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Across the Burning Sands

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Published 28 November 2018 |Legend of the Five Rings Fiction

Across the Burning Sands

Announcing a New Novella Set in the World of Legend of the Five Rings

"Caliph Harun al-Hakim has long cast an envious eye on our holdings outside of Rokugan, and when word of our renewed war with the Lion reaches him, he may decide the time has come to raise against us."
   
–Shinjo Altansarnai, letter to the Unicorn

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

Shinjo Shono is heir to the Khan of Khans, destined to one day lead the Unicorn Clan. But the young warrior is torn with anguish and doubt, haunted by the memory of facing his former betrothed on the field of battle—and leaving her to die. His duty feels like a chain, and he longs for freedom. He soon learns that longing has a cost.

Shono travels west to negotiate with the caliph of al-Zawira and ensure continuing peace between the Nehiri and Unicorn. A single misstep could mean war, but cultural barriers are the least of Shono’s concerns, as he faces duplicity, assassins, betrayal, and even sorcery. Can he find the strength within himself and his allies in this far-off city to secure the Unicorn’s future?

Fantasy Flight Games is proud to announce Across the Burning Sands by Daniel Lovat Clark, a new novella set in the world of Legend of the Five Rings  and focusing on the Unicorn Clan!

Across the Burning Sands features a full 110 page novella, a sixteen-page full-color insert detailing the history of the Unicorn Clan, and two alternate art cards for use with Legend of the Five Rings: The Card Game!

Strange Lands

It is a turbulent time for the Unicorn Clan in Rokugan. War with the Lion has put the clan that rides in a precarious position. With so many enemies in Rokugan, they must make sure their holdings outside the Emerald Empire remain secure. This task has fallen to Shinjo Shono, who travels west to meet with the caliph of al-Zawira. But more than a simple negotiation awaits. Shinjo Shono is about to embark on an adventure fraught with peril. What awaits the young Unicorn on his journey?

Also included in Across the Burning Sands is a sixteen-page color insert detailing the history of the Unicorn. From knowledge about their unique use of spells and sorcery to the hidden records of their journey outside of Rokugan, this document is the ideal source for anyone who wishes to learn about the clan that rides.

The Conflicts Ahead

Across the Burning Sands also features two alternate art cards for Legend of the Five Rings: The Card Game. The first of these cards is a new take on Shinjo Shono (Across the Burning Sands, 5), straight from the cover of the novella! Originally found in Breath of the Kami, Shinjo Shono leads your Cavalry characters into glorious battle, and boosts their skills when you have more participating characters than your opponent. Shinjo Shono is a born leader, and when he is on the field, you gain the ability to run down your opponents during any conflict!

But what is cavalry without steeds to mount? The second alternate art card featured in Across the Burning Sands is the Utaku Battle Steed (Across the Burning Sands, 6). This card, that will also be featured in Warriors of the Wind, allows any Unicorn character to gain the Cavalry trait. It also gives that character additional military and political skill, and honors them when they win a military challenge. This gives any character a significant boost, even if they are already a Cavalry character. Cards like Moto Juro (Fate Has No Secrets, 89) can take advantage of their glory stat to become an even more intimidating presence with the Utaku Battle Steed.

On the Sand Road

Shinjo Shono’s adventure is just beginning. What awaits him in his journey outside of Rokugan? Find out in Across the Burning Sands by Daniel Lovat Clark!

Join Shinjo Shono in Across the Burning Sands (L5N03), available now for pre-order from your local retailer or our website!

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Warriors of the Wind

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Published 28 November 2018 |Legend of the Five Rings LCG

Warriors of the Wind

Announcing a New Clan Pack for Legend of the Five Rings: The Card Game

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

For almost 300 years the Unicorn Clan have settled in Rokugan, yet they still retain much of the wildness and gaijin customs that set them apart from the other Great Clans. It’s not that they are unable to assimilate, but they have learned in their travels to remain true to themselves. Now, you can pledge yourself to this clan, utterly unique and set apart, even among the Great Clans of Rokugan.

Fantasy Flight Games is proud to announce Warriors of the Wind, a Unicorn Clan Pack for Legend of the Five Rings: The Card Game!

Warriors of the Wind contains 78 new cards (three copies of twenty-five different cards and one copy each of three different cards), with an emphasis on the Unicorn Clan!

Warriors of the Wind celebrates all that makes the Unicorn great. Look for a stronghold that rewards you for exploring your opponent’s lands, a Meishōdō attachment that keeps your characters on the field, and Cavalry ready to track down their enemies with blinding speed!

A Place to Call Home

As a formerly nomadic group, It is appropriate that Warriors of the Wind makes the Unicorn the first Great Clan to have three different stronghold options. At first glance, Shiro Shinjo (Warriors of the Wind, 1) may appear to have a major handicap, as the first stronghold to produce less than seven fate a turn. But with clever play, this stronghold can yield more fate than any stronghold in the game. After you collect fate during the dynasty phase, you may choose an opponent and bow Shiro Shinjo to gain one fate for each faceup non-stronghold province controlled by that player!

At the start of the game with Shiro Shinjo, you're guaranteed to be behind the curve on fate. However, your status starts improving the minute you start exploring provinces and revealing your opponent’s weak points. You can even reveal multiple provinces a turn with cards like Chasing the Sun (Into the Forbidden City, 58). When you reveal your opponent’s second province, you can gain eight fate a turn, and once you start gaining momentum, it’s possible to gain ten fate a turn with Shiro Shinjo! 

Into the Unknown

While declaring conflicts is the traditional way to reveal your opponent’s provinces, Warriors of the Wind features plenty of new ways to get an early look at the battlefields of the game, expanding the Unicorn’s theme of exploration. For example, the Iuchi Farseer (Warriors of the Wind, 7) doesn’t need to participate in a conflict to reveal a facedown province—simply playing her gives you information on the best point of attack and boosts the effectiveness of Shiro Shinjo!

Exploration has always rewarded the Unicorn in Rokugan, and it’s no different in Legend of the Five Rings: The Card Game, especially when you have Daimyō  Iuchi Daiyu (Warriors of the Wind, 9) on the field! During a military conflict, Iuchi Daiyu can boost the military skill of a character for each faceup non-stronghold province your opponent controls. Naturally, this works well in conjunction with Shiro Shinjo—revealing your opponent’s provinces will not only give you additional fate to spend on Iuchi Daiyu, it also increases his ability to assist you in military conflicts.

While Iuchi Daiyu uses the exploration of the Unicorn to boost their military conflicts, Speak to the Heart (Warriors of the Wind, 23) uses your opponent’s faceup non-stronghold provinces to boost a Unicorn’s political skill. Political buffs are a rarity in Legend of the Five Rings: The Card Game, and in the late-game, Speak to the Heart becomes a potent political tool, providing a nasty surprise to your opponent when they think they have the advantage.   

The Unicorn use all kinds of strange and foreign items to aid them on their journeys, including compasses to guide them on their path. When your character has a Compass (Warriors of the Wind, 27) attached to them and an opponent’s province is revealed during a conflict, you may view the top three cards of one of your decks, place any number of those cards on the bottom of your deck and the rest on top in any order. By preparing for a future turn, you can set up the perfect set of dynasty cards to place on your provinces or make the proper honor bid to get the right conflict cards. A little guidance can go a long way.

A Stalwart Defense

While the majority of cards in Warriors of the Wind focus on the clan that rides, each of the six other Great Clans gain a new character designed to counter Unicorn strategies. For example, the Unicorn’s Cavalry are notorious for moving in and out of conflicts, but these movement options only serve to enhance Hida Tsuru (Warriors of the Wind, 12), who gets a boost to military and political skill when a new character enters a conflict. With four military and three political skill, this Cavalry character is already a threat to your opponent, and can dissuade additional characters coming to your enemy's aid. However, he also receives a boost when your own reinforcements arrive, which makes him the perfect ally for a Crab deck utilizing Support of the Unicorn (Warriors of the Wind, 3).

Warriors of the Wind

From the mountaintops of the Dragon to the shores of the Crane, the Unicorn’s prowess is known across Rokugan. From the shrewd negotiators of the Ide to the Battle Maidens of the Utaku, this clan's time spent away from Rokugan has hardened them into warriors.

Pledge your allegiance to the Unicorn with Warriors of the Wind (L5C17), available now for pre-order from your local retailer or our website

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Available Now – November 29

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Published 29 November 2018 |Mansions of Madness

Available Now – November 29

A New Mansions of Madness Expansion Is Available Today!

Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore! 


Horrific Journeys

In the skies above the Atlantic, a dirigible’s peaceful journey is interrupted by a bloody act of revenge and an oncoming storm. On the sea far below, a treacherous saboteur plants the explosives that will sink a ship. In the New England countryside, a train billows black smoke, desperately fleeing an unimaginable threat.

Horrific Journeys is a new expansion for Mansions of Madness which unlocks three thrilling scenarios that take four new investigators far from Arkham, solving mysteries aboard a bustling transatlantic airship, a luxury ocean liner, and a scenic countryside train. With new map tiles, puzzles, monsters, and mythos events, these brave men and women must contend with hideous amphibian monstrosities and interdimensional creatures tearing holes in the fabric of reality, all with the knowledge that one wrong move can destroy the very vessels they are trying to protect! To arrive at their destinations, the investigators of Arkham must first survive their journey!

Pick up your copy of Horrific Journeys at your local retailer or online through our website today!

 

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Enemies New and Old

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Published 29 November 2018 |Star Wars: Edge of the Empire

Enemies New and Old

Announcing Two New Adversary Decks for Star Wars Roleplaying

Order your own copies of the Imperials and Rebels III and Republic and Separatist Adversary Decks at your local retailer or online through our website today!

Bring the galaxy to your tabletop with two new adversary decks for Star Wars Roleplaying, including cards for use with Edge of the Empire, Age of Rebellion, and Force and Destiny!

Within each of these decks, you'll find twenty adversary cards that offer the most pertinent information about a host of non-player characters, giving Game Masters the ability to keep their games flowing without having to flip through various books. The Imperials and Rebels III Adversary Deck features enemies and allies found in all three of the Star Wars Roleplaying lines. Meanwhile, the Republic and Separatist Adversary Deck features NPCs introduced in Rise of the Separatists, bringing characters of the prequel era to Star Wars Roleplaying adversary decks for the first time!

The Flow of Battle

The Imperials and Rebels III Adversary Deck features characters from a wide variety of sourcebooks, helping Game Masters to keep combat smooth and flowing with the abilities, skills, talents, and equipment of these characters all clearly displayed on their card! You can easily coordinate battle with Death Star Troopers and Officers, take on various Stormtrooper Specialty Corps, and more! Meanwhile, your player characters can keep their allies close at hand with cards like the dedicated and tenacious Sullustan Resistance Fighter.

Meanwhile, the Republic and Separatist Adversary Deck brings the characters of the Clone Wars to your tabletop! You could easily team up with the genetically engineered Clone Troopers to take on Count Dooku and the Separatist army of B1 Battle Droids. All these characters and more are found in Rise of the Separatists, and this adversary deck keeps them right at your fingertips. The Clone Wars are just beginning, and your characters will need all the help they can get in the trials to come! 

The Will of the Force

Battles in the Star Wars galaxy are fast and dynamic, and you can keep your enemies and allies at your fingertips with the Imperials and Rebels III Adversary Deck and the Republic and Separatist Adversary Deck!

Keep your games organized with the Imperials and Rebels III Adversary Deck (uSWR13) and the Republic and Separatist Adversary Deck (uSWR14), available now for pre-order from your local retailer or our website!

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Conquer the Galaxy

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Published 30 November 2018 |Star Wars: Legion

Conquer the Galaxy

Announcing Three Game Mats for Star Wars: Legion

“The Rebels are there and Skywalker is with them!”
   –Darth Vader, Star Wars: The Empire Strikes Back

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

As the Galactic Civil War spreads to engulf the entire Star Wars galaxy, battles can break out on any planet. Whether Imperial troops are striking at a hidden Rebel outpost in an epic engagement, or Rebel forces are hitting a sensitive Imperial target in a minor skirmish, each new operation can play out on widely different terrain.

Now, your Star Wars: Legion battles can transport you and your troops to some of the saga’s most iconic planets. Fantasy Flight Games is happy to announce three new playmats for Star Wars: Legion! Upgrade your play area with the Sullust Game Mat, the Hoth Game Mat, and the Jakku Game Mat!

New Battlefields

Each of these playmats offers a 3’ x 3’ slip resistant play area for you to play out your Star Wars: Legion battles right on your tabletop. What’s more, these mats are designed to be easily combined with each other to create a 3’ x 6’ area perfect for standard-sized games.

The Sullust Game Mat sets your infantry battles amidst the barren wastelands and lava flows that scar the planet’s surface. Navigate your troops around the dangerous lava as you seek to gain an edge and outflank your opponent.

With the Hoth Game Mat, on the other hand, you can return to the frozen snowfields where the Rebel Alliance once sought shelter from the Empire. No matter if you’re recreating the Battle of Hoth or running a new operation on the planet, Hoth is sure to feature some of your most memorable battles.

Finally, the Jakku Game Mat transports your troops to the remote desert planet to battle among the windswept dunes. The planet’s wide spaces make for a sweeping and iconic vista, whether your troops are using its scorched badlands to flank your opponent or set up an ambush. 

The Galaxy Is Yours

The Empire and Rebellion move their troops across the galaxy, waging war on countless planets. Dive deeper into the Star Wars galaxy with the Sullust Game Mat, Hoth Game Mat, and the Jakku Game Mat

Deploy your troops to the far corners of the galaxy with the Sullust Game Mat (SWS48), the Hoth Game Mat (SWS49), and the Jakku Game Mat (SWS50), now available for pre-order at your local retailer or online through our website! 

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The Wages of Sin

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Published 30 November 2018 |Arkham Horror: The Card Game

The Wages of Sin

Announcing the Second Mythos Pack in The Circle Undone Cycle

Between the phantasms of nightmare and the realities of the objective world a monstrous and unthinkable relationship was crystallizing, and only stupendous vigilance could avert still more direful developments.
   –H.P. Lovecraft, “The Dreams in the Witch House”

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

You are not safe in this city any more.

Your journey first began with a dark prophecy from a soothsayer, and it has led you to the dangerous shining halls of Josef Meiger's estate and the dilapidated Witch House of French Hill in search of buried histories best left forgotten. Tangled up with all of it is a long-dead sorceress from Arkham's past, so perhaps the best place to start is where so many witches like her met their end hundreds of years ago.

Fantasy Flight Games is proud to announce The Wages of Sin, the second 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!

XII The Hanged Man

Surrender yourself to the path of sacrifice. Consider the good of all before you act. Let go.

Following the events of The Secret Name, you have been forced to reconsider everything you thought you knew about life and death, sanity and madness. And the mists that hang over Arkham strike greater fear into you than ever before. You must delve deeper into the city’s history of witchcraft and persecution if you wish to make sense of all you have seen. There have been reports of ghost sightings and strange activity in the woods the last few nights at Hangman’s Hill, and you must journey here to learn more about the witches who once hid in Arkham—witches who have again emerged from the shadows in pursuit of some unholy purpose. 

When you step onto the hallowed ground of the graveyard, you may find yourself consumed by a feeling that you are not alone, as if the ghosts of the past are all around you, existing on some separate unseen plane. In The Wages of Sin, the locations that you will investigate have two revealed sides, one that exists in the realm you know and one that takes you to the spectral plane. As you plumb the secrets of Hangman's Hill, locations like the Abandoned Chapel (The Wages of Sin, 168) may flip to their Spectral side, confronting you with a new set of terrors as you face a second encounter deck with its own challenges. While you are in a Spectral location, you will use the Spectral Encounter Deck instead of the normal encounter deck, and the dangers that surround you take on a more ghastly light. 

Within this ghostly encounter deck, you'll find shadowy perils like a Malevolent Spirit (The Wages of Sin, 180) that becomes stronger on the Spectral plane—unable to even be killed unless you use a Spell or a Relic. Then, there are challenges like Grave-Light (The Wages of Sin, 184) that have different effects based on their encounter deck. This may be your city, but it is no longer your world—can you survive against the dead?

Lost Souls

Only a fool would venture into an Arkham graveyard at night alone. As such, The Wages of Sin introduces a host of new allies to go on the excursion with you. Guardians can bring the always-professional Alice Luxley (The Wages of Sin, 151) to their team for some investigative help. While this fearless flatfoot is in your service, your intellect is increased, which, with any luck, will help you trigger her reaction—when you discover a clue, you can exhaust Alice to deal one damage to an enemy at your location! She would make an excellent partner if you are stepping into the role of an investigator like Roland Banks (Core Set, 1) or Leo Anderson (The Forgotten Age, 1), who may specialize in battling monsters, but still possess a respectable intellect. 

But for discovering clues, there is still no finer class than the Seekers, who may now call on Mr. "Rook" (The Wages of Sin, 153). As a fast action, the dealer of secrets may help you search the top three, six, or nine cards of your deck for any card you desire and draw it. But this knowledge comes with a risk: you must draw a weakness if you come across any in your search.

This element of gambling with your luck continues with the roguish Henry Wan (The Wages of Sin, 155). As an action, Henry Wan can reveal random tokens from the chaos bag until you choose to stop, drawing a card or gaining a resource for each revealed token. If, however, you reveal the auto fail token or one with scenario-specific effects, your gamble has brought you nothing! Henry Wan can be extremely valuable, helping you find both favored tools from your deck and the resources to pay for them, but how far can you push your luck before you fall victim to fate?

Bury Them Deep

Resurrected threats are gathering in the mists and soon Arkham may fall to darkness unless you can restore the light. Muster your courage, hurry to Hangman’s Hill, and discover the secrets buried in the soil!

Pre-order your copy of The Wages of Sin (AHC31) at your local retailer today or online through the Fantasy Flight Games website here!

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FFG Live in December

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Published 30 November 2018 |Arkham Horror

FFG Live in December

Join Us for Four Gameplay Livestreams

Curious about some of the latest titles from Fantasy Flight Games? You’ll have your chance to go in-depth with some of our newest releases in four upcoming FFG livestreams—the perfect opportunity for you to learn more about these new games and come hang out with us as we play.

We’ll have four livestreams on YouTube over the next few weeks, each looking at a different title from Fantasy Flight Games: Arkham Horror Third Edition, Heroes of Terrinoth, Discover: Lands Unknown, and Cosmic Encounter. In each livestream, we’ll play an entire game with a member of the development team! And even if you can't join us live, the streams will be archived on our channel for viewing later.

Find the dates and times for these FFG livestreams below:

Whether you’re curious about how a new game looks and plays, or you just want to join us for a few hours around a board game table, tune in to our YouTube channel throughout December and catch our gameplay livestreams!

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Emerging Darkness

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Published 3 December 2018 |Star Wars: Legion

Emerging Darkness

Announcing Two Imperial Expansions for Star Wars: Legion

“We stand here amid my achievement, not yours!”
   
—Director Orson Krennic, Rogue One: A Star Wars Story

Deep in a shadowy corner of the stars, Imperial engineers are quietly developing the ultimate weapon, one that could bring the Star Wars™ galaxy to its knees. Guiding this project with a shadowy hand is one of the most cunning and ruthless minds in the entire Imperial military and soon this brilliant tactician and his entourage can be at your disposal. Fantasy Flight Games is happy to announce two new Imperial units for Star Wars: Legion:

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

These expansions represent the pinnacle of Imperial might, allowing you to apply the results of the Empire’s research into advanced weapons technologies on the battlefields of the Galactic Civil War. With an elite group of ruthlessly efficient soldiers and a new commander who knows exactly how to use them, the Rebels won’t know what hit them. 

Director Orson Krennic Commander Expansion

Every great achievement requires just as much ambition, and there are few as ambitious as Director Orson Krennic. As the head of the Empire’s Advanced Weapons Research division, he oversaw the creation of the dreaded Death Star, using it wipe out any trace of the Empire’s activities on Jedha.

Director Krennic brings the same cunning that helped him build one of the most powerful superweapons the galaxy has ever known to the battlefields of Star Wars: Legion. In these fights, he’ll do whatever it takes to push his own agenda and ensure that his command cards win priority. Even better, Krennic’s position and skills entitle him to his own entourage of Imperial Death Troopers, giving you plenty of room for other special forces units in your army.

The Director Orson Krennic Commander Expansion includes one finely detailed, easily assembled Director Orson Krennic miniature ready to march his troops into battle along with three new command cards that allow him to issue specific orders in the thick of battle. Finally, three upgrade cards give you even more power to customize your commanders and their equipment.

We’ll take a full look at everything inside the Director Orson Krennic Commander Expansion, including all three of his signature command cards, in a future preview!

Imperial Death Troopers Unit Expansion

Tactically advancing across the battlefields like inhuman revenants, Imperial death troopers are a terrifying sight. Adorned in jet black armor and carrying an arsenal of weapons and equipment, these troopers are the elite soldiers of the Tarkin Initiative. Trained to be efficient and merciless, they are also rumored to undergo classified medical augmentations.

Death trooper candidates are hand-selected from the Stormtrooper Corps by Imperial Intelligence itself and, as such, these elite troops display skills beyond those seen in other Imperial troops. Unfazed by enemy fire, death troopers wade into battle, firing with unmatched precision. They display so much discipline, in fact, that they can remove a suppression token when they are issued an order, keeping them pressing the attack no matter how much adversity they face.

Within the Imperial Death Troopers Unit Expansion, you’ll find everything you need to add a squad of ruthless death troopers to your Imperial army. Six finely sculpted death trooper miniatures are accompanied by a unit card, an assortment of tokens, and an array of upgrade cards that give your death troopers access to even more advanced weaponry.

We’ll take a look at everything included in the Imperial Death Troopers Unit Expansion in a future preview!

On the Verge of Greatness

With the creation of the Death Star, the Empire has a weapon that can ensure its dominance for generations to come. Add some advanced weapons of your own to the fight against the Rebellion with these expansions for Star Wars: Legion!

Look for the Director Orson Krennic Commander Expansion (SWL33) and the Imperial Death Troopers Unit Expansion (SWL34) at your local retailer in the first quarter of 2019. Pre-order your copy at your local retailer or online through our website here

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In the Wild

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Published 3 December 2018 |A Game of Thrones: The Card Game

In the Wild

Preview the Lannister and Targaryen Cards from Kings of the Isles

“The gold of a lowland lord is as worthless as a halfman’s promises.”
  
–Gunthor Son of Gurn, A Game of Thrones

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

The world of Westeros is full of contrast and contradiction. The gentry of King’s Landing may rail against taxes and power-grabbing courtiers, but their lives are posh and easy compared to the ironborn on the windswept rocks of the Iron Isles. And while the Greyjoys forsake royal decrees and courtly intrigues, they are not the only ones in A Song of Ice and Fire who are willing to live by the edge of their swords.

In Kings of the Isles, the newest deluxe expansion for A Game of Thrones: The Card Game, House Greyjoy takes center stage with their raiders, reavers, and a full armada of warships for the Iron Fleet. Still, every other faction also gains two new non-loyal cards in this expansion, and today, we’ll take a closer look at the Lannister and Targaryen cards in Kings of the Isles!

The Mountains

The Clansmen of Westeros are dangerous and unpredictable, but they can be fiercely loyal to those who have earned their trust—such as Tyrion Lannister. In Kings of the Isles, House Lannister gains two cards that help to bridge the gap between the intrigue-heavy Lannister characters and their Clansman allies.

Gunthor Son of Gurn (Kings of the Isles, 27), like many of his Clansman brethren, is a master of ambush. For four gold, you can spring Gunthor into play in the midst of the challenges phase to launch an unexpected attack. But Gunthor is not purely concerned with murder and pillage, like so many of his comrades. In fact, Gunthor understands the importance of destroying your opponent’s plans—whenever you win a challenge while attacking with Gunthor, your opponent must choose and discard a card from their hand.

You’ll only remove your opponent’s least important card with Gunthor, but it still offers you a chance to trigger Cersei Lannister (Lions of Casterly Rock, 1), granting you more power and lending some bite to your intrigue challenges. And if the time comes that you need Cersei to defend her power in battle, you can use My Mind Is My Weapon (Kings of the Isles, 28). This event lets you choose a character with an intrigue icon and have it join your side of the battle during a military challenge! Not only does this give you a boost to unexpectedly win a challenge, My Mind Is My Weapon doesn’t force your character to kneel, leaving you free to make more challenges and press your advantage.

The Plains

Far from the Iron Isles, the open plains of Essos are home to the Dothraki, the mighty horselords. These horsemen also dwell in the wilds, far from civilization and sophistication, but they can certainly turn the tide of battle in your favor.

The Targaryen character in Kings of the Isles is Cohollo (Kings of the Isles, 35)—one of Khal Drogo’s Bloodriders, sworn to protect his khal with his life. In the game, Cohollo proves his devotion by throwing himself into any challenge. Cohollo costs only four gold and offers five STR and intimidate. And although he has no challenge icons of his own, that won’t stop you from putting this Bloodrider into any challenge you like—you simply have to discard a card and kneel Cohollo to have him join any challenge on your side.

As you can easily imagine, the ability to join a challenge at any stage is crucial. Your opponent must constantly reckon on Cohollo joining the challenge, but if your opponent’s defenses are too strong, you’ll simply hold him in reserve for the next challenge. And although you must discard a card to bring Cohollo into the challenge, that’s hardly a problem if you have Meereen (The March on Winterfell, 34) feeding you three extra cards every round. You could even use "Dance of the Dragons" (Kings of the Isles, 36) to bring your discarded card back to your hand.

By the Edge of the Sword

House Greyjoy’s strength is rising with the tide, but they are not the only ones in Westeros who are willing to fight and die for the Iron Throne. No matter which faction you support, you’ll have plenty of reason to pick up the newest deluxe expansion for A Game of Thrones: The Card Game.

Pre-order your copy of Kings of the Isles (GT45) at your local retailer or online through our website today!  

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A New Generation of Conflict

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Published 4 December 2018 |X-Wing Second Edition

A New Generation of Conflict

Preview Two Wave II Lists for X-Wing

"Happy beeps here, buddy, come on. We’ve pulled crazier stunts than this.”
   –Poe Dameron, Star Wars: The Last Jedi

Nearly 30 years after the Battle of Endor, the struggle for the fate of the Star Wars galaxy has taken a drastic turn. The nefarious First Order has decimated the Republic and is now on the verge of eliminating the only remaining military force that stands in the way of total galactic domination: the Resistance. Launching their starfighters into battle, the Resistance hopes to gain whatever ground it can against the rising tyranny.   

Order your own copy of these X-Wing expansions at your local retailer or online through our website today!

You’ll have the chance to play out the engagements between these two dueling powers when both the Resistance and First Order enter the battles of X-Wing™ later this year. The First Order Conversion Kit and Resistance Conversion Kit give you everything you need to bring your collection of Resistance and First Order ships from the first edition into the second edition and begin building your own squadrons.

Additionally, the T-70 X-Wing Expansion Pack and the TIE/fo Fighter Expansion Pack help you round out your Resistance and First Order squadrons with even more fighters. Finally, with the RZ-2 A-Wing Expansion, you have a completely new option that adds some blinding speed to your Resistance squadrons.

Today we’re going to explore the squad-building possibilities of these new factions by taking a look at two lists created by designer Alex Davy!

Heroes of D’Qar

Fittingly, both of these lists draw their inspiration from events that took place as the Resistance was evacuating their base on D’Qar and immediately after. On the Resistance side, this list includes pilots who aided in the valiant attack run that brought down a First Order dreadnought. Together, these pilots give you a good taste of the unique flair the Resistance brings to X-Wing and lets you fly the ships that form the bulk of their fleet.

"Heroes of D'Qar" (Resistance)
T-70 X-Wing
Poe Dameron (68 points)
Talent:
Heroic (1 point)
Tech:
Ferrosphere Paint (6 points)
Cannon:
Heavy Laser Cannon (4 points)
Astromech:
BB-8 (8 points)
Title:
Black One (2 points)
Configuration:
Integrated S-foils (0 points)
RZ-2 A-Wing
Tallissan Lintra (35 points)
Talent:
Crack Shot (1 point)
Talent:
Heroic (1 point)
MG-100 StarFortress
Vennie (67 points)
System:
Trajectory Simulator (3 points)
Device:
Seismic Charges (3 points)
Total: 199 points

Unsurprisingly, this list revolves around none other than Poe Dameron. As we discussed in our preview of the T-70 X-Wing, Poe is a consummate ace who can go toe-to-toe with anyone in a fight. As such, his high initiative and powerful ability—along with the many points of upgrades he’s carrying on his T-70—make him a natural target for enemy ships.

Fortunately for Poe, the majority of his upgrades help him use his ability to maximum effect. Both BB-8 and the Black One give him the maneuverability he needs to avoid enemy firing arcs and unleash his Heavy Laser Cannon to devastating effect. And while these cards have limited charges, Poe can always close his Integrated S-foils to gain even more maneuverability. In addition to his incredible positioning options, Poe’s Ferrosphere Paint makes it easy for him to avoid any ship that acquires a lock on him and, if all else fails, his Heroic talent gives him another chance to make a critical attack or defense roll.


The TIE/fo is in Vennie's turret arc and Tallissan Lintra's bullseye arc, so Vennie can roll an additional defense die and add a focus result to his roll!

If all these options weren’t enough, Poe is supported by two pilots that can both dole out damage and keep him around to the endgame. Tallissan Lintra’s RZ-2 A-wing is built on speed and she can use her ability to give Poe an extra defense die if the need should arise. Meanwhile, Vennie and her MG-100 StarFortress may lack the speed and mobility of the other ships, but they make up for it with heavy shields and a thick hull.

This large-based ship is perfect for blocking opposing ships and forcing them to target her instead of Talli or Poe. Even with one agility, dealing damage to Vennie can be a surprisingly frustrating task. She can add a focus result to her defense rolls if the attacker is in a friendly ship’s turret arc, including her own. If the enemy somehow gets the upper hand, Tallissan Lintra also has a turret arc that can help Vennie regain her focus. Better yet, Vennie and Talli’s abilities can be combined to let her roll two defense dice and add the focus to the results! Lastly, even before getting into the thick of the battle, Vennie can use her Trajectory Simulator to launch some  Seismic Charges for a chance to deal some damage to any enemy ships flying too close to any nearby obstacles.     

Extinguish the Spark

On the other side, the First Order roars into battle looking to unleash all of its aggression. The three advanced starfighters you find here show a clear evolution from Imperial ships, retaining their trademark agility while also featuring greater offensive potential. The result is a list that relies on attacking as much—and as often—as possible to wreak as much havoc as you can.

"Let the Past Die" (First Order)
TIE/vn Silencer
Kylo Ren (82 points)
Force:
Supernatural Reflexes (12 points)
Tech:
Advanced Optics (4 points)
TIE/sf Fighter
"Quickdraw" (45 points)
Gunner:
Special Forces Gunner (10 points)
Modification:
Electronic Baffle (2 points)
TIE/sf Fighter
"Backdraft" (41 points)
Missile: 
Ion Missiles (4 points)
Total: 200 points

Like the Resistance squadron, this list puts you in command of two of the First Order’s best pilots, led by the nefarious Kylo Ren. Although he may not have the quite the initiative of Poe Dameron, Ren’s Supernatural Reflexes and his TIE/vn Silencer’s built-in Autothrusters help him equal Dameron in terms of sheer mobility.

After he sets up an attack with of a combination these abilities, Kylo Ren can still spend a Force charge to modify one of his attack dice, which makes Advanced Optics particularly useful to him. This Tech upgrade gives Kylo Ren even more control over his dice, spending a focus token to change a blank to a hit while he performs an attack.

Even when he isn’t directly attacking, Kylo Ren is still plotting ways to hurt his opponents. After he defends, he can spend a Force charge to grant the attacker the I’ll Show You the Dark Side condition. This card might not have an immediate effect, but it does give Kylo Ren a chance to choose a Pilot damage card that will be dealt to the ship the next time it suffers a critical damage.


If they are in the right position, "Quickdraw" can launch attacks against two separate targets in a single round!

Even though Kylo Ren’s fellow pilots can’t tap into the power of the Force to dole out damage, that doesn’t make them any less lethal. His wingmate “Quickdraw” has an even higher initiative and plenty of options for using the TIE/sf Fighter’s Heavy Weapon Turret to maximum effect. Hardly one to tolerate enemy fire, “Quickdraw” can quickly retaliate with a bonus primary attack after losing a shield.

While this ability could be reserved for losing shields to enemy attacks, this list gets a bit more creative. Here, “Quickdraw” can execute a red maneuver and perform an attack. Then, during the End Phase, they can suffer a damage with their equipped Electronic Baffle to remove their stress token and lose a shield, performing a bonus primary attack! With a Special Forces Gunner tagging along, the TIE/sf becomes even more flexible, potentially granting “Quickdraw” an additional attack die out of their front arc or a bonus primary attack depending on the direction of their turret arc.

Not to be outdone, the final pilot of this list might not have the same damage potential as the other two pilots, but still has a dedicated battle plan. The Ion Missiles carried by “Backdraft” provide them with perfect opportunities to use their ability. After successfully ionizing a ship, “Backdraft” can fly right over it to set up a Range 1, four-dice attack out of their rear arc. 

Enter the Fight

The fate of the galaxy hangs in the balance. Hoping to seize the advantage, the First Order carries out a campaign of terror across the galaxy. Meanwhile, the Resistance relies on its best pilots to hold back the rising tide. It's time to choose a side and enter the fight!

Look for Wave II of X-Wing at your local retailer soon! You can pre-order your copies of these expansions at your local retailer or through our website today!

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Mount Gundabad

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Published 4 December 2018 |The Lord of the Rings LCG

Mount Gundabad

Announcing the Fifth Adventure Pack in the Ered Mithrin Cycle

They marched and gathered by hill and valley, going ever by tunnel or under dark, until around and beneath the great mountain Gundabad of the North, where was their capital, a vast host was assembled ready to sweep down in time of storm unawares.
   –J.R.R. Tolkien, The Hobbit

Order your own copy of Mount Gundabad at your local retailer or online through our website today!

Fantasy Flight Games is proud to announce Mount Gundabad, the fifth Adventure Pack in the Ered Mithrin cycle for The Lord of the Rings: The Card Game!

The time has come. All your adventures across Wilderland have pointed you in one direction: toward Mount Gundabad and a confrontation with the terrible Dragon that roosts within. While few would openly rush into battle with such a beast, one thing remains certain: Dagnir poses a threat to the whole of Wilderland, and you must take on whatever risks are necessary to keep it safe.

Completing this task will not be easy, of course. Hordes of Orcs litter the mountain stronghold, standing between you and Dagnir. Even worse, there’s no telling where she has built her lair within the cavernous mountain stronghold. But there can be no turning back now. Gundabad awaits.

Under the Mountain

After encountering countless terrors in the forgotten city of Framsburg, there is only one thing left to do. Your path leads to Gundabad. Fortunately, your party knows of a secret entrance that should let you slip into the mountain unnoticed. Once inside, however, there’s no telling where the many passages lead or where you’ll find the Dragon you seek.

Your quest into Gundabad, then, begins not as an assault, but as a search. Combining several of the mechanics you've encountered throughout the Ered Mithrin cycle, this adventure forces you to carefully choose what goals you will pursue. The twisting halls of Gundabad are dark and vast, and only by exploring these Deep locations can you hope to find your destination buried within the Caves deck. At the same time, once inside the labyrinthine mountain fortress, you’re sure to come across several obstacles that will slow your progress as you seek to defeat Dagnir.

In this Adventure Pack, the obstacles that you face are represented by a randomized deck of eight Stage 2 quest cards that you must progress through until your quest is complete. From locations within Gundabad to tricky situations, each quest card impedes your progress in its own way. Stumbling into The Lower Deeps (Mount Gundabad, 137), for example, means the "when revealed" effects of the first treachery card revealed each round cannot be canceled, leaving you at the mercy of whatever you bump into in the dark.

Fortunately, many of the quest cards you encounter can be bypassed, removing all progress, but simultaneously moving it to the bottom of the quest deck and allowing you to move on to the next quest card. In the end, you’ll have to carefully choose which threads to pursue—the more progress you make, the more you’ll draw the attention of Dagnir and her servants.

Should you encounter a Guardian of Gundabad (Mount Gundabad, 126), for example, you’ll need to be wary of its high attack value. But if three or more quest cards have been added to the victory display, it's even more difficult for you to chip away at this enemy's hit points. Similarly, having more quest cards in the victory display can make the Desecrated Ruins (Mount Gundabad, 131) a much more dangerous place for you to linger.     

Concerning Hobbits

Sneaking into an Orcish stronghold and defeating a massive dragon is a tall task for any group of adventurers. Fortunately, Mount Gundabad brings you help from some of the most unexpected places. Despite their small stature, Hobbits have a special knack for being useful in these situations. You’ll find plenty of ways for them to prove their worth here, beginning with a new version of Bilbo Baggins (Mount Gundabad, 112).

A rather unconventional Tactics hero, Bilbo nonetheless contributes to both adding progress to your quests and dealing damage to enemies. Not only can he add an enemy’s threat to his willpower during a quest, he also deals damage to that enemy if the players quest successfully. While equipped with his trusty blade Sting (Mount Gundabad, 117), Bilbo gains even more potential—perhaps enough to deliver a killing blow before suffering wounds himself.

Not all hobbits are as ready to leap into battle, but that doesn't mean they can’t help you stay out of harm’s way. Gaffer Gamgee (Mount Gundabad, 115) is particularly good at pointing enemies in the wrong direction. Returning him to your hand prevents a powerful enemy from attacking until the end of the round. Thankfully, the carefree attitude of The Shirefolk (Mount Gundabad, 121) helps them appear as less of a threat to your enemies, helping you continually make use of the Gaffer.

To Gundabad

All your efforts have led to this. Can you snuff out this threat to Wilderland? Or will you lose yourself under the mountain?

Pre-order your copy of Mount Gundabad (MEC70) at your local retailer or online through our website today! Look for Mount Gundabad to release in the first quarter of 2019.

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A Loyal Companion

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Published 4 December 2018 |Star Wars: Legion

A Loyal Companion

Preview the Chewbacca Operative Expansion for Star Wars: Legion

“RRRAARRWHHGWWR”
   –
Chewbacca, Star Wars: The Empire Strikes Back

With his enormous strength, Chewbacca is a valuable asset for the Rebellion in any fight. From the depths of the Death Star, to the frozen plains of Hoth, to the forest moon of Endor, he has demonstrated time and again the power of having a Wookiee on your side. But perhaps even more valuable than his size and strength is Chewbacca’s unwavering loyalty to his friends.

Order your own copy of the Chewbacca Operative Expansion at your local retailer or online through our website today!

Willing to follow Han Solo, Luke Skywalker, and Leia Organa into any conflict, Chewbacca lends his aid to each of these bold leaders on the battlefields of the Galactic Civil War. Soon, Chewbacca will be able to team up with these heroes during your games of Star Wars™: Legion with the Chewbacca Operative Expansion.

Within this expansion, you’ll find a single unpainted, easily assembled Chewbacca miniature charging into battle with his bowcaster at the ready, alongside all the cards and tokens you need to add him to your army. In addition to his formidable presence, Chewbacca’s signature command cards let you do even more with the Rebel commanders leading your army.

Join us today as we take a closer look at how Chewbacca can support his friends in battle!

Let Him Have It

Entering Star Wars: Legion as the Rebellion’s first operative, Chewbacca creates new opportunities for your army not seen in your other units. His Wookiee physiology makes him capable of feats unheard of in other species, and for 110 points you can find out exactly what it means to team up with a Wookiee.

Towering over most other combatants, Chewbacca attacks with the strength of several humans. Absolutely terrifying up close, the four red dice Chewbacca rolls in melee combat make him more than capable of taking on an entire squad of enemy troops on his own. He’ll likely encounter a lot of blaster fire before he can move in, however, and luckily enough, Chewbacca also carries weapons that others would find unwieldy. Not only does his bowcaster give him an effective ranged attack, it can also pierce through an enemy block and has a better shot of damaging any armored vehicles that might be harassing your troops.

This brute strength certainly comes in handy when performing attacks, but it has other advantages that might not be as readily apparent. Chewbacca is so dedicated to his friends that he’s willing to put his own life on the line to save them. His incredible nine health surpasses even the mighty Darth Vader, and Chewbacca can put all of them to good use, beginning with his Guardian 3 ability.

If he’s working closely with another trooper unit, Chewbacca can use this ability to cancel three hits from a ranged attack made against his companion. Although this could result in Chewbacca taking some damage himself, this only makes him stronger. Once he has four or more wound tokens, Chewbacca's mighty rage is unleashed, granting him the ability to charge at an enemy and perform a free melee attack.

Seeing as he’ll already be wounded, the Tenacity upgrade can make Chewbacca’s melee attack even more potent by adding a red die to his pool. Such an attack would be particularly powerful against an enemy commander and being a Hunter can help Chewbacca get the most out of those five red attack dice. Even with nine wounds, Chewbacca won’t last long rolling white defense dice. Equipping him with some Emergency Stims, then, can give him the strength he needs to make one last charge.

A Little Help From My Friends

While Chewbacca is more than willing to aid his fellow Rebel soldiers on the battlefield, he has built particularly strong relationships with the trio of commanders he could join on the battlefield. It should be no surprise, then, that each of his signature command cards reflects these bonds and gives Chewbacca the power to work alongside one of these heroes for a round.

In our announcement, we already discussed how Chewbacca and Han Solo gained a reputation as Notorious Scoundrels during their days smuggling cargo across the galaxy. Already bolstered by their Teamwork ability, this powerful card allows you to return one of Han Solo’s valuable command cards to your hand, giving you another opportunity to play Sorry About the Mess and give both Han Solo and Chewbacca a boost from the start of the round. 

Chewie may have the tightest relationship with Han Solo, but that doesn't mean his team-ups with other heroes are any less effective. If he joins up with Luke Skywalker to fight for a Common Cause, for example, the pair activates one after another to make a quick and powerful push. Not only does this card give you a good shot at winning priority, it also gives you the chance to unleash two powerful heroes before your opponent has a chance to react.

Finally, when combining his strength with Leia Organa’s superior planning abilities, both can team up for an impressive display of both Brains and Brawn. Firing three black dice from her Sporting Blaster, Leia Organa already has a powerful ranged attack. But if Chewbacca is in the right position when this card his played, he can add his bowcaster to the attack pool. Better yet, the four dice Chewie contributes to this attack also gain the benefit of Leia Organa's Sharpshooter 2 ability for a potentially devastating strike.  

Laugh It Up

No matter the danger, no matter the odds, Chewbacca will follow his friends on any mission. And once there, you’ll find that he’s far more than just a walking carpet.

Look for the Chewbacca Operative Expansion (SWL24) and the Wookiee Warriors Unit Expansion (SWL25) to release together in the fourth quarter of 2018! You can pre-order your copy of the Chewbacca Operative Expansion at your local retailer or online through our website today.

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A Samurai's Heart

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Published 5 December 2018 |Legend of the Five Rings LCG

A Samurai's Heart

Determine the Identity of Our Created Samurai in Legend of the Five Rings: The Card Game

Welcome back to the Legend of the Five Rings Create a Card series—where you, the Legend of the Five Rings: The Card Game community, help design your very own samurai that will be included in a future expansion!

Last week, with 19.8% of the vote, we determined that our samurai’s military and political skill would be balanced, with high glory. While we’ve spent the last few weeks nailing down the mechanical identity of our samurai, it's time to flesh out exactly who this character is.

Join us today as we vote on a character concept for our samurai. These brief, one-sentence descriptions will give some context to the role that our samurai plays in the Emerald Empire, and will determine both the name and art direction of the card. As always, these choices are subject to change through playtesting and approval.  

Read on to discover your choices, then vote at the bottom of this article within the next 24 hours! 

The Soul of a Samurai

The following choices have been developed by designer Tyler Parrott, and take into account the choices made in the series thus far—a Unicorn samurai from the Utaku family whose ability focuses on out-of-clan allies with balanced military and political skills. The phrase before the dash will be the finished character’s name, while the description after the dash is a brief exploration into that character's personality, which will help determine the art direction of the card. The choices are:

  • Preserver of Purity– a Battle Maiden yōjimbō who protects Unicorn dignitaries (usually Ide) traveling in foreign lands.
  • Cultured Mediator– an Utaku courtier who explores outside Rokugan and builds alliances with gaijin powers.
  • Believer in Blessed Virtue– an Utaku rōnin whose lack of a lord and whose unique interpretation of Bushidō prevents her from being an official Battle Maiden.
  • Worldly Shiotome– a Battle Maiden with a particular affinity and interest in gaijin customs and items.
  • Utaku Stablemaster– an Utaku courtier who attends to the revered Utaku battle steeds, and has a particular affinity for creatures of all types.


This choice will form the core of their identity from a flavor perspective. Consider your decision carefully, and vote below within the next 24 hours!

Core Identity

The Create a Card series is drawing to an end, and our samurai is beginning to take shape. With their core identity in place, our samurai is nearly ready to begin their journey in Rokugan. Join us next week as we determine a specific ability for our samurai, and keep an eye on this article tomorrow for a sneak peek at the results of this week's vote!

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Heroes on Both Sides

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Published 5 December 2018 |Star Wars: Edge of the Empire

Heroes on Both Sides

Wage War in the Clone Wars Era with New Careers, Specializations, and Species

“Yes, a clone army. And I must say, one of the finest we’ve ever created.”
   
–Lama Su, Star Wars: Attack of the Clones

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

Conflict wracks the galaxy!

With the secession of the Confederation of Independent Systems and the deadly confrontation at Geonosis, war has become inevitable. The Galactic Republic has deployed the massive Grand Army of the Republic alongside Jedi Generals to quell further uprising and bring rebellious systems back to the fold. Among the Separatist worlds, politicians and warriors fight to preserve their right to self-determination and freedom from the corruption and malaise of the Republic Senate. Bounty hunters and criminal cartels play both sides off one another. When the fighting comes to a standstill, scavengers plunder the debris of once-proud star destroyers and scuttled starfighters. Heroes and villains rise and fall as the struggle escalates into what will become known as the Clone Wars.

In Rise of the Separatists, the newest sourcebook for Star Wars Roleplaying, you’ll be able to fully enter a new era of the Star Wars saga, whether you’re playing with Edge of the Empire, Age of Rebellion, or Force and Destiny. In this supplement, you’ll be able to play as one of the Kaminoans or their creations, the clones. Alternatively, you can take part in the conflict as one of the industrious Geonosians or the scheming Umbarans. With four new species, two new full careers, and four new universal specializations, you can explore new playstyles and experience this iconic period of galactic history as never before.

Today, we’ll take a closer look at some of the character options coming soon to your tabletop!

Aggressive Negotiations

While many equate the struggles of the Republic with the ground fighting seen on Muunilinst and Malastare, battles continue under another guise in the political arena. The Umbarans, deft at navigating the factions and ambitions of their homeworld castes, revel in the intrigue and backchannel diplomacy that whispers down the halls of the Senate. With their uncanny ability to sway others to their cause, some wonder whether they aren’t capable of some form of mind control. Their shadowy reputation is only deepened by their aversion to bright sunlight and their superior senses in darkness. For those Umbarans who have fallen out of the caste systems and have turned to a life of crime, their entrancing gaze allows them to flourish in the underlevels of Coruscant and the back alleys of industrial words and far-flung outposts.

On the front lines of battle, a more direct approach is required. The clones born and bred in labs on Kamino form the indisputable backbone of the Grand Army of the Republic (GAR). Their genome was carefully selected for superior strength and speed, and from the time they are decanted, their athleticism is put to the test in a series of rigorous trials. Alongside their physical training, battlefield tactics and discipline are drilled into clone recruits from an early age, all to ensure that the Republic is provided with the perfect fighting force. Yet, as they face their first true tests in the field, the clones must learn to balance their inborn tendencies for loyalty and obedience with their newfound desire to forge their own paths and identity. Flung into squadrons as battlefield commanders, pilots, or troopers, these soldiers gain strength from the familiar sight of their brethren. All three of these archetypes are represented as specializations with the new Clone Soldier career!

The Clone Officer specialization makes use of their training to command their brothers-in-arms in battle and lend them an ear when the going gets tough. Clone Pilots specialize in piloting the iconic Low Altitude Assault Transports (LAATs) and All-Terrain Tactical Enforcers (AT-TEs), gauging the lulls in battle to deploy complements of clone soldiers swiftly while sustaining minimal casualties with the Assault Drop talent. The unsung heroes of the Clone Wars, Clone Troopers serve as the rank-and-file infantry in the GAR and are equipped with an impressive arsenal to match. These soldiers excel at employing heavy weaponry to devastating effect, including the gunnery emplacements found on artillery installations, vehicles, and starships. No matter their role in the squad, hard experience teaches these clones the best ways to take out their enemies. With access to the Clanker Killer talent, clones can prove their brute effectiveness at dispatching CIS droids en masse, seizing on every opportunity to take the perfect shot or aim for the battle droids’ weaknesses.

Finally, the Masters of the High Council have rallied the Jedi to serve as leaders and special operatives in the conflict. Whether they’re leading the vanguard, pursuing dangerous special missions, or directing strategy from the gunships, the fighting capabilities of the Jedi Knights and their Padawans are revered and feared around the galaxy. Jedi Knight serve as warriors, diplomats, ambassadors, and scholars all at once, entering into “aggressive negotiations” at need or staging daring rescue missions for Senate dignitaries. Padawans learn from experience, and they can come through in unpredictable and surprising ways. No matter their level of experience, the Jedi must harness their skills and wisdom to see justice done and avoid letting the high emotions of the battlefield tempt them to the dark side.

Beyond the Clone Soldier and Jedi careers, players looking to create character concepts well-suited to the Clone Wars will also be able to choose from the Force-Sensitive Outcast, Republic Navy Officer, Republic Representative, and Scavenger universal specializations. These can be mixed and matched with the existing careers and specializations from all three Star Wars Roleplaying core rulebooks, so your group can tell their own stories in this era, no matter whether you’re playing Edge of the Empire, Age of Rebellion, or Force and Destiny.

Begun, the Clone War Has

How will you turn the tide of battle in this great era of galactic conflict? Discover a trove of player options and find your place in the galaxy in Rise of the Separatists.

Pre-order your copy of Rise of the Separatists (SWR11) from your local retailer or from the Fantasy Flight Games web store today!

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Embers of Dread

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Published 6 December 2018 |Descent: Journeys in the Dark

Embers of Dread

A New Campaign for Road to Legend Is Available Now

A darkness is rising as powerful forces seek to undo the fragile peace holding Terrinoth together. Dormant since the Dragon Wars, the strange obelisks scattered across the Ashen Hills have recently come alive with magical energies. Scouts from nearby Fort Rodric report mysterious robed figures disturbing the ancient structures. Meanwhile, a contingent of Dragonkin are massing within the Mountains of Despair. Rumors swirl that a leader has united them around a common cause, and whispers from the mountain peaks carry a name long forgotten: Margath…

Discover the dark secret of the Ashen Hills with Embers of Dread, a new free DLC campaign in the Road to Legend companion app for Descent: Journeys in the Dark! Embers of Dread is the perfect way to fill a holiday break while you're at home with your family or friends, and best of all, it's available now on the App Store, Google Play, Amazon and Steam!

Embers of Dread sees you become embroiled in the conspiracy of a mad cult that plots to release an ancient Dragonlord from his eternal prison. With six new quests and a storyline that takes you to the militant city of Riverwatch, your group of adventurers is sure to keep themselves busy. This threat puts all of Terrinoth in danger, and your heroes will have to use their strength, wits, and quick decision making to survive.

Important note: Embers of Dread is a free expansion for Road to Legend, but it does require the Descent: Journeys in the Dark Core SetLair of the Wyrm, and Labyrinth of Ruin expansions. 

The Creeping Dread

While investigating strange obelisks in the Ashen Hills, your heroes quickly find themselves entangled in a plot that threatens to change the face of Terrinoth forever! You soon find yourself face to face with the Dread, a cult convinced the return of the Dragonlord Margath will usher in a new age for the worthy of Terrinoth.

But what does this shadowy organization hope to achieve? Who is leading this cult, and are they the true designer of these dark machinations?

Answers to these questions and more await if you are brave enough to venture forth in Embers of Dread. The Embers of Dread campaign features plenty of action, but you'll also find more puzzle-centric missions that will put your wits to the test with riddles, puzzles, and more. Investigating the Ashen Hills may kick off your adventure, but it will take more than a flash of steel to discover the true villains pulling the strings behind this conspiracy. Your enemies will want to see you silenced, including the dragon-hybrid Belthir, working with the cult to bring Margath back to the realm of Terrinoth! 

Risk and Reward

Embers of Dread also introduces your characters to a brand-new location, the morally nebulous city of Riverwatch. As a martial city, various mercenary guilds have come to call Riverwatch their home, and your heroes will have the opportunity to align with these groups over the course of Embers of Dread. An alliance with these guilds can see your heroes gain extra gold at the cost of sacrificing their fame. While preserving your fame is of vital importance, the gold received can be a tremendous boon to your heroes—what will you choose?

This additional gold can go a long way in the city of Riverwatch. At the nexus of three rivers, Riverwatch is an ideal port of trade in the land of Terrinoth. With some careful negotiations, your heroes can even expand the number of items available for purchase between adventures, giving you many more options for customizing your character as you fight back against the doom quickly approaching Terrinoth.

Riverwatch is not a city for the faint of heart, but if you’re willing to embrace the cutthroat nature of the town, plentiful rewards await!

The Approaching Doom

Embers of Dread is available now, and the holidays are the perfect time to solidify your heroes as legends. But do you have what it takes to unravel the mystery surrounding the strange activity in the Ashen Hills? Or will Terrinoth be cleansed and purged through dragon fire?

Only your heroes have the strength and wits to survive the new Embers of Dread campaign for Road to Legend, available now through the App Store, Google Play, Amazon and Steam!

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Available Now – December 6

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Published 6 December 2018 |Arkham Horror: The Card Game

Available Now – December 6

A New Arkham Horror LCG Scenario Is Available Now!

Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore! 


Guardians of the Abyss

Witness the day of reckoning with the Guardians of the Abyss Scenario Pack for Arkham Horror: The Card Game! Called to Cairo to unravel a medical mystery, this pack throws you into the action of the linked scenarios, The Eternal Slumber and The Night’s Usurper, first featured at Gen Con and Arkham Nights 2018, respectively.

With 78 beautifully illustrated cards to immerse you in the peril of an investigation that takes you to the deserts of Egypt and beyond, this pack challenges you to determine fact from fiction, wakefulness from dream, and sanity from madness. Step into a realm beyond your imagination and stop an ancient prophecy from coming to pass!

Pick up your copy of Guardians of the Abyss at your local retailer or online through our website today!

 

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At the Gates

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Published 7 December 2018 |A Game of Thrones: The Card Game

At the Gates

A New Cycle Begins in A Game of Thrones: The Card Game

“The morning air was thick with the old familiar stinks of King’s Landing. She breathed in the scents of sour wine, bread baking, rotting fish and nightsoil, smoke and sweat and horse piss. No flower had ever smelled so sweet.”
   –George R. R. Martin, A Dance with Dragons

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

Over the course of A Game of Thrones: The Card Game, you have followed your most beloved and most reviled characters from the first pages of A Game of Thrones to the closing chapters of A Dance with Dragons. You have led the hosts of Westeros through the War of the Five Kings and witnessed the fallout of their struggle for the Iron Throne. Characters you may have once thought safe have perished before your eyes and the meek have grown mighty. The only constant in the world of Westeros is change.

But the realm lives on, and now, the A Game of Thrones: The Card Game takes a new direction with the themes of this cycle. Rather than following the events of A Song of Ice and Fire by moving through the books of the saga, this new cycle draws the spotlight to the vibrant capital of Westeros—King's Landing itself. You'll find all kinds of cards throughout the cycle with a tie to King's Landing and the battle for the throne, as well as the continued development of the shadows keyword established in the fifth cycle! With a host of new shadows cards and support for your shadows decks, the game's sixth cycle promises to bring an exciting new direction to your battles and intrigues across the Seven Kingdoms.

Fantasy Flight Games is proud to announce At the Gates, the first Chapter Pack in the King’s Landing cycle for A Game of Thrones: The Card Game—now available for pre-order at your local retailer or online through our website!

The City Watch

At the Gates marks the beginning of the sixth cycle for A Game of Thrones: The Card Game. The King’s Landing cycle is firmly centered on the capital of Westeros, focusing on the people, places, and events tied to this location across the entirety of A Song of Ice and Fire, as well as continuing to develop the shadows keyword and the cards that hide in the darkness. The shadows have grown over the years, and the city of King’s Landing has changed since the Starks first traveled south at the command of King Robert, and now you have the chance to explore its twisting alleys like never before. 

Your journey begins at the great wall that surrounds the city and the scattered gates that connect the capital to the outside world. The number seven is sacred to the Faith, and as such Aegon I Targaryen had seven gates built as the entrances to his grand metropolis. Now, in the At the Gates Chapter Pack, the great Houses of Westeros gain access to these locations. Each gate is a low-cost location that provide you with income from their tolls. If card draw is more important to you than gold, however, you have the chance to sacrifice these locations in exchange for cards. For example, when House Stark is in control of the Old Gate (At the Gates, 2), they may sacrifice the Old Gate to draw two cards if each of their characters are loyal Northmen, while the Gate of the Gods (At the Gates, 4) requires House Tyrell to control the strongest character in play, and the King's Gate (At the Gates, 8) can only be used if House Baratheon has five or more power on their faction card.

Bringing these locations into play early is made all the easier with the new plot card, At the Gates (At the Gates, 20). This plot lets you search your deck for a limited location with a cost of one or lower and add it to your hand. If this is your first time using a City plot in the game, you can even put the location into play, allowing you to immediately begin taking advantage of the location. Whether you're searching for one of the new gates or a location like The Kingsroad (Core Set, 39), At the Gates can ensure you get your economy when you need it.

Climbing the Ladder

Throughout A Song of Ice and Fire, King’s Landing has been likened to a pit of snakes or a city of spiders—all with good cause. The King’s Landing cycle continues the use of the shadow keyword, which was first introduced to the game's second edition during the Dance of Shadows cycle. By paying two gold, you can marshal a card with the shadow (x) keyword facedown into the separate shadow area, keeping your precious schemes protected until you're ready to strike.

If ever there was a character destined for the shadows, it would be the Master of Coin, Littlefinger (At the Gates, 17). Lord Baelish knows that you must play the game of thrones everywhere, at all times, and he is always ready to alter strategies and alliances the moment it suits him. If you can convince Littlefinger to support your claim, he can help you find alternate strategies with his Reaction. After one of your characters comes out of shadows, whether it's Littlefinger himself or another scheming ally, you can move up to three cards from your hand on the bottom of your deck, then draw an equal number of cards, helping you easily cycle through your deck and find the best cards for your current plans. 

But perhaps the character who has undergone one of the greatest changes, at least physically, is the dragon Viserion (At the Gates, 13). Growing from his fledgling form (Core Set, 166), the beast’s strength has doubled, and he now bear the ambush (5) keyword, which lets you bring him into play in the midst of the challenges phase. With well laid plans and a touch of luck, you can surprise your opponent with Viserion’s new ability, gaining intimidate after you win a challenge for the miniscule price of a discarded card. After all, the mere sight of a full-grown dragon could be enough to make even a king cower and kneel.

A Pit of Snakes

As a new cycle begins, you are invited to return to King’s Landing and find serenity in its shadows. But be wary—many have met their end in the ruthless capital of Westeros. Still, if you can turn the chaos to your advantage, glory and power await!

Pre-order your copy of At the Gates (GT46) at your local retailer today or online through our website here!

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Convergence

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Published 7 December 2018 |Star Wars: Destiny

Convergence

Announcing a New Set of Boosters and Starters for Star Wars: Destiny

“For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times, before the Empire.”
   –Obi-Wan Kenobi, Star Wars: A New Hope

Order your own Convergence Booster Packs at your local retailer or online through our website today!

From the Jedi of the Old Republic to the troopers of the First Order to the scoundrels and scum banding together to survive the tyrannical rule of the Galactic Empire, the galaxy pulls together heroes and villains of a similar creed and philosophy. Whether by choice or by force, these groups can impact the future of the galaxy itself, and when these characters meet in a convergence of power, who will come out on top?

Fantasy Flight Games is proud to announce the Obi-Wan Kenobi Starter Set, the General Grievous Starter Set, and Convergence booster packs for Star Wars™: Destiny!

As the start of a new block of sets, Convergence introduces plenty of new themes, and even a new card type, into Star Wars: Destiny! Look for a focus on character subtypes like Jedi, trooper, and leader, as well as an emphasis on new plots and powerful downgrades to hinder your foes! 

On the Run

Since the launch of Star Wars: Destiny, upgrades have always been an essential part of deckbuilding. By attaching these cards to your character, you can roll out additional dice every turn and receive other helpful benefits. Convergence introduces a dark reflection to these enhancements in the form of downgrades—cards that you attach to your opponent’s characters. A separate card type from upgrades, every character can have up to three downgrades attached to them. Naturally, these downgrades hinder your opponent in some way, with cards like Wounded (Convergence, 161) permanently reducing a character’s health. Even the most stalwart characters can fall to downgrades, and each color has these cards in their own flavor.

For example, Yellow receives a cavalcade of bounties in Convergence. These are downgrades that provide a bonus when the attached character is defeated, a helpful reward for bringing in your target. Wanted (Convergence, 143) provides a windfall of resources, while Death Mark (Convergence, 39) lets you draw three cards when you defeat the attached character. Naturally, you could attach both of these downgrades to your primary target, giving you a massive boost of momentum when you fulfill the contract. Look for these bounties and more within Convergence!

As you might expect, plenty of other cards synergize with these bounties. The notorius gangster  Jabba the Hutt (Convergence, 36) is not a crime lord you want to cross, as he has little trouble making your life difficult. If you include the Influential Kingpin on your team, you can search the top four cards of your deck to grab a bounty or Yellow event every time you activate Jabba, giving you plenty of opportunities downgrade your opponent’s characters and plenty of bonuses when your bounty hunters defeat them!

Overwhelming Firepower

Convergence places a heavy emphasis on what kind of characters you're including on your team, going deeper then Red, Blue, or Yellow, and hero, villain, or neutral. Are you using mystic Jedi harnessing the power of the Force, or shifty scoundrels using their wit and skills to outsmart their foes?

Or maybe you're relying on the pure firepower of troopers like the terrifying Captain Phasma (Convergence, 18). The Stormtrooper Commander can keep your troopers in line by unifying their damage types, but also always has an army of First Order Stormtroopers (Convergence, 20) (one of several reprints from the Awakenings block with new art in the set) backing her up, using a Power Action to roll in two of their dice every turn. With two damage sides on her own die, you can quickly overwhelm your opponent with a well-trained army.

You can even increase your trooper’s accuracy by adding the  Advanced Training (Convergence, 133) plot, turning blanks into indirect damage, and ensuring every roll will be valuable. 

This Party’s Over

While Convergence allows you to overwhelm your foe with the firepower of the First Order, you can also take a more meditative approach and build a deck focusing on the ancient Jedi Knights of the Old Republic. What better way to start than with a true Master of the Council?  Mace Windu, Inspiring Master (Convergence, 56) enters Convergence with three melee damage sides and a Power Action that allows you to search the top four cards of your deck for an upgrade and play it! While this obviously lets you outfit your characters with new weapons and abilities, they get an additional boost if they are a Jedi, in the form of an extra shield. This is a great way to gain action efficiency, playing important cards while building the defenses of your characters.

Perhaps one of the upgrades you’ll include in your deck is Mace Windu’s Lightsaber (Convergence, 70), the iconic purple blade that you can wield to defeat any who stand in your way. With two sides showing melee damage and a third showing modified melee damage, the lightsaber is the perfect companion for Mace Windu, and can always be moved to him as a Power Action. Its special ability is a callback to the original Empire at War version of Mace (Empire at War, 34), allowing you to deal two unblockable damage to a character and perform a finishing blow if they have one health left. With a bevy of damage, Mace Windu’s Lightsaber is one of the most potent weapons in the game. 

An Old Grudge

As a new base set, Convergence will feature two new starter sets launching alongside it, providing the perfect introduction to Star Wars: Destiny!

While the Rey and Kylo Ren starter sets of the Awakenings block were rooted in the sequel trilogy, and the Legacies starter sets featured heroes and villains of the original trilogy, the Convergence starter sets see us travelling all the way back to the Clone Wars with the Obi-Wan Kenobi and General Grievous starter sets!

The Obi-Wan Kenobi Starter Set sees an elite version of the famous Clone Wars General (Convergence, 57) teaming up with Duchess Satine Kryze of Mandalore (Convergence, 91) in a 24-card deck featuring Blue and Yellow cards, including the Force Flow (Convergence, 113) plot! Obi-Wan Kenobi will be your primary damage dealer, with two die sides showing melee damage that can be boosted by his Power Action. You'll have plenty to look forward to here as well, including Blue cards that can boost Obi-Wan's damage output, as well as upgrades and equipment that grant additional bonuses when you spot a Jedi character!

Meanwhile, Satine Kryze takes a more supportive roll, granting you the ability to reroll one of your dice after you activate her. This starter set also offers Yellow events and upgrades that can grant you resources, give you the ability to control the battle through dice manipulation, and provide additional bonuses when you spot a leader character!

Opposing the forces of the Old Republic is General Grievous (Convergence, 21) and two terrifying Commando Droids (Convergence, 19)! General Grievous provides a discount to droid characters when you're building your team, and with his Power Action, you can reroll any number of your droid dice. The Commando Droids in turn synergize with other droid characters and supports, allowing you to activate an additional droid when you roll them in!

The rest of the deck is dedicated to efficiency, with plenty of Red supports, events, and upgrades dedicated to pulverizing your enemies!

With the Obi-Wan Kenobi and General Grievous starter sets, you have all the tools you need to fulfill your destiny!

Gathering of Power

Call it luck, call it the Force, but those of a similar creed always seem to find one another in the Star Wars galaxy. From the ancient Jedi Knights to the ranks of the First Order, which side will you join?

Discover your fate with the General Grievous Starter Set (SWD14), Obi-Wan Kenobi Starter Set (SWD15), and Convergence Booster Packs (SWD16a) for Star Wars: Destiny, available now for pre-order from your local retailer or our website! Look for this set to release in the first quarter of 2019.

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Test Flight

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Published 7 December 2018 |

Test Flight

A Designer Journal on the FFG Game Jam

Recently, the entire Fantasy Flight Games studio came together for our very first game jam—a concentrated dose of creativity and teamwork, spread over just a few hours. Today, to offer you a look at just what happened during our game jam, here’s one of the organizers, Board and Card Game Manager Andrew Fischer!

Andrew Fischer on the FFG Game Jam

I’ve always loved game jams. I’ve participated in the Global Game Jam each year and have sent in a couple submissions to Ludum Dare over the years. Every time I’ve participated, I not only had fun, but I felt like I grew and learned more in that two-day period than I do in an average month.

A game jam is kind of like a 48-hour film festival. People break into teams, get some kind of prompt to build off of, and create a game in a (very) limited amount of time. Jams can be intense. They require creativity, teamwork, flexibility, and hustle, all with the clock ticking away. But they can also be very rewarding and fun. They allow people to take risks and try out ideas that they might not be able to in their day-to-day game development.

I was inspired by my time in these other jams. On top of that, I’d seen the benefits that studios had gained from internal game jams (such as Double Fine’s Amnesia Fortnight), and felt that FFG could really benefit from a similar event. As luck would have it, Corey Konieczka had been thinking over a very similar idea. Together with senior designer Nate French and our Head of Studio Andrew Navaro, we worked to organize FFG’s first ever studio-wide game jam—which we called “Test Flight.” In today’s designer journal, I want to give you all a brief glimpse into this event and how we ran it!

The Setup

Most of the other game jams I looked to for inspiration were to create digital games, so I had to break some new ground in how to run the event for a tabletop-centric company. One of the first big differences was time frame. Tabletop games are (in most cases) much faster to prototype and test than digital ones. I wanted to keep a strong sense of time pressure on the event, so I decided to shorten the timeframe relative to most game jams, giving each group of four or five people only about sixteen hours (two days of work time) to brainstorm, develop, and test their games.

Next, came the theme for the jam. I wanted a jumping-off point that groups could build on to start. Constraints breed creativity, and I wanted each team to have a “seed” to build their brainstorming off of. I bounced around several ideas with Nate and Corey, but settled on creating a bunch of specific, quirky prompts. Teams would draw two prompts from a hat (or flight helmet), and choose one to base their game on. Some particularly ambitious teams ended up keeping both of the themes they drew, making their games fit both at once! In creating the themes, we tried to come up with ideas specific and strange enough to immediately conjure the question: “How would that even work?” while also leaving enough ambiguity to allow creative interpretation. Some highlights include:

  • “The players design the game.”
  • “The Emperor’s New Board Game.”
  • “King of the hill, from the hill’s perspective.”

Off to the Races!

Once teams had drawn their themes, they were free to dive right in! Given the tight time frame, I gave rough recommendations of how long they should spend at each step:

  • Brainstorming – Three hours
  • Prototyping – Two hours
  • Initial Testing – One hour
  • Iteration – Four hours
  • Content Creation – Four hours
  • Polish and Demo Prep – Two hours
  • Flex Time – Two hours

But these were just recommendations, and teams were free to follow their own process. Some had something on the table within twenty minutes, while others took their time doing high-concept brainstorming for several hours.

In the end, the sixteen-hour timeframe ended up being nearly perfect, keeping the pressure on while giving enough time to have a finished and tested deliverable. I was incredibly excited and humbled to see the creative ideas my coworkers put together in such a short amount of time.

Demos and Awards

After development was finished, everyone got a chance to play other teams’ games, giving each other feedback and filling out a score sheet for awards. We were careful with awards. We wanted to encourage a fun, collaborative environment, not a competition. So, instead of scoring games in categories from “worst” to “best,” each category was a spectrum:

The games that scored to the most extreme on each spectrum earned an award! This encouraged participants toward pushing their ideas further instead of spending time polishing their production values just to edge out the competition. The silliness of the awards worked really well, but in the future, we’ll probably do fewer of them to make them feel a bit more exclusive.

The Outcome

In the end, Test Flight was a big success! Across just two work days, we created thirteen unique, creative prototypes. People got a chance to work closely with coworkers from teams they rarely interact with, and brainstormed ideas that I’m sure will influence their designs to come.

To other game creators out there, both hobby and professional: I strongly encourage you to check out a game jam. Whether you attend a publicly-available event, or hold one at your development studio, I think you will find the creativity, teamwork, and ideas you build at the event endlessly valuable. I know that I have.

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Mask of the Oni

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Published 10 December 2018 |Legend of the Five Rings RPG

Mask of the Oni

Announcing a New Adventure for Legend of the Five Rings Roleplaying

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

When a group of samurai pursues a dangerous master of blood magic to the ruins of Daylight Castle, they discover a secret that could redeem or stain the honor of the Hiruma family forever. These samurai must overcome threats to both body and soul if they are going to halt a wicked plot that could bring about the doom of the Empire…

Fantasy Flight Games is proud to announce Mask of the Oni, a new pre-made adventure for Legend of the Five Rings Roleplaying!

This adventure pits your samurai against the dangers of the Shadowlands and the horrors found within the crumbling walls of the Hiruma family’s fallen castle. Hot in pursuit of a dangerous bloodspeaker, your players will soon find themselves entrenched in a brand-new adventure stemming from a centuries-old secret. Tokens, maps, and an adventure booklet will guide players on their journey, but will they survive with their souls intact?

Mask of the Oni is the perfect companion to the Shadowlands sourcebook, providing an adventure to use the lore and tools introduced in Shadowlands as well as additional context for your adventure. 

As a special bonus for pre-ordering Mask of the Oni through our website, you’ll also a receive a bookmark and four 5" x 7" art prints showcasing art from the book! This bookmark is the perfect way to mark important sections of the adventure such as charts or NPC information. Meanwhile, the art prints represent beautiful moments and characters found within Mask of the Oni!

A Dark History

Mask of the Oni begins as your players take a perilous journey to the ruins of Shiro Hiruma, the once-proud stronghold of the Hiruma family of the Crab. There, the characters must face dangerous opponents, stark horror, and their deepest fears if they wish to survive.

While traversing into the Shadowlands is a dangerous quest for any group of samurai, Mask of the Oni gives players and Game Masters all the tools they need to keep their adventure organized and running smoothly, including a 32-page adventure booklet that drives the narrative of the campaign.

The first section of this booklet lays out the adventure background, split between what the players should know and secrets withheld for the Game Master's eyes only. Here, you'll find details on the fall of Daylight Castle prior to the construction of the Kaiu Wall, and the subsequent attempts that the Hiruma family has made to try and reclaim it. Mask of the Oni can also be played as a follow-up to the Dark Tides adventure found in the Legend of the Five Rings Roleplaying Game Master's Kit or as a completely standalone adventure. Either way, the booklet gives the Game Master plenty of ways for players to become involved in this dark tale.

From there, the adventure booklet gives the Game Master everything they need to guide the players on their journey, providing a narrative that accounts for player choice and dialogue. With the adventure book in hand, any Game Master can run Mask of the Oni with ease.

Uncover an Ancient Secret

The adventure booklet isn’t the only tool for Game Masters and players included in Mask of the Oni. You'll also find a beautifully illustrated, double-sided fold-out map that depicts the lands of the Crab Clan, the Shadowlands, and the ruins of Daylight Castle. These vivid maps not only provide a visual identifier on where the players currently are, but steep your game in atmosphere and allow players to become engrossed in your story. With such a wide swath of land covered by the map, it can also be useful in any of your own adventures that you choose to locate in the Shadowlands.  

More than 50 tokens are also included in the adventure to helps players visualize their surroundings. These tokens represent the various NPCs—both friends and foes—that you may come across during your journey, and they not only convey important locational information during combat, but they can also provide a visual identifier for what these characters look like. The dread, disgusting monstrosities that call the Shadowlands their home are brought to life with these tokens, and like the above maps, they can be used in any adventure taking place south of the Kaiu Wall.  

Under the Mask

The foreboding Shadowlands await your players. If these brave samurai have any hope of survival, they’ll have to reckon with the horrors that await, a dangerous blood speaker, and the knowledge of an ancient secret. Can your players survive the perils in Mask of the Oni? Find out in the first quarter of 2019!

Discover the horrors of the Shadowlands with Mask of the Oni (L5R07), available now for pre-order from your local retailer or our website!

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