish. Nowhere in the Star Wars galaxy is there a better example of this than Emperor Palpatine. Through the power of the dark side, he was able to seize power and forge the Galactic Empire, altering the fate of the entire galaxy.

Order your own copy of the Emperor Palpatine Commander Expansion at your local retailer or online through our website today!

Now, Emperor Palpatine is poised to show the Rebellion the true power of the dark side on the battlefields of Star Wars: Legion with the Emperor Palpatine Commander Expansion. Although he may appear feeble on the outside, this façade masks the potential to unleash his full fury on the enemy and turn the tide of a battle in a single instant.  

In this expansion, you’ll find one easily assembled, unpainted Emperor Palpatine miniature, the Emperor’s three signature command cards, three upgrade cards, and all the other cards and tokens you need to add the Emperor to your army as a commander. Read on to see how you can use the Emperor to hatch your own schemes and seize victory!

Unleash Your Anger

Although he does not often appear on the battlefield, Emperor Palpatine’s mere presence is enough to change the tone of a battle. As the ruler of the Galactic Empire, he exemplifies the Empire’s tendency to concentrate power in expensive units that can pack a punch. In fact, at 210 points, Emperor Palpatine is the most expensive Star Wars: Legion unit thus far, costing more than an AT-ST or even the fearsome Darth Vader.

This may seem like a steep price to pay for a single miniature, but those who do will be able to wield the Force at an unprecedented level. With three Force upgrade slots, Emperor Palpatine can easily use the dark side to Force Choke an enemy trooper mini and—thanks to his Master of the Force 2 keyword—he surpasses his apprentice Darth Vader with the ability to ready two of these upgrade cards during the End Phase.

The Emperor works well with any Force upgrade, of course, but he’s perhaps at his best when he seizes upon his Anger. This new dark side-exclusive upgrade grants an aim token after you suffer one or more wounds, ensuring that Emperor Palpatine can retaliate with a potent salvo of Force Lightning should an enemy unit dare fire at him.

As useful as this may be, Emperor Palpatine is not typically one to wait to be attacked. The dark side thrives upon aggression, and if you’re looking to go on the offensive, Anger becomes even more effective when combined with Emperor Palpatine’s And Now...You Will Die command card. With this card in play, the Emperor can suffer a wound and gain a suppression token to perform an attack during his activation. Better yet, he can do this any number of times, and each time he does Anger will provide an aim token to reroll two of the six dice rolled with Force Lightning. Although the exertion from such an effort will take its toll, the Emperor is more than capable of obliterating multiple enemy units in a single activation, reshaping the fight.

As potent a combatant as he is, Emperor Palpatine is just as adept at manipulating his enemies into doing exactly what he wants. If he goads them enough with his Give in to Your Anger command card, he could disrupt their strategy for an entire round. This card gives Emperor Palpatine the power to choose an enemy trooper unit that your opponent must activate! Even more sinister, the selected unit gains four suppression tokens if it does not perform an attack during its activation, limiting its options and potentially sending it running away from the action in a panic.

You don’t necessarily need to scheme, of course, if you have the weight of the Imperial war machine behind you, and Emperor Palpatine can have An Entire Legion of troops ready to go at a moment’s notice. With this cards, you have the unprecedented ability to issue orders to every eligible unit in your army, making sure it is mobilized and ready to go. Although it’s unlikely to win you priority, this is of little concern when you have the freedom to activate any unit you’d like.  

Even with his many strengths, Emperor Palpatine is still the head of the Galactic Empire and is afforded the protections of someone befitting his rank. He is almost always accompanied by an entourage of Imperial Royal Guards and, as such, you can ignore the rank of one of these units when building your army.

Not only does this leave three spots in your army open for other special forces units, it also ensures the Emperor’s guards are always ready to come to his defense by letting the Emperor issue an order to a friendly Imperial Royal Guards unit at Range 1–2 during the command phase. And, if he truly is in need of protection, Emperor Palpatine can use Pulling the Strings to have a friendly trooper unit at Range 1–2 perform a free attack or move action. 

Rule the Galaxy

The Empire is the dominant force in the galaxy, but only Emperor Palpatine knows what it’s like to sit at its head. When he enters the battles of Star Wars: Legion, you can show your enemies the true power of the dark side.

Look for the Emperor Palpatine Commander Expansion (SWL22) and the Imperial Royal Guards Unit Expansion (SWL23) to release together in the fourth quarter of 2018! You can pre-order your copy of the Emperor Palpatine Commander Expansion at your local retailer or online through our website today.

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Christmas in November

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Published 2 November 2018 |

Christmas in November

Free Domestic Shipping for Qualifying Orders in November

The holidays are fast approaching, and you may already be looking at some of our hottest new games for yourself or the special gamers in your life. With new releases like Discover: Lands Unknown and Arkham Horror Third Edition, and Heroes of Terrinoth and KeyForge coming soon, we’re proud to announce a special promotion—free domestic shipping on qualifying orders for the next part of the holiday season!

From November 2 – December 9, you can get free shipping within the contiguous United States when you make an order of at least $125 of in-stock items from the Fantasy Flight Games website. Simply create your order and choose the free shipping option at check-out! It’s the perfect time to fill out your holiday gift lists, so start your shopping on the Fantasy Flight Games website today.

Important note: This offer cannot be combined with other sales or promotions, including the 2018 Holiday Sale.

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The Gate of Hope

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Published 2 November 2018 |KeyForge

The Gate of Hope

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

KeyForge transports players to the colorful, diverse world of the Crucible, where they step into the role of a mighty Archon fighting to open hidden Vaults and discover the truth of their origins and of the planet itself. One of the Crucible’s greatest mysteries are the lavish islands of the Sanctum that float above the surface of the planet and the close-knit society of monks and knights who inhabit them. Many theories circle about the Sanctum and the Church of the Open Eye, but what happens when their virtuous vows are put to the test?

Now, Inka the Spider (who you can read about here) reopens old stories and old wounds with the tragic tale of a true hero. The fifth story for KeyForge: Call of the Archons, “The Gate of Hope” by Daniel Lovat Clarke, is now available for download here (2.2 MB)!

One Stood Against Many

The Gorgers have come to the Crucible. These menacing creatures consume everything in their path, whether it be vegetable, animal, or mineral, and with no way to stop them, hundreds have come to the Sanctum seeking refuge. But despite their theocratic society, the knights are less than willing to let the unfortunates enter their city.

But there is one among the Sanctum who champions the cause of the meek. Duma knows what her conscience demands, and she will not abandon her duty. But what of the threat that follows the refugees? What will become of the people and the Sanctum if the Gorgers reach the Gate of Hope?

Be sure to return to our website next week as Inka the Spider spins more 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 own copy of the KeyForge: Call of the Archons Starter Set (KF01) and your collection of unique Archon Decks (KF02a) at your local retailer or online through our website here!

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Ready for Action

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Published 2 November 2018 |Star Wars: Destiny

Ready for Action

A State of the Game Report on Star Wars: Destiny

“Right now I feel I could take on the whole Empire myself!”
  
–Dak Ralter, Star Wars: A New Hope

The entire Star Wars saga is open before you in Star Wars™: Destiny. You can play out the duels of your imagination—pitting iconic heroes and infamous villains against each other in battle. Five sets of booster packs have already released and with Across the Galaxy coming soon, it’s the perfect time for designer Jeremy Zwirn to take a closer look at the state of the game in Star Wars: Destiny!

Jeremy Zwirn on the State of the Game

What has been most successful for the game in the past year?

The fourth booster pack expansion and first base set for the game, Legacies, has been very well-received! The set introduces a new card type (plot), a new die symbol (indirect damage), and a new action (power action). Many popular and strong characters are featured in the set, such as Yoda (Legacies, 33), Boba Fett (Legacies, 19), Tarkin (Legacies, 12), and Obi-Wan Kenobi (Legacies, 32). A multitude of cards from Legacies have been incorporated into decks and the set has been instrumental in creating an exciting and diverse metagame.

The Rivals Draft Set has also been very popular since it introduces draft and sealed play to Star Wars: Destiny. By having to construct their decks from a limited pool, players can experience the game in a completely new context, forcing players to reevaluate the strengths and weaknesses of many cards.

What are you most excited about for the year ahead?

I’m really looking forward to expanding on the foundation laid by Legacies and Way of the Force with Across the Galaxy. A new mechanic, Modify, lets players attach upgrades to vehicle supports. Equipping an X-Wing (Across the Galaxy, 86) with a Triple Laser Turret (Across the Galaxy, 133) is just plain fun. The iconic Millennium Falcon(Across the Galaxy, 103) even enters play with the Escape Craft (Across the Galaxy, 102) attached to it as an upgrade, which can then be detached and reattached every round!

Much like how plots in Way of the Force evolved from the plots in Legacies, plots are taken to a whole new level in Across the Galaxy. Multiple plots allow players to build teams of more than 30 points, such as No Allegiance (Across the Galaxy, 155), and another plot breaks a basic rule for constructing decks. Plots like these make possible what was once impossible. Players have never had so many options to explore in Star Wars: Destiny and I'm looking forward to what they come up with!

Three major Star Wars: Destiny tournaments took place in August and September: the North American Championship at Gen Con, the U.K. Nationals, and the U.S. Nationals. How did those tournaments go and what were the top decks?

Each of these big tournaments featured innovative decks, strong competition, and plenty of intense games. Over 250 players dueled for the title of 2018 North American Champion and Adam Cox, piloting his elite Yoda / Cassian Andor / Anakin Skywalker deck, claimed victory. Greg Pike and his elite Snoke/ elite Bazine Netal / First Order Stormtrooper deck bested over 100 participants in the U.K. Nationals. Elite Snoke / Doctor Aphra / Battle Droid, played by Drew Warren, was the winning deck out of over 120 players at the U.S. Nationals. Congratulations to each of these players for their well-deserved wins!

Are there any cards that are either overperforming or underperforming, based on your expectations?

Snoke (Way of the Force, 4) is one card that has been performing better than expected. Support characters generally rely on other cards to win the game, especially when it comes to dealing damage. Many previous support characters have been underwhelming and we'd like to make them more appealing going forward, with Snoke being an example of that.

A character that hasn’t seen as much play as we were expecting is Palpatine (Legacies, 4). He has a strong Power Action that allows you to play events at a decreased cost, potentially saving you up to three resources every round. His Power Action and low health make him a big target for opponents though, and it’s difficult to win games after he’s been defeated. Late during playtesting, Palpatine’s point values were raised from 15/19 to 16/20 in order to prevent pairings with Seventh Sister (Empire at War, 10), elite Bala-Tik (Awakenings, 19), and elite Greedo (Legacies, 21), but in hindsight, we were a bit too cautious with such an iconic character.

What is one of the biggest challenges the game is currently facing?

Blue has consistently done well over the past year and currently the majority of strong decks feature Blue. Blue in Star Wars: Destiny represents some of the most iconic elements: lightsabers, Force powers, and many extremely popular characters, such as Darth Vader, Luke Skywalker, and Yoda. It’s important to always have some of these elements play a role in competitive play but we also don’t want a single color to dominate the metagame. We're watching how the strength of Blue affects the constantly evolving metagame and, if deemed necessary, can use tools at hand to diminish the current prevalence of Blue.

If you could do one thing to improve the game experience, what would it be?

There are many different types of players who enjoy Star Wars: Destiny. The game experience offers competitive players a multitude of formats to master (Standard, Trilogy, Draft, Sealed, and eventually, Infinite), Organized Play support, and a robust tournament system that culminates in the World Championship. I’d like to improve the game experience by offering less competitive-minded players more ways to play Star Wars: Destiny.

Creating a new format for the game is one way to strengthen the experience. Exploring the novelties and subtleties of a unique format can be a very enjoyable process for players. Many players also really appreciate the social aspect of gaming with friends and I’d like to implement another multiplayer mode, such as team play or one versus many, in addition to the official Free-for-all mode. Providing alternative ways to play Star Wars: Destiny can create new experiences and enjoyment for all types of players!

Former five-time LCG® World Champion Jeremy Zwirn began his work in the gaming industry as a playtester, and he has since worked his way into a design position for Star Wars: Destiny. In his spare time, he enjoys cheering on the Minnesota sports teams, biking, and “scooping” people—which roughly translates to winning.

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The Secret Name

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Published 2 November 2018 |Arkham Horror: The Card Game

The Secret Name

Announcing the First Mythos Pack in The Circle Undone Cycle

That the influence of the old house was unwholesome, he could not deny; but traces of his early morbid interest still held him there. He argued that the fever alone was responsible for his nightly phantasies, and that when the touch abated he would be free from the monstrous visions.
   –H.P. Lovecraft, “The Dreams in the Witch House”

Order your own copy of The Secret Name at your local retailer or online through our website today!

Your lead regarding the Silver Twilight Lodge’s charity gala has left you with more questions than answers, and the events that followed have made you question your own sanity. First, there was the cryptic tarot reading from a mysterious soothsayer, then the disappearances, and what you saw in the woods… it’s not possible.

To make matters worse, you seem to have drawn the attention of the Silver Twilight Lodge. They are as eager as you to have your team of investigators look into the disappearances, but what are their true motives? How close can you get before becoming tangled in their web? The only way to find out is to move forward, but to do so you must peer into Arkham’s past.

Fantasy Flight Games is proud to announce The Secret Name, the first Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website!

IX • The Hermit

Look for answers within and not without. Many paths lead to the same answer. Contemplate the greater truth.

Following the events of The Circle Undone, you are desperate to find more information about the dangerous new coven of witches that has taken up residence in Arkham. Such knowledge is difficult to come by, even in a place like Arkham, but you do know of one witch whose story has been passed down for nearly two hundred years: Keziah, who escaped from the Salem Gaol in the late 1600s, and whose ghost still supposedly haunts the condemned Witch House in French Hill.

When you arrive at the old Witch House, you find it in a sorrier state than you could have ever imagined. Surrounded by a crooked picket fence, the building looks as though it may fall apart at any minute. The fact that it has managed to stand for more than two hundred years is astonishing, but from what you see, it’s as if some dark will is the only thing that keeps it from crumbling into the Earth. The front door is locked, but you easily enter through one of the windows by pulling down the rotten wooden boards that cover the shattered glass. But breaking in may only be the beginning of your troubles…

A Dream in the Witch House

As a new cycle begins, you will need new tools to battle unholy forces far more powerful than yourself. You will have to stretch your mind beyond what you had previously thought possible and learn from your allies to become stronger, faster, and smarter than your enemy. To help you with this task, you'll find a brand-new type of player card in The Secret Name—cards that break boundaries and belong to more than one class. These cards, identified by their golden hue and dual class icons, can be added to your deck if you have access to either of the classes detailed on the card. For example, Scroll of Secrets (The Secret Name, 116) is both a level zero Seeker card and a level zero Mystic card, meaning that an investigator like Diana Stanley (The Circle Undone, 4) can add it to her deck even though she does not have access to other Seeker cards. 

If, however, an investigator has limited access to one of the classes on a multiclass card, that card occupies one of the investigator’s limited slots! For example, let’s say that "Ashcan" Pete (The Dunwich Legacy, 5) wants to add some Tennessee Sour Mash (The Secret Name, 117) to his deck. While the drifter has unlimited access to survivor cards, he can only have up to five level zero cards from any other class. Tennessee Sour Mash is both a survivor and a rogue card, and therefore it fills one of his five other-class slots. But with these multi-class cards’ diverse uses, like increasing your willpower with a swig before smashing the bottle over an enemy’s head, they are well worth including in any investigator’s arsenal.

Breaking and Entering

Can Arkham’s history give the answers you need to safeguard the city’s future? Is Keziah somehow related to the coven that has sprung up more than two centuries later? Enter the Witch House and discover the secrets hidden within its walls!

Pre-order your copy of The Secret Name (AHC30) at your local retailer today or on the Fantasy Flight Games website here!

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For the Empire's Spirit

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Published 4 November 2018 |Legend of the Five Rings LCG

For the Empire's Spirit

View the Elemental Challenges Prizes for Legend of the Five Rings: The Card Game
 

“The Fortunes made us the wardens of the Empire’s spirit. We cannot ignore the signs. The elemental imbalance, the increased Shadowlands attacks, the shifting of the night stars… something is coming.”
   
–Robert Denton III, Repentance Does Not Come First

The elements have fallen out of balance, though few fully understand the signs. Famine. A tsunami. The kami are restless, and shugenja claim they are increasingly unreliable…

In Legend of the Five Rings: The Card Game, it is each samurai's duty to venerate the kami and to serve his or her clan and the Emperor. As the Emperor's spiritual advisors, the leaders of the Phoenix clan are most notably concerned, but the imbalance extends beyond just one clan. It is every samurai's duty to serve the Empire, and the whole of Rokugan may be at risk.

Where can you serve your Emperor? Where can you lead your clan's appeal to the kami and help restore the elements to balance? You can make a start at the game's Elemental Challenges and Elemental Championships. Like the Kotei Series, these special, high-level tournaments come with exclusive prizes—and they can reshape your clan's connection to the elements.

  • Coming soon, the game's Elemental Championships reward top performers with more than physical prizes. These prestigious events run at qualified retailers, and the winner of each earns a seat at the Winter Court World Championship. Additionally, the Top 2 players from each clan each get to vote for their clan's next elemental role!
  • Smaller than the Elemental Championships, Elemental Challenges run at conventions and similar events and serve as a sort of training grounds for the larger Elemental Championships. Each Elemental Challenge features a number of Swiss rounds with no cut, and the winner of each claims a first round prize bye for a future Elemental Championship.

More than this, the Elemental Challenges have already begun. Shugenja representing each of the Great Clans have already met and dueled. And many of them have already tasted the sweet spoils of their victories…

What prizes could you win at an Elemental Challenge? And where would you find one? Read on to learn about the prizes, and then click over to our list of venues to see where the first Elemental Challenges are scheduled to take place!

The Spoils of Victory

In order to maintain balance in all things, the participation prizes for each Elemental Challenge honor not only your clan and the game itself, but also the convention or event you are attending and the path you choose to follow…

Participation Prizes

Participate in a 2019 Elemental Challenge, and you'll receive one copy of an extended art Banzai! as well as three copies of one extended art card tied to the element of your choice.

  • Air— Mantis Seafarer
  • Earth— Sabotage
  • Fire— Imperial Librarian
  • Water— Mantis Tenkinja
  • Void— Awakened Tsukonogami

Additionally, your participation in a 2019 Elemental Challenge will earn you a lanyard associated to your choice of element—Air, Earth, Fire, Water, or Void. And you'll be able to decorate your convention badge with a ribbon that proclaims your choice of role—Keeper or Seeker.

Performance Prizes

The better you fare in a 2019 Elemental Challenge, the more you strengthen your connection to the kami, earn honor for your clan, and position yourself to become your clan's favored representative at a future Elemental Championship.

Three Wins

Every player who wins at least three games during a 2019 Elemental Challenge gains the favor of the kami—but you'll have to choose how you'll hope to use that favor.

  • Keeper Role— Choose the role of Keeper and you'll earn three extended art copies of Guardian Kami.
  • Seeker Role— Choose the role of Seeker and you'll earn three extended art copies of Kami Unleashed.

Four Wins

Every player who wins at least four games in a 2019 Elemental Challenge claims a set of six double-sided honor / dishonor tokens.

Five Wins

Go undefeated through all five rounds of a 2019 Elemental Challenge, and you'll have proven yourself ready to take the next step for your clan. You'll be asked to represent your clan's interests at a future Elemental Championship, and you'll be able to start that event with a first-round prize bye. In addition, you'll earn your opponents' respect when you sit across from them and unfurl your custom playmat—laden with the power of the kami and ready to crash upon your foes like a watery fist.

Find Balance

Help your clan find balance with the elements. Serve your Emperor. Honor the kami. And prepare yourself for the trials to come.

Honor, glory, and duty await you—along with a host of custom prizes—at the 2019 Elemental Challenges for Legend of the Five Rings: The Card Game. Review our list of Elemental Challenges to see what's coming!

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Imperial Treasures

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Published 4 November 2018 |Legend of the Five Rings LCG

Imperial Treasures

The Kunshu Kotei Series Prizes for Legend of the Five Rings: The Card Game

The Kunshu Season Kotei Series is your chance to win all manner of exclusive new prizes for Legend of the Five Rings: The Card Game!

If you're looking to learn how the events in the Kunshu Season will impact the future of Rokugan, the standing of your clan, and your chances of attending the 2019 Winter Court World Championships, you should read the article, "Imperial Gifts."

If, however, you're looking to preview the astonishing array of prizes for which you'll compete in the upcoming Kunshu Season Kotei Series events—and to see how this event builds on the results of the Toshi Ranbo Kotei Series—read on!

Kotei

Each regular Kotei tournament features six Swiss rounds. There is no top cut.

Participation

Each participant in a Kotei tournament will receive a lanyard, a Kunshu Season Kotei Series pin, and three extended art copies of Stay Your Hand.

Additionally, your clan loyalty will be rewarded with three copies of a clan-specific extended art card:

  • Crab—Spreading the Darkness
  • Crane—Game of Sadane
  • Dragon—Magnificent Triumph
  • Lion—Strength in Numbers
  • Phoenix—All and Nothing
  • Scorpion—Maze of Illusion
  • Unicorn—Invocation of Ash

Finally, if you choose to upgrade your participation, you can claim a custom playmat themed to your clan.

Prize Station

The Kunshu Season Kotei Series introduces the Prize Station to all regular Kotei and Grand Kotei events. Each round of a Kotei or Grand Kotei tournament, you earn one koku for a loss and two koku for a win. These can be redeemed at the Prize Station for your choice of prizes.

These prizes include an array of powerful, spot-glossed, extended art characters printed atop the new Shogun Frame.

You will also be find the seven clan-themed playmats being made available as an optional, upgraded participation prize.

You can find pins for each of the seven Great Clans. This allows you to place your clan's pin adjacent to the Kunshu Season pin.

And among the other materials you'll find circulating through the Prize Station, you'll find one particularly notable Scorpion province. Toshi Ranbo was awarded to the Scorpion Clan for their performance in the previous year's Kotei Series, and they have been entrusted to hold the city in order to ease the tensions between the Crane and Lion.

Notably, the Toshi Ranbo province features a unique elemental symbol in its lower right corner that indicates it counts as a province of all five elements. This means that you can add Toshi Ranbo to your province lineup as a province of any element.

Hatamoto

At each Kotei and Grand Kotei, each player who manages to score 52 or more tournament points during the event's Swiss rounds will receive one of the greatest honors available in Legend of the Five Rings: The Card Game. These noble warriors earn the title of Hatamoto, as well as the riches that accompany it. Additionally, at a Grand Kotei, the winner and runner-up earn Hatamoto status if they did not earn it earlier in the course of the event.

For earning Hatamoto status, you receive a clan-specific Hatamoto playmat. You also receive additional rewards and attention each time you attend a Kotei Series event so long as you retain your Hatamoto status.

  • Each time you attend a Kotei Series event, you will receive a ceremonial triumph pin.
  • Foes will try harder to defeat you, and each time you fall in battle, your opponent will claim a commemorative triumph pin.
  • If you attend a Kotei Series event after attaining Hatamoto status and would win it a second time, instead of claiming an additional playmat, you ean the coveted Hatamoto token box!

Additionally, once you earn Hatamoto status, you contribute toward your clan's accumulation of Favor Points at future Kotei Series events. Players who become Hatamotos retain their Hatamoto status through the 2020 Winter Court World Championship.


Grand Kotei

Each Grand Kotei is a truly inspiring event, offering the highest level of competition in Legend of the Five Rings: The Card Game that players can find outside of the Winter Court World Championships.

A Grand Kotei is a two-day tournament that opens on Day 1 with six rounds of Swiss-style pairings. Each player who earns 43 or more tournament points will qualify for Day 2, which moves directly into single elimination brackets.

Participation

Each player attending a Kunshu Season Grand Kotei receives the same pin and extended art cards awarded as participation prizes at regular Kotei. Additionally, Grand Kotei competitors receive a Grand Kotei lanyard, and a playmat that beautifully illustrates Rokugan's tremendous color and diversity.

Day 2

Each player who wins at least 43 tournament points from the Day 1 Swiss rounds at a Kunshu Season Grand Kotei will earn a berth into the single elimination rounds on Day 2, plus an acrylic Kunshu Season bid dial.

Additionally, each Day 2 participant will receive a plastic version of the Scorpion's Toshi Ranbo province.

Top 32

The Top 32 players at a Kunshu Season Grand Kotei will each claim a set of ten acrylic tokens. The set includes five white Honor tokens and five black Dishonor tokens.

Top 16

The Top 16 players at a Kunshu Season Grand Kotei each receive a set of acrylic False Ring tokens.

Top 8

The Top 8 players at a Kunshu Season Grand Kotei each receive a scrolled invitation to the 2019 Winter Court World Championship. This invitation is worth both a reservation and free entry into the Winter Court.

Top 4

The Top 4 players at a Kunshu Season Grand Kotei each receive a wooden Kunshu Season token box.

Finalist

In addition to all the other prizes they win, the Runner-Up at each Kunshu Season Grand Kotei will earn a beautiful commemorative plaque. Additionally, if the Runner-Up did not already earn Hatamoto status at the event, they gain Hatamoto status.

Champion

Finally, for accomplishing a feat truly worthy of the Emperor's attention, the winner of each Kunshu Season Grand Kotei will earn a stunning Grand Kotei Champion trophy, Hatamoto status (if not already earned at the event), and free flight and lodging for the 2019 Winter Court World Championship!


Proving Grounds

A Proving Grounds tournament will be scheduled to begin shortly after the Day 2 elimination rounds at each Grand Kotei. Players in this special side event will compete for koku, as well as an invitation to the 2019 Winter Court World Championship.

Participants in a Kunshu Season Proving Grounds tournament each receive one copy of their clan's extended art card. They then earn one koku for each game they play and an additional one koku for each game they win.

Each player who earns at least 43 tournament points in a Proving Grounds tournament earns an acrylic Kunshu Season bid dial.

Each undefeated player in a Proving Grounds tournament wins a reserved seat for the Winter Court World Championship.

Notably, players eliminated from the Grand Kotei's elimination rounds before the Top 8 round may "charge" into the Proving Grounds tournament, entering the event with a bye (win) for each game they've missed. In this way, the Proving Grounds tournament offers these players a second chance to reserve their seats for the 2019 Winter Court World Championships!


Skirmish Pod, Enlightenment Pod, and Costume Contest Side Events

The organizers of each Kunshu Season Kotei Series event will run a number of side events, each of which will reward participants with koku according to their performance within the event.

These events include three-round Skirmish Pods, multiplayer Enlightenment Pods, and Costume Contests. The koku that players win in these events can be exchanged for prizes at the Prize Station.

Win Honor, Glory, and Prizes

Vie for the Emperor's favor. Uphold your clan's honor. Stake your claim for some of the year's greatest prizes. Make your plans to attend the Kunshu Season Kotei Series!

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Imperial Gifts

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Published 4 November 2018 |Legend of the Five Rings LCG

Imperial Gifts

New Legend of the Five Rings Fiction Outlines the 2019 Kotei Series Story Choice

"Before the Emperor’s coronation, the Seppun entrusts Kunshu into the care of a Great Clan, who guards the sword until the day of the Emperor’s ascension."
     –Robert Denton III, Imperial Gifts

The fate of the Emperor's ancestral blade lies at the heart of the Kunshu Season Kotei Series for Legend of the Five Rings: The Card Game!

The Kotei Series offers you the chance to test your skills against Rokugan's greatest samurai, to win personal glories, and to honor your clan. Attend any of these highly energized events, and you'll compete for a seat at the 2019 Winter Court World Championship, battle for Hatamoto status, and claim an array of custom prizes. You'll also help decide the fate of Kunshu, the Emperor's ancient and incomparable tsurugi.

What makes Kunshu so special? Why should the Great Clans care who guards it? And how could an honorable samurai even begin to think of seizing the blade as leverage? You'll find these questions—and more—addressed in the new Legend of the Five Rings story, "Imperial Gifts" (pdf, 1.3 MB), which is set before the Children of the Empire web fiction and the events of "Tiger Stalks Its Prey."

Still, for all the questions this story raises, you won't find any answers. The answers haven't yet been determined. They depend upon your actions—and the actions of your fellow clan members—throughout the Kunshu Season Kotei Series!

Competition, Glory, and the Fate of Rokugan

Following with the year's change in theme, there are a number of important structural changes that players can expect and look forward to in the Kotei Series. These include changes to the length of Kotei events, the prizes, and the way that participants earn Favor and Glory points for their clans.

You can find each of these items listed in greater detail on the Kotei series section of the Legend of the Five Rings: The Card Game Organized Play website, but here are some of the highlights:

  • All regular Kotei tournaments will now be held on a single day with six rounds of Swiss-style pairings, awarding Hatamoto status and invitations to the 2019 Winter Court World Championships to all undefeated players. There will be no Day 2, but a weekend's events may feature multiple Kotei tournaments.
  • Grand Kotei locations will continue to feature Day 2 cuts. All players who earn 5 or more wins on Day 1 will make the cut to Day 2. All players who go undefeated through the Day 1 rounds will be made Hatamotos. The Top 8 participants at each Grand Kotei will receive an invitation to the 2019 Winter Court Championships, as will all undefeated players in the Proving Grounds side events that will run alongside the Day 2 rounds at each Grand Kotei. The winner of each Grand Kotei will receive free flight and lodging to the 2019 Winter Court World Championships.
  • All Kunshu Season Kotei Series events will feature a Prize Station where players will be able to redeem the koku (prize vouchers) they earn during their competitions for the prizes of their choice.
  • Players will be rewarded for showing true clan loyalty as each stop in the Kotei Series will feature a Costume Contest.
  • Players can help their clans win Favor Points and Glory Points. The clan with the most Favor Points at the end of the Kunshu Season Kotei Series will host the 2019 Winter Court World Championships, with many prizes themed to their clan, while the clan with the most Glory Points will win the right to guard Kunshu—the Emperor's ancestral tsurugi—before the next Imperial coronation.

Serve Your Emperor. Honor Your Clan.

The Emerald Empire is a land of duty, honor, discipline, and adventure. It's also a place where the actions of a single skillful samurai may greatly alter the fate of his or her clan…

What part will you play in shaping your clan's future? What honor will you win? How will you help your clan gain the Imperial favor? What would you advise your Clan Champion if it were your clan that were awarded guardianship of the Emperor's ancestral tsurugi?

The future of Rokugan isn't written in stone; it's written in steel and courtly gestures. It's written by the samurai of Legend of the Five Rings: The Card Game—by you. And you can start writing the next chapter by making your plans to attend one or more events in the Kunshu Season Kotei Series!

Find the list of upcoming events, along with more details about the event structure and prizes on the Kotei section of the Legend of the Five Rings: The Card Game  Organized Play website.

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Perilous Wilds

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Published 5 November 2018 |KeyForge

Perilous Wilds

House Untamed in Keyforge: Call of the Archons

Every world has its fearsome creatures that thrive in the darkness, and the Crucible has them all.

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

In KeyForge, you become a powerful Archon, leading a team of creatures from the Houses that reside on the Crucible. Together with your team, you must race to gather Æmber and forge keys to unlock the planet’s hidden Vaults. Only one can access the power held within—it must be you!

Each House of the Crucible is unique, but none is more diverse than the fierce and vibrant House Untamed. This loosely organized faction features peoples of countless species, along with all the beasts and wildlife that call the Crucible home. But what unifies this varied House? Today, we're pleased to offer a closer look at the boisterous House Untamed in KeyForge: Call of the Archons—now available for pre-order at your local retailer or online through our website!

Lost in the Woods

The Architects took great pains to ensure that the Crucible was inhabitable to all creatures from across the galaxy, but they did not make it safe. Just beyond the borders of the great cities scattered across the surface, the wilds of the Crucible are always encroaching, threatening to take over with grasping vines and deadly creatures. The sentient flora and fauna of these diverse biomes are collectively known as House Untamed, and the name is dangerously descriptive. When they first began drawing in creatures from across the stars, the Architects built mechanical sprites like the Dew Faerie (Call of the Archons, 350) and Dust Pixie (Call of the Archons, 351) to care for the incredible creatures. While these quirky automatons do try to keep balance, they have made no effort to keep the wildlife separate. The result has been that over time, species interbreed and evolve into new creatures entirely unique to the Crucible. 

Among the new animals of this House, you will find fearless creatures of raw power. The Snufflegator (Call of the Archons, 358) has a respectable power of four as well as the skirmish keyword, meaning that when this creature fights, it is dealt no damage in return. Then, the Ancient Bear (Call of the Archons, 345) deals two damage to its prey with the assault 2 keyword before the fight even begins. Needless to say, if you are drawn to powerful cards that can tear your enemies limb from limb, this is the House for you.

But these animals are not the only component of House Untamed. This faction is also built of the humans and other sentient creatures who reject civilization, preferring to live true to themselves in nature. While many Houses use Æmber to power their technology, the members of House Untamed are known to use Æmber to mimic the Archons’ powers of communication. These “witches” can speak to animals, plants, and even fungus. The Hunting Witch (Call of the Archons, 367) is so in tune with the Crucible that they gain an Æmber each time you play another creature, regardless of their House alignment, and the Witch of the Eye (Call of the Archons, 368) can mirror the Archons’ regenerative abilities on a smaller scale, returning a card to your hand when she reaps Æmber to use as a catalyst for her spell.

Way of the Niffle

The sheer variety of House Untamed cannot be overstated. No matter which planet the Architects draw from, there are always those who turn away from their past civilizations once they arrive on their new home in the Crucible. As the ages have passed, there are now those who have only known life in the wilds—beings comfortable under the open sky, who embrace the freedom that life in the wild provides. Though these creatures came from disparate orgins, their strength often comes from their ability to unite as a pack, becoming more effective as more creatures come into play. By opening a turn with Full Moon (Call of the Archons, 323), you can gain an Æmber each time you play a creature. Once you have summoned your pack, Flaxia (Call of the Archons, 352) offers you additional Æmber if you control more creatures than your opponent. Finally, you can finish with Cooperative Hunting (Call of the Archons, 319) to deal damage for each friendly creature in play, allowing you to reap a remarkable amount of Æmber in a single turn without sacrificing the chance to harm your opponent!

While this House is only loosely organized, it still features strong possibilities for in-House synergy. Few would deny that a Niffle Ape (Call of the Archons, 363) is fearsome in its own right, able to ignore taunt and elusive, but there are many secrets hidden among the trees that can make them even more powerful. A Troop Call (Call of the Archons, 337) can save Niffle creatures from your discard pile and play by returning them to your hand, where you can immediately play them again so long as Untamed is the active House. Then, the Niffle Queen (Call of the Archons, 364) benevolently grants more power to each of her allied Niffle creatures. This benefit is not limited to just Niffles or House Untamed, however, as she can grant power to friendly Beasts as well! If you are united with House Mars, the Niffle Queen could bolster the strength of a Zorg (Call of the Archons, 206) or a rare Grommid (Call of the Archons, 194). As the Martians are constantly working to create the perfect killing machine, an alliance between the two Houses can lead to the creation of the greatest monster the universe has ever seen. 

Cooperative Hunting

While Archons can communicate with all living beings, the wild creatures of Untamed still present an interesting challenge. This House has no central organization, and most creatures simply ignore anything that is neither predator nor prey. Still, there are those who enjoy the social aspect of an Archon’s team, and their fearless natures make them valuable allies, if a little chaotic.

If you find yourself cast out of your element, House Untamed can level the playing field with events like Lost in the Woods (Call of the Archons, 327) and Nature's Call (Call of the Archons, 329), returning creatures to their owner’s hand, and forcing your opponent to redeclare that House and replay those cards if they want to use them again. This crucial delay can buy you time to advance your plans before your opponent can regroup, forcing them to form a new strategy on the fly while you continue to work toward your keys.

But perhaps the most powerful skill that House Untamed has in their arsenal is the ability to forge keys out of sequence. Key Charge (Call of the Archons, 325) and Chota Hazri (Call of the Archons, 349) both forge a key for you the moment they’re played, if you can pay the price. This may help you reverse the effect of a Key Hammer (Call of the Archons, 66) or even win the game before your opponent can execute any last-minute schemes. While plotters may become tangled in their own webs, the straightforward creatures of House Untamed will race to the finish and prove that the power of nature is undeniable and undefeatable.

Save the Pack

When you lead your team into your battles for Vaults, a little chaos can go a long way. With raw power, fearless fighters, and an astounding command over Æmber, House Untamed is sure to throw your opponent off their game, and hopefully earn you victory in yours.

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

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Solidarity

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Published 5 November 2018 |Star Wars: Destiny

Solidarity

Preview a New Plot with Designer Jeremy Zwirn

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

Across the Galaxy is the next evolution of Star Wars™: Destiny. Not only does it include a whole new mechanic in the form of mods, it also pushes plots to places they’ve never been before. With negative values, you can now use plots to form teams over 30 points! These plots are powerful tools, but come with some unique deckbuilding challenges. Will you rise to the challenge when Across the Galaxy releases on November 8?

Today, join designer Jeremy Zwirn as he examines one of these unique plots found in Across the Galaxy!

Designer Jeremy Zwirn on Plots in Star Wars: Destiny

With the upcoming release of the sixth expansion set for Star Wars: Destiny, Across the Galaxy, I’d like to share the history and a deck list for one of my favorite cards from it, Solidarity (Across the Galaxy, 156)!

The Origin of Plots

During the initial design of Star Wars: Destiny, it became apparent that most teams with fewer than 30 points were either weaker or felt disadvantaged against teams of 30 points. We could have let this be a permanent aspect of the game, but finding solutions to problems, real or perceived, can uncover new design space. Giving players a way to spend those remaining one to four points opened up compelling possibilities to explore in future expansions.

The development team had many different ideas as to what we could do with those points, and ultimately we settled on a solution that introduced a new card type and plenty of design space to go along with it!

A New Card Type

Adding a new card type to a game is a big change, and one that is not to be taken lightly. I strongly felt that a new card type would be a great addition, and well worth the added complexity that comes with it. Numerous names for the new card type were considered: influence, agenda, objective, and scheme were just a handful. We ended up going with plot, because it felt thematic yet broad enough to incorporate many different ideas and concepts.

One of our goals was to have a card that could influence the deck and team building rules before a game began. Plots accomplish this goal, as well as giving us the option to put ongoing abilities on them. Since plots are a different card type, they also have immunity to negative effects, so opponents can't discard them from play, which allows them to be a focal point of deckbuilding. Although we came up with it early, we waited to implement such an innovative concept until the next base set, which turned out to be the fourth expansion, Legacies.

An Evolution

Each plot in Legacies was designed to be very simple: they are all neutral, Gray, and only affect the game during setup. This made it easier for players to understand them and let us expand their scope in later sets. In the following expansion, Way of the Force, plots have other colors and affiliations and, in addition, can affect gameplay throughout the game.

For Across the Galaxy, we go even further by introducing one of the boldest mechanics yet: negative plots. With these plots, players can build teams that were once impossible by exceeding the 30-point limit! One of these plots is a personal favorite of mine: Solidarity.

Solidarity in Action

Solidarity is one of three negative plot cards in Across the Galaxy, each of which allows players to construct 31 point teams. Designing interesting and fair drawbacks for negative plots is extremely fun, yet challenging. The premise for Solidarity began with the goals of promoting mono-colored decks and forcing players to dig deeper into the card pool to encourage the use of underplayed cards. Combining these two ideas onto a single card created an intriguing plot that leads to very distinct decks, depending on the color and affiliation chosen. A hero Blue Solidarity deck will be extremely different from a villain Red one, which will in turn be quite different from hero Red, and so on. Here is my take on a villain Blue Solidarity deck:

Characters (2):
Elite Snoke , Darth Vader
Battlefield (1):
Comm Tower
Plot (1):
Solidarity

For this deck, I wanted to find two very strong characters that would pair well together.  Darth Vader (Across the Galaxy, 1) and Snoke (Way of the Force, 4) are two of the most powerful characters in the game right now, and their Power Actions have synergy since it’s difficult for opponents to remove Darth Vader’s die, allowing Snoke to boost it.

Across the Galaxy also features a trio of powerful Darth Vader related cards that I’ve included. The long-awaited Darth Vader’s Lightsaber (Across the Galaxy, 16) makes its debut in Star Wars: Destiny and having Darth Vader wield it feels so awesome and powerful. Darth Vader’s Meditation Chamber (Across the Galaxy, 10) can heal the damage that Snoke may inflict upon him while also refilling your deck and drawing you a card. The mighty Vader’s Fist (Across the Galaxy, 13) will surely strike fear into your opponents with its potential to deal 12 indirect damage during the round it enters play!

Way of the Force (Way of the Force, 119) is a fantastic upgrade to play onto Darth Vader and makes it even more likely that both character’s Power Actions will be used. Finding ways to get more consistency is important for Solidarity decks, and Lightsaber Pull (Empire at War, 130) is one way to gain consistency by giving you six cards to choose from in this deck. Overall, Blue has a very deep card pool which helps alleviate the drawback of only being able to include a single copy of each card. It's not too difficult to use cards that serve a similar role as cards you may normally play two copies of. Since I can't include two Feel Your Angers (Awakenings, 82), replacing one of them with Undermine (Way of the Force, 11), while not as strong, accomplishes a similar purpose.

I hope you enjoyed this behind the scenes look at plots and are inspired to explore what negative plots can provide!

Plotting for Victory

Plots in Across the Galaxy not only allow for unique team compositions, but entirely new ways to deckbuild. How will you use Solidarity? Find out when Across the Galaxy releases this Thursday, November 8!

Discover new possibilities with Across the Galaxy (SWD13) available now for pre-order from your local retailer or our website!

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2019 System Open Prizes

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Published 5 November 2018 |X-Wing Second Edition

2019 System Open Prizes

A Look at the System Open Prizes to Debut in November 2018

The X-Wing System Open Series features some of the game's greatest prizes. System Open attendees can compete for these prizes in the System Open main event, as well as in side events. Prizes refresh twice per year.

Below, you'll see the prizes making their System Open Series debut with the System Open in Gdansk, Poland on November 24 – 25.

Main Event: System Open

The main draw of each System Open event, the System Open tournament features prizes for participation, prize tickets for each round you complete, and exclusive prizes for top competitors.

Participation

Each participant in the System Open Tournament receives an alternate art damage deck, designed to match the year's Red Squadron theme. In addition, each participant receives a Red Squadron frame S-foils card with extended art on both sides, as well as an extended art R2 Astromech card.

Finally, participants will earn prize tickets for each game they finish. Lose your game, and you earn one prize ticket. Win the game, and you earn two prize tickets. These prize tickets can be redeemed for items from the Prize Wall.

Optional Upgrade

System Open attendees who choose to upgrade their tickets will receive a custom game mat depicting the Death Star's approach to Yavin IV.

Top 32

The Top 32 players in the System Open Tournament each receive a set of eight acrylic charge tokens designed to evoke an R2 astromech.

Top 16

The Top 16 players in the System Open Tournament each receive a commemorative coin, designed to look like the medal featured on the Red Squadron Veteran ship card, and a set of acrylic maneuver templates themed around the ships and pilots from Red Squadron. The thematic design on the primary side of each template is complemented by the clear center lines and positional marks on the reverse side.

Top 8

The Top 8 players in the System Open Tournament each receive a highly coveted invitation to the X-Wing World Championships.

Runner-Up

In addition to all their other prizes, each System Open Tournament Runner-Up claims a beautiful finalist plaque.

System Open Champion

Each System Open Champion wins a fantastic set of Champion prizes to add to an already-impressive prize haul.

  • First, each System Open Champion receives an invitation to the Coruscant Invitational.
  • To this, each System Open Champion adds free flight and lodging to the Coruscant Invitational and X-Wing World Championships.
  • Finally, each System Open Champion wins a beautiful glass trophy to keep and display as evidence of their success.


Hyperspace Qualifiers

Each System Open Series event features a Hyperspace Qualifier that begins shortly after the participants in the System Open main event begin their Day 2 single elimination rounds. Participants earn prize tickets for their participation and compete for invitations to the X-Wing World Championships.

Participation

Each participant earns a Red Squadron frame S-foils card with extended art on both sides. Additionally, participants earn one prize ticket for each game they lose and two prize tickets for each game they win.

Optional Upgrade

Participants in a Hyperspace Qualifier can choose to upgrade their entries and receive a copy of the Yavin IV game mat available as an optional upgrade for the System Open main event.

World Championship Qualifier

Any player who manages to go through all six rounds of a Hyperspace Qualifier undefeated earns an invitation to the X-Wing World Championships.

(Note that some Hyperspace Qualifiers may feature only five rounds of Swiss play due to time constraints. In this case, all players who manage to go undefeated through all five rounds of play will earn invitations to the X-Wing World Championships.)


Hangar Bay Pods

Hangar Bay Pods are casual, eight-player side events that organizers may schedule at various points throughout the System Open Series event. At least one of these events will be scheduled alongside the System Open main event's Day 2 elimination rounds.

Prize Tickets

Players earn one prize ticket for participating in a Hangar Bay Pod and an additional one prize ticket for each of their wins.

Hangar Bay Pod Winner

Three rounds of Swiss play yield a single undefeated player. That Hangar Bay Pod Winner earns a double-sided plastic ship card with the Resistance's Cobalt Squadron Bomber on one side and the First Order's Zeta Squadron Survivor on the other.


Prize Wall

The prize tickets that players earn by participating in System Open Series events can be redeemed for a variety of prizes from the event's Prize Wall.

 

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Red Five Standing By

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Published 5 November 2018 |X-Wing Second Edition

Red Five Standing By

The System Open Series for X-Wing™ Second Edition

"Lock S-foils in attack position."
     –Garven Dreis, Star Wars: A New Hope

Time to practice your high-speed maneuvers and ready yourself for close-quarters combat… the System Open Series events for X-Wing™ Second Edition are about to take flight!

Launching into action on November 24 –25 with the battles in Gdansk, Poland, the X-Wing System Open Series consists of high-energy tournaments hosted at conventions and other large public venues around the world. These events offer you the perfect chance to revel in fast-paced starfighter battles, meet the most enthusiastic members of the X-Wing community, pursue custom prizes, and test yourself against the game's top aces.

You'll find top-level competition, side events perfect for new players, and a range of cool prizes at the Prize Station. Additionally, if you have any desire to see how the game is played at its very highest level, you will absolutely want to make your way to one or more of these events—because securing a Top 8 finish in a System Open will earn you an invitation to the X-Wing World Championships!

Fun, Friends, and Fond Memories

The 2018 System Open Series broke new ground for X-Wing tournaments, drawing record attendance and forging some truly fantastic and enduring communities. This is an important point—because as much as the System Open Series is about high-level competition, it is equally dedicated toward greeting newcomers to the burgeoning X-Wing community.

This warm and welcoming community is something we're even more excited to bring together for the game's second edition as the System Open offers players a chance to explore all the new possibilities inherent in the game's ships, pilots, upgrades, and tactics!

As we previously outlined in the article, "Qualify for Worlds in Less Than Twelve Parsecs," the System Open Series represents one-half of the ladder to the X-Wing World Championships. The game's Hyperspace Trials and Hyperspace Cups represent the other half.

However, where the Hyperspace Trials and Hyperspace Cups introduce tailored game modes to reshape and refresh the meta at prescribed intervals, each System Open Series main event continues to use the extended game mode. This means System Open events remain open to the full range of ships, pilots, and upgrades available within the game! If something can happen in the game, it can happen at a System Open. Thus, the System Open Series will continue to serve not only as a fantastic opportunity to test yourself against the world's top squadron leaders, but as a showcase of the wildest and most inventive strategies the game's top minds can imagine.

Just as with the Hyperspace Trials, the System Open Series will see two periods of play each year—January through June, and July through December. You can expect each new period to bring changes in the prizes, including an exclusive new game mat. The System Open Series events taking place through the last months of 2018 will feature the same prizes as those held during the first period of 2019.

If you want to get the most from your miniature starfighters—and to forge deeper bonds with the X-Wing community—you'll want to attend one of these events!

More Details on the System Open Website

Fly faster and better than ever before!

You can find more details about the event structure and prizes at the X-Wing System Open events, as well as the list of upcoming events, on our X-Wing System Open website. Bookmark the page, and be sure to check back through the months as we continue to update our events and prizes!

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Niffle, Niffle, Niffle

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Published 6 November 2018 |KeyForge

Niffle, Niffle, Niffle

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

The colorful creatures of the Crucible clash in cutthroat competition in KeyForge! In fast-paced battles of wits and strength, players take on the roles of ethereal Archons, leading teams built from three of the Crucible’s seven Houses as they struggle to gather Æmber and race to unlock the planet’s hidden Vaults. But some creatures are easier to lead than others…

Today, your guide through the Crucible, Inka the Spider (who you can meet here) gives you deeper insight into her own House as she journeys deep into the boisterous biomes of House Untamed. “Niffle, Niffle, Niffle” by Daniel Lovat Clarke, the sixth piece of fiction for KeyForge: Call of the Archons, is now available for download here (5.9 MB)!

The Valley of Jewels

Inka the Spider takes on what may be her most dangerous case ever when a pair of Logotarians hire her to observe the behavior of the dangerous Niffle Apes of House Untamed. Her mission is to discover whether or not these creatures are at least as intelligent as lower beings, like humans, but in order to determine this, she may have to get a little too close for comfort.

Will these creatures see Inka as nothing more than a snack, or will they recognize her as an intelligent being, an intruder, and a threat?

Keep watching our website for more stories from the archives of Inka the Spider, and be sure to jump through the wormhole to the Crucible when KeyForge 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!

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Those Who Serve

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Published 6 November 2018 |Legend of the Five Rings RPG

Those Who Serve

Preview the New Player Options in Emerald Empire

"To serve the Tao is to serve the Empire. The one cannot be parted from the other, no more than the sea can be parted from the land."
   –The Tao of Shinsei

Order your own copy of Emerald Empire at your local retailer or online through our website today!

Your duty to your lord sends you traveling across Rokugan. As a samurai, you have studied the proper etiquette for dealing with your superiors, and you have been shown how to deal with your lessers. You have trained in the arts of court and war, and you have performed the proper prayers to ensure your safe return. Your travel papers are in order, and your horse is fresh, for you will not be following the roads for long. But if you have never before ventured beyond your home province, you may not be prepared for the spectacular beauty of this mystical land, whose very forests and mountains are alive.

Prepare to embark upon your journey with Emerald Empire, the essential setting guide to the Legend of the Five Rings Roleplaying Game. New lore and tools for players, Game Masters, and fans of Rokugan fill its 256 pages, along with a key to the locales and ways of life of those dwelling within the Empire. Today, we’ll take a closer look at some of those new player offerings, as well as the cultural and roleplaying guidance detailed in this sourcebook.

Servants and Disciples

If you're a player of the Legend of the Five Rings Roleplaying GameEmerald Empire begins by offering you new answers to the Game of Twenty Questions, including three new families, nine new schools, nine new titles, and over two dozen new advantages and disadvantages.

Whereas the Core Rulebook focused on the samurai of the seven Great Clans, Emerald Empire expands players’ options to include the Imperial families, who serve not one single clan, but the entirety of Rokugan. Members of the Miya family who have trained in the Miya Herald School ride across the realm to deliver the Emperor’s news and edicts, while the family’s school of Miya Cartographers are experts at navigating and recalling the landmarks and geography of the Empire. The Otomo family ensures that no clans or alliances become a threat to the Emperor, and the actions undertaken by the Otomo Schemers are shielded from rebuke by the majesty of the Throne itself. Finally, the family dedicated to the Emperor’s spiritual and physical protection—the Seppun—divines the future to warn against potential threats with the help of the Seppun Astrologers, and overcomes any physical dangers thanks to the Seppun Palace Guards.

While the Imperial Families occupy the very top of the Celestial Order, monks stand outside that order. Initiates of the Fortunist Monk Order devote themselves to a Great Fortune or one of the ten thousand other deities that oversee aspects of nature or daily life. In exchange for their prayers and service, the monk may be granted special boons by the Fortune. When selecting this school, you choose a single invocation that represents the Fortune’s power, which your character can perform despite not being a shugenja, and you gain one additional invocation each time your school rank increases. Disciples of the Shinseist Monk Order focus instead on the wisdom of the Little Teacher. By understanding that all reality flows from the Void and must one day return to the Void, they can catch glimpses of Enlightenment. When you spend a Void point to Seize the Moment, you may treat your ranks in the skill as being equal to your school rank. The order’s curriculum also focuses on Kihō techniques as expressions of their elemental studies.

Away from the monasteries and civilized places of Rokugan, the Realm of Animals sometimes bisects the world of mortals. Kitsune, or fox spirits, possess powerful shapeshifting abilities that permit them to travel across Rokugan and dwell among humankind undetected. Sometimes, these mythical creatures fall in love with a mortal or find themselves part of a lord’s court or retinue, where they can serve as cunning tricksters with other potent magical powers. The False Identity adversity models the stress that arises from maintaining the ruse of mortality, but at the GM’s discretion, a character in this situation who reaches Rank 2 in their actual school may spend 2 XP to learn the basics of their false school's regimen through direct exposure, deepening the deception. In addition to these trickster spirits who can be found in the most surprising of places, further secrets and conspirators span the breadth of the Empire.

Castes and Customs

The Legend of the Five Rings Roleplaying Game offers a roleplaying experience like no other. With its strong focus on the complex dynamics of a society markedly different from our own, it can seem daunting to try to roleplay a character who's familiar with Rokugan’s traditions and taboos, much less try to bring the world to life as a Game Master. Complicating matters further is the overlap—and divergences—between the fictional setting of Rokugan and its real-world counterparts. Emerald Empire delves deep into the etiquette, culture, and daily life for the inhabitants of castles, cities, towns, villages, and wild places across the Empire. It also calls attention to parts of the setting that should be treated with additional consideration and respect.

In each chapter, the book explores the culture underpinnings of a particular locale central to samurai life. In Chapter 1, “Strongholds of Power,” the book details the prescribed behavior of retainers in a castle during times of war or the games of court. Gempuku ceremonies and matchmaking methods, gift-giving and hostage-taking customs, and guests’ rights are all covered at length. Chapter 2, “Centers of Trade,” offers a deep dive into city life and the nuance of law, enforcement, and crime for those playing as Emerald or Clan Magistrates, or as one of their assistants. Chapters 3 and 6 explore life in the villages, countryside, and remote outposts, while Chapters 4 and 5 look at the cosmology, deities, and religion of the Empire, and how samurai are expected to act in the presence of the sacred. A detailed index also assists both players and GMs to locate important cultural concepts when they arise at the game table.

Lands of Wonder

With the Empire plunged into turmoil, samurai, nobles, and monks will be called upon to serve, but their oaths of fealty and devotion may be challenged by what they encounter across the Empire. Other unexpected allies will be drawn into these same stories—but will they have a change of heart, or stay true to their original intentions? With these new player options and cultural guides, Legend of the Five Rings Roleplaying groups can explore new themes and mechanics, and better understand the setting itself. Join us next time for a closer look at the gazetteer elements of the sourcebook, as well as the setting’s history and legends!

Prepare to explore the Emerald Empire with this indispensable setting companion to the Legend of the Five Rings Core Rulebook. Pre-order your copy of Emerald Empire (L5R04) from your local retailer or the Fantasy Flight Games webstore today!

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