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Adventurers Assemble

Published 27 July 2017 | Runebound

Adventurers Assemble

The Unbreakable Bonds Expansion for Runebound Third Edition Is Available Now

The heroes of Terrinoth are known to live a solitary existence, favoring uninhibited adventure over the companionship offered by a team. But as dangers grow across the realm, defenders will have to band together to beat back the impossible odds that face them. The safety of the Free Cities must outweigh old rivalries, but setting their differences aside may prove to be the most difficult task the adventurers have ever attempted.

Fantasy Flight Games is proud to announce that the Unbreakable Bonds expansion for Runebound Third Edition is now available! With new heroes, scenarios, and forms of gameplay, as well as a wide variety of new asset and skill cards, this expansion offers players hours of enhanced gameplay to unite and pursue glory!

Unlikely Partnership

Unbreakable Bonds unites two new heroes of the Runebound universe. The famous elven warrior Eliam is renowned for the lightning speed of his twin blades and the cruel joy he takes in destroying his enemies. But despite his fame, the bold adventurer must constantly seek high-paying quests to fund his lavish lifestyle. Meanwhile Tatianna, the master huntress, seeks fortune not for herself, but to ensure the survival of her tribe. These unlikely allies must come together to face adversaries more powerful than any they have encountered.

Forming a band offers adventurers a unique set of advantages new to Runebound gameplay. Once heroes have formed a band by moving into the same space, they move as a single group, allowing them to traverse greater distances with each hero moving the entire party during their turn. The group dynamic also gives players the opportunity to learn Party Skills to strengthen them against the enemies they may face.

However, these skills are only available to those who fight as a part of the group. If any hero abandons the party, they forfeit their access to the Party Skills, as any personal pursuit of glory must always come with a price. But if a player chooses to return to the party, and their fellow party members allow them back in, they can use the Party Skills without having to relearn them.

A Dangerous World

Unbreakable Bonds introduces both cooperative and solo gameplay to three player-favorite scenarios: The Corpse King, Caught in a Web, and The Ascendance of Margath, and offers two brand new adventures unique to the Unbreakable Bonds expansion.

In The Red Death, the towns of Terrinoth are ravaged by a strange fever that turns the skin and eyes of its victims a terrifying red while also covering them with painful boils. To put a stop to this plague, heroes must gather ingredients and find a cure before more innocent lives are lost. The one who finds a cure will undoubtedly be lavished with fame and fortune from the grateful people, but it may be worthwhile to share the glory with another to guarantee the cure is found before Death catches Terrinoth’s heroes in its clutches.

Evil emerges from the Ru Darklands in Locust Swarm. Uthuk Y’llan warbands are spreading throughout the realm, attacking any shrine, village, or city that they can defeat without a fight. Adventurers will battle an army of Mystics, Tricksters, Warriors, and Savages armed with only their small cache of weapons, their cunning, and just a little luck. With the odds so greatly stacked against them, heroes may be forced to forget their competitive natures and work together, if only temporarily. To save the realm, the heroes of Runebound must find a way to push back the swarm and end the Locust Swarm’s demonic reign.

Gather Your Party

The times grow dark and Terrinoth needs heroes. Take up your sword, strap on your walking boots, and band together to form Unbreakable Bonds!

Look for Unbreakable Bonds (RB06) on sale at your local retailer or online today!

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The copyrightable portions of Runebound Third Edition are © 2015 Fantasy Flight Publishing, Inc. Runebound is a ® of Fantasy Flight Publishing, Inc.

Battle Preparations

Published 26 July 2017 | Star Wars: The Card Game

Battle Preparations

A New Star Wars™: The Card Game FAQ is Now Available

The latest version of the Star Wars™: The Card Game FAQ is now online! This update contains the usual clarifications, updates, new questions, and other minor changes that come with refining the rules. In addition, today’s update includes multiple additions to the Restricted List and changes to term definitions that tournament players should be sure to read about. Learn why these changes were made directly from the developer in the paragraphs below, and then download the new FAQ to see all the changes for yourself!

Click on the image above to see the new FAQ. This update goes into effect 7/26/2017.

Star Wars: The Card Game Developer, Erik Dahlman

Greetings Star Wars: The Card Game players!

Gen Con 2017 is fast approaching and with it comes an update to the Star Wars: The Card Game FAQ. Within it you will find a pair of additions to the Restricted List and a few changes to definitions of terms.

  • First, May the Force Be With You (Join Us or Die, Objective Set 112) and Spark of Rebellion (Galactic Ambitions, Objective Set 229) have been added to the restricted list together. Each will now anchor its own particular style of deck rather than combining the strong defensive tools of Yoda ’s set with the explosive potential of Kanan ’s set.
  • Endor Entrapment (So Be It, Objective Set 205) and Technological Terror (Technological Terror, Objective Set 259) have also been placed on the restricted list. The ability of the Death Star Engineers to ensure that a Gladiator-class Star Destroyer was always ready to both attack and defend made for a board state that was difficult to assail.
  • A rare combination of card effects made it possible for a Light Side player to occasionally end up attacking one of his or her own objectives. Text has been added to the “Engaging Objectives” entry to prevent this from happening (as was always the intent).
  • Lastly, the terms “Control and Ownership” have been added to the Definition section to explicitly spell out the difference between these two concepts. A number of entries related to control change already exist within the Game Play section, and each has been referenced in the full definition.

May the Force be with you!

Download the new Star Wars: The Card Game FAQ now to read the entire update before it goes into effect on July 26th. If you're planning on playing in a Store Championship, make sure to read the errata so you're prepared! Players attending a Store Championship before July 26th can still find the previous FAQ on the Star Wars: The Card Game page.

As always, game rules, tournament regulations, and other support materials for Star Wars: The Card Game can be found on Star Wars™: The Card Game.

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© & TM Lucasfilm Ltd. Living Card Game, LCG, and the LCG logo are ® of Fantasy Flight Publishing, Inc.


Scour the Streets of Coruscant

Published 26 July 2017 | Star Wars: Imperial Assault

Scour the Streets of Coruscant

What Heart of the Empire Adds to Your Imperial Assault Campaign Games

As the Empire grows ever more powerful, the Rebel Alliance constantly seeks a weakness in the galactic juggernaut. Invaluable to these efforts are the reconnaissance missions undertaken on Coruscant, the ecumenopolis capital of the Empire.
     –Heart of the Empire

At its best, the Imperial Assault campaign game rockets from action to intrigue and back to action. While one player controls the Empire and all its seemingly inexhaustible resources, the other players become Rebel heroes, desperately fighting to complete key mission objectives even as Imperial stormtroopers are firing at them and their time is always ticking down.

And while each Rebel success advances the heroes toward their overall goal, and each Imperial success allows the Empire to more fully impose its tyrannical will on the galaxy, your campaign isn't truly over until the last beat of the finale's climactic action. Up until it's all finally resolved, there's a chance either side can win the larger battle and help steer the fates of countless millions.

All of this is still true in the new campaign introduced with the Heart of the Empire expansion. In fact, all the action and intrigue isn't just maintained; it's magnified.

The Future Is Always in Motion

There are sixteen new missions in Heart of the Empire. You start with Dark Recon, flying over the busy streets of Coruscant toward a rendezvous point with a group of local contacts claiming to have information on a team of Rebels that recently went missing. As soon as you land, though, the campaign explodes into action.

The globe-spanning city of Coruscant is the Empire's capital, after all, and it's firmly under Imperial control. Stormtroopers walk the streets and patrol the numerous balconies overlooking the city's skyways. Military droids, AT-DPs , and other vehicles serve as constant reminders of the Empire's strength. Spies and assassins roam the city in disguise. And once the heroes learn that the missing Rebels had been trying to locate a powerful artifact before the Emperor could get his hands on it, they'll find their mission leads them swiftly into a series of heated conflicts with many of these forces.

Moreover, in Heart of the Empire, the outcome of each of these conflicts leads to an important choice for the victor. The winner of each Heart of the Empire mission gets to select one of two options for the next mission, and this means your adventures can branch in all sorts of directions.

Your attempts to gather information about the missing Rebels and their discoveries may set you on the trail of a mysterious spy, lead you to the historical archives of the old Senate, or spur you to raid an Imperial holding facility. And no matter which of these missions the Rebels attempt next, they'll find it comes with its own dangers and its own rewards—including new revelations about the mysterious artifact you're racing to recover and new paths for you to follow.

So when you're playing Heart of the Empire, there's no telling exactly what your future may hold. It's always in motion and hard to see clearly. But it may lead you anywhere from encounters with Clawdite shapeshifters in the city's underworld to firefights with stormtroopers in the local diners. You may end up heading to the abandoned Jedi Temple under the cover of night, or you may even find yourself drawn into a violent and chaotic protest on the massively overcrowded planet of Taris.

Making the Best of a Tricky Situation

The problem with a critical mission in the heart of enemy territory is that someone's got to attempt it. And there's no point in attempting such a perilous mission if you haven't got a chance of success. That means you need to find a team of heroes who come completely loaded with courage, confidence, talent, and resourcefulness. To help you assemble such a team, Heart of the Empire introduces three new heroes capable of supporting each other when they have no one else to support them.

We already met Rebel Quartermaster Ko-Tun Feralo in our announcement of Heart of the Empire, and we learned a bit about how she excels at supplying her team with valuable power tokens, boosting their combat prowess or defenses. However, her value in your Heart of the Empire campaign goes far beyond the information that's presented on her hero sheet.

First of all, her Stockpile ability ensures your heroes will always be able to make the most of their limited supplies. Whenever Ko-Tun Feralo or another friendly figure within three spaces interacts with a crate, your team doesn't just draw the top Supply card, but gets to choose from the top five, take one, and reshuffle the others into the deck. The result is that you stand a better chance of drawing a useful tool like the Shield Pack or Grappler Arm at precisely the moment you need it most.

At the same time, Ko-Tun Feralo's class cards allow her to further refine her leadership role over the course of your adventures. Cards like Dig In and Fire Support Specialist make her a fantastic ally in combat while her most powerful class cards— Squad Cohesion and Self-sufficient —transform her power tokens from modest enhancements to truly game-changing tools for your isolated Rebel heroes.

Meanwhile, the talented droid engineer Jarrod Kelvin brings his own support to the table in the form of his droid companion, J4X-7 , also known as "Jax," whose support underscores many of Jarrod's class cards.

Cards like Scout's Loadout and Slicer's Upgrades reflect the fact that Jax is—in many ways—an invaluable addition to the small band of Rebels, who can warn you of dangers on their way or keep you on pace toward your mission goals while you and your teammates are pinned down in combat.

In a pinch, Jax can even make valuable contributions to your combats, taking shots with a blue attack die or enabling Jarrod to fight with a Balanced Approach or a Leaping Slash . While Jax’s main purpose is to facilitate the heroes’ attacks with its Supporting Fire, Jarrod can even transform the droid into a threat of its own once he reaches the level of Mechanical Master .

In the end, though, if you recruit Jarrod to your team, it's not for his raw combat potential, but for the balance of his combat skills, his Droid Mastery, and his high tech score. For raw combat, you might turn to the bombastic Wookiee demolitions expert, Drokkatta .

Almost certainly bound to be designated as the "muscle" in your Rebel team, Drokkatta wades fearlessly into the beginning of any battle with the devastating MGL-9, which the Wookiee has dubbed "Boomer." And while Boomer doesn't have many native surges in its blue and red attack dice, Drokkatta's going to be able to trigger them more often than you'd expect thanks to the Dispersal Shot ability.

And all things Drokkatta just keep getting bigger—and louder—from there.

Taken altogether, Drokkatta's class cards celebrate the tremendous strength and resilience that come part and parcel with Wookiee heritage, even as they reinforce the Wookiee's taste in big, explosive weaponry. While cards like Charging Up and Wookiee Wrath make sure that Drokkatta can hit as hard and take as many hits as you might expect of any other Wookiee, Shrapnel Rounds and Repeater Cannon give Drokkatta the means to make those hits as explosive as possible. And if an enemy survives the Wookiee’s explosive fury, Drokkatta can simply Demolish them.

Masterful Manipulations

Even as it introduces these new heroes and their class cards, Heart of the Empire provides the Imperial player with two dramatically different ways to approach the campaign.

Opt to challenge the heroes with your Reactive Defenses, and you'll gain use of the companion figure 88-Z as well as an array of abilities that allow the Empire to make good uses of its new energy shields, Sentry Droids , and other technological defenses.

New to Heart of the Empire, energy shields are represented by new tokens that can occupy a space on the map and change the battlefield. These shields block line of sight, but they don't block movement, adjacency, or counting spaces. The sum is that you can use them to funnel the heroes into range of your blasters or melee attacks, and if you choose to confront the Rebels with your Reactive Defenses, you can use the Shielded card and 88-Z to deploy as many as one per round.

And since so much of this class focuses on 88-Z's ability to harass the enemy or boost allied forces with the Mechanical Protocol card, you'll want to think about using your experience to purchase a Remote Activator to better help you position the droid.

For many Imperial players, though, Heart of the Empire is going to be all about the Emperor. After all, there's the Emperor Palpatine token that strongly suggests you'll be able to bring the Sith Lord into action, and until you do, the Power of the Dark Side class provides you with all the devious, devastating abilities you'll want—giving you ample reason to chuckle smugly in the face of any so-called Rebel insurgency.

In the end, you know everything will proceed exactly as you have foreseen it.

The class starts with Manifest Aggression and swells with hatred as you move deeper into your conflicts. The more experienced you become, the stronger your ability to draw upon dark emotions such as fear, anger, and hatred.

Moreover, as there are always two Sith—a master and an apprentice—the Power of the Dark Side class allows you to raise one of your most powerful figures to the level of apprentice with the Unnatural Abilities card. Just imagine the looks on the Rebel players' faces when Darth Vader strides toward them, bolstered by an extra block and evade that he can use against every single attack.

The anger and hatred keep swelling, and by the end of the campaign you'll be able to Embrace Hate and Embrace Suffering to spring the trap you had planned all along!

The Stakes Are High

The Rebels are isolated in the Empire's capital city, racing to recover a mysterious artifact before it falls into Imperial hands. The Emperor himself is said to have a personal interest in the unfolding events. And there are rumors of mysterious shapechangers who have involved themselves in the proceedings, apparently serving in the employ of some third, shadowy party.

This is what you have waiting for you when you fly to Coruscant. This is what you have waiting for you when you step off your ship and into the Heart of the Empire.

At its best, an Imperial Assault campaign explodes with action and intrigue, and Heart of the Empire (SWI46) is Imperial Assault at its best. Head to your retailer to pre-order your copy today!

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Keepers of Harmony

Published 26 July 2017 | Legend of the Five Rings LCG

Keepers of Harmony

Preview the Phoenix Clan in Legend of the Five Rings: The Card Game

The responsibility of maintaining balance can only fall to a select few—to the mystic shugenja tending to the spirits of the land; to the glorious warriors slow to conflict, but deadly when they act; to those who ensure the five elements remain ever in balance.

Today, we’re previewing the Phoenix Clan in Legend of the Five Rings: The Card Game. Tasked with maintaining spiritual balance and caretaking the emperor’s soul, few are foolhardy enough to test the Phoenix’s dedication to peace and harmony.

Masters of the Elements

Powerful Shugenja of the Phoenix clan use the elements to their advantage when the need is dire. This is represented by abilities that can only be used during conflicts of a specific elemental ring, or if that ring is in your claimed pool. The Adept of the Waves  (Core Set, 81) can choose a character to gain covert, but only during water conflicts. Isawa Atsuko  (Core Set, 92) can boost the skill value of all your participating characters while decreasing the skill values of your opponent's characters, but only during a void conflict. These two characters combined with the already revealed Isawa Masahiro  (Core Set, 90) and Solemn Scholar  (Core Set, 83), will form the backbone of the supportive Shugenja of the Phoenix Clan. None of these abilities specify a military or political conflict, and with a balance of skills, these characters are effective in either discipline.

Of course, these Shugenja are high priority targets for your opponent, but can be protected by the Shiba Yojimbo  (Core Set, 89). When the effects of a triggered ability that targets a Shugenja you control would initiate, cancel those effects. This can protect your Shugenja from effects that could lessen their impact, like Court Games  (Core Set, 206), or remove them from the field entirely, like Assassination  (Core Set, 203) .

The Phoenix are dependent on their Shugenja, as having them on the field opens up new, and powerful, possibilities for the mystical clan. One of the most prolific of these is Supernatural Storm  (Core Set, 175), an event that gives a character an additional military and political skill value for every Shugenja you control. This can provide the extra boost you need to break through a province, and at a cost of zero fate, is one of the most economical boosts in the game, provided you have a plethora of Shugenja on the field.

The Fearsome Mystic  (Core Set, 91) bridges two of the Phoenix Clan’s themes together. As a Shugenja, the Mystic gets plus two glory during an air conflict, and can remove one fate from every participating character your opponent controls with less glory than her. Not only is this a powerful ability for a shugenja to have, especially if the Fearsome Mystic is honored, it also plays into the Phoenix’s theme of glory.

For Glory and Honor

On their own, Phoenix characters are well balanced and can often hold their own in both political and military conflicts. However, when they become honored, they transform into major threats. Perhaps the best example of this is the  Serene Warrior  (Core Set, 88), while three military and two political skill is impressive enough, the Bushi truly shines with four glory. Should he become honored, his military and political skills are boosted to seven and six, respectively. This puts him on the level of several clan champions for just three fate. However, with great reward comes great risk. Should he become dishonored, the Serene Warrior contributes zero military skill and zero political skill, making him effectively useless.

Luckily, characters like the Asako Diplomat  (Core Set, 85) can be used to keep your characters honored. Every time the Asako Diplomat wins a conflict, you may honor or dishonor a character. Not only does this allow you to keep your characters honored, but gives you the option and flexibility to dishonor an opponent’s character to drastically reduce their effectiveness.

You can also honor your characters with a Magnificent Kimono  (Core Set, 172), which not only boosts their political skill by one, but gives the attached character pride. Characters with pride become honored after winning a conflict and dishonored after losing a conflict.

Stronghold of Knowledge

The Phoenix Clan stronghold of Isawa Mori Seidō  (Core Set, 5) plays into the Phoenix’s high glory characters by boosting them even further; Isawa Mori Seidō can be bowed to give a character plus two glory until the end of the phase. This has the function of boosting the skills of your honored characters, but can also be used to raise the glory value of your opponent’s dishonored characters, further negating their own usefulness.

The Phoenix province of Kuroi Mori  (Core Set, 12) gives the Phoenix Clan complete control over any conflict taking place there. As an action, the defending player may change the contested ring of the conflict or switch the conflict type. Switching the ring can activate the abilities of your Shugenjas, while even having the ability to switch the conflict type at will forces your opponent to attack the province with a balance of political and military skill, which may not always be possible.

Risen from the Flames

Though new to the role of Clan Champion, Shiba Tsukune  (Core Set, 93) has already demonstrated the courage and dedication needed to lead the Phoenix Clan. Her character card in Legend of the Five Rings: The Card Game brings the themes of the Phoenix together.

With four military skill and four political skill, Tsukune is one of the most balanced champions in the game. With four glory, when Tsukune becomes honored, she becomes a huge threat with eight military and political skill. However, as an inexperienced champion, should Tsukune become dishonored, she becomes a non-entity in conflicts. Regardless of her honored status, Tsukune’s special ability gives Phoenix players a huge advantage. When the conflict phase ends, you may perform the ring effects of up to two unclaimed rings as if you were the attacking player. This can provide significant advantages without having to win a conflict.

Phoenix are perfect for controlling what rings remain at the end of the conflict phase. Know the World  (Core Set, 178) can be used to switch one of your claimed rings with an unclaimed ring; when combined with Tsukune, this can be used near the end of the conflict phase to put a powerful ring back into the unclaimed pool for a second use. Furthermore, Way of the Phoenix  (Core Set, 176) can be used to deny your opponent the ability to declare a conflict with a specific ring, leaving it for use with Tsukune at the end of a turn. With powerful tools available to the Phoenix, Tsukune is sure to make an impact in any game she appears.

Mystic Protectors

As keepers of the Emperor’s soul, the Phoenix have a sacred duty. With powerful spells and glorious characters, few can stand up the might of the Phoenix when they become involved in the conflicts of the Emerald Empire.

Protect the elements and purchase Legend of the Five Rings: The Card Game (L5C01) at Gen Con 2017 or when it releases in the fourth quarter of 2017. 

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The Names Among Them

Published 25 July 2017 | The Lord of the Rings LCG

The Names Among Them

A Preview of The Mountain of Fire for The Lord of the Rings: The Card Game

"There are names among us that are worth more than a thousand mail-clad knights apiece."
     —Gandalf, The Return of the King

As The Mountain of Fire Saga Expansion for The Lord of the Rings: The Card Game carries your Saga campaign toward its climactic conclusion, the stakes are higher than ever. As we saw in our last preview, this is an expansion of truly epic and apocalyptic scenarios—full of Dire quests, deadly enemies, and treacherous events.

To face these threats and survive—to buy the Ring-bearer just a little more time to complete his journey—your heroes will need leaders who can to rise to the occasion. Of course, you'll have Frodo Baggins (The Mountain of Fire, 1) and Aragorn (The Mountain of Fire, 2), two heroes whose courage and commitment are beyond question. But who will you bring to join them?

When you stand before the Black Gate, will your heroes tremble at the sight of the Uruks and Trolls arrayed before them? If so, you'll want to look elsewhere—you'll want to find a hero who will look at those dark hosts, raise his blade, and shout, "Guthwinë! Guthwinë for the Mark!"

Lord of a Fell People

Although Éomer already made his The Lord of the Rings: The Card Game debut in The Voice of Isengard (The Voice of Isengard, 1), The Mountain of Fire reintroduces the Noble Rohan Warrior as a Leadership hero ready to lead the Rohirrim after his uncle's death.

As the new king of Rohan, Éomer (The Mountain of Fire, 3) is no longer as reactionary as he first appeared in the Tactics sphere, but he's no less committed to the battle. Nor is he any less fierce a fighter. His ability no longer triggers after a character leaves play. Instead, you can trigger it as you wish during the quest phase and spend a resource from Éomer's pool after committing him to the quest to declare him as an attacker against an enemy in the staging area.

While it's true that Éomer no longer gains two bonus Attack Strength after a character leaves play, it's almost always better to destroy your foes before they can defeat you, and as a Leadership hero, Éomer can easily regain any of the Attack Strength he's lost by paying for a couple of Dúnedain Marks (The Hunt for Gollum, 2).

And while many of the foes he'll face at the Black Gate—such as the Nazgûl of Mordor (The Mountain of Fire, 32), Gorgoroth Hill-troll (The Mountain of Fire, 33), and The Mouth of Sauron (The Mountain of Fire, 31)—all boast Defense Strengths high enough to deflect Éomer's unmodified attacks, his status as the leader of Rohan entitles him to use such powerful Weapons as Spear of the Mark (The Morgul Vale, 137) and Guthwinë (The Mountain of Fire, 11). Armed with some Dúnedain Marks and Weapons such as these, Éomer can cut through his foes before they have a chance to assault the Rohirrim at his back.

Moreover, while it's unclear whether Guthwinë, Éomer's named blade, bore any enchantment or special qualities, the sword has cut through enough Orcs and Uruks to have earned a reputation—the sort of reputation that works in two ways. It inspires fear in the wielder's enemies. And it inspires hope and courage in those who follow its wielder.

In addition to granting Éomer—or another Rohan—character a hefty two-point bonus to Attack Strength once per round, the blade can rally your Rohan allies, pulling them back from the discard pile so they can rejoin the fight. And this means that whenever the blade can help you destroy an enemy, it grants you access to any of the most valuable abilities among those of your fallen allies.

Pull back a Snowbourn Scout (Core Set, 16), and you can place a progress on the location of your choice before defending against a deadly strike. Pull back The Riddermark's Finest (The Hills of Emyn Muil, 77), and you can discard the Creature after questing to place two progress on the location of your choice. A Westfold Horse-Breaker (The Hunt for Gollum, 6) can ready one of your heroes. A Westfold Horse-breeder (The Voice of Isengard, 7) can help you fetch a Mount like Firefoot (The Dunland Trap 4). And allies like Grimbold (The Flame of the West, 4) and Hama (The Treason of Saruman, 7) can hold many of your enemies at bay.

Finally, as it leads your heroes to a battle they know they cannot win, The Mountain of Fire introduces yet one more Rohan Warrior you can commit to the cause. At a cost of four resources, Elfhelm (The Mountain of Fire, 6) might sometimes be difficult to bring into battle in the heat of the moment. However, his unique Action ability allows you to bring him into play by spending one resource from a Rohan hero's pool. If you do, Elfhelm might interpose himself in harm's way, absorb some Archery fire, defend against a foe, and spare your heroes' lives at a critical juncture.

And the best part is that if Éomer can then use Guthwinë to cut through an enemy, you can bring Elfhelm back from the discard pile to use him again in the next round!

Epic Battles at the End of an Age

"The Messenger of Mordor laughed no more. . . . Rage filled him and his mouth slavered, and shapeless sounds of fury came strangling from his throat. But he looked at the fell faces of the Captains and their deadly eyes, and fear overcame his wrath."
     —J.R.R. Tolkien, The Return of the King

Poised at the end of your Saga campaign—and at the very end of the Third Age—the events captured in The Mountain of Fire are truly momentous, epic, and apocalyptic. You and your heroes will decide the fate of Middle-earth. Make sure you assemble the right fellowship!

Whether you stand alongside King Elessar with Éomer and the Riders of Rohan—or you ride to battle with Elladan (The Mountain of Fire, 7), Elrohir (The Mountain of Fire, 8), and the members of the Grey Company—you'll find the new player cards from The Mountain of Fire may just give you a glimmer of hope amid the smoke and shadows of Mordor.

The time for your Saga's final battles is fast approaching. Draw your blade, and calm your nerves. And if you haven't already, be sure to head to your local retailer to pre-order your copy of The Mountain of Fire (MEC62) today!

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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

Spirits and the Occult

Published 25 July 2017 | Arkham Horror: The Card Game

Spirits and the Occult

A Preview of The Path to Carcosa for Arkham Horror: The Card Game

"I received a still greater shock in the form of a definite sound—the first which had broken the utter silence of these tomb-like depths. It was a deep, low moaning, as of a distant throng of condemned spirits, and came from the direction in which I was staring."
     –H.P. Lovecraft, The Nameless City

Although your adventures in Arkham Horror: The Card Game mostly take place amid the quiet streets, rustic buildings, and forested hillsides in and around the sleepy New England town of Arkham, Massachusetts, they often lead you into contact with things—forces, entities, spirits, and the unfathomable Ancient Ones—that lie just beyond the veils of our earthly realm.

Accordingly, you'll find that a number of the different investigators you can play already have a history of experiences with these otherworldly beings. In fact, one of our earlier previews of The Path to Carcosa already hinted at a measure of the trauma these beings have inflicted upon the soldier Mark Harrigan (The Path to Carcosa, 1). But some of the game's investigators are more attuned to these otherworldly beings than others… and some of them have even explored these other realms. Some of these investigators, like Akachi Onyele (The Path to Carcosa, 4), even have allies among the extradimensional residents of these strange realities.

Following a Dangerous Path

Akachi first made her contact with her spirit allies as a young girl in Nigeria, and her relationship with the spirits set her apart from everyone around her. She would chatter away at thin air and seclude herself from other children, which led her village to believe she was mad.

Her village Dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness, and he taught her how to commune with them to her advantage. Under his tutelage, Akachi learned how to communicate with the Alusi and the good Mmuo, while avoiding the bad Mmuo and the worse things that dwell in the darkness between worlds. As Akachi grew more proficient, the Dibia taught her ways she could confront the evil things when it became necessary to protect others.

Now, as Akachi travels to Arkham to meet her destiny head on, guided by the spirits to seek out unnatural troubles—such as those accompanying Arkham's performance of The King in Yellow—her talents and training give her the power to help others, but they also lead her down a dangerous path. The spirit worlds can be treacherous, and the powers—the "magic"—that Akachi pulls from the realms has the potential to corrupt and betray those who hope to use it to their advantage.

Of course, The Path to Carcosa reflects these dangers in the way it presents Akachi Onyele's investigator card and her deckbuilding requirements . She is both able to make tremendous use of her connection to the spirits and magic, but she is bound to them—and forced to rely upon them—in ways that will leave you fearful of your failed Spells and your magic's other betrayals.

Playing as Akachi Onyele

There are a number of dangers inherent in the use of Spells and magic in Arkham Horror: The Card Game. One of them is the risk of the damage you might suffer if you reveal one of the different symbols from the chaos bag, rather than a straight numeric modifier. Spells like Blinding Light (Core Set, 66) and Rite of Seeking (The Dunwich Legacy, 28) penalize you actions whenever they devolve into chaos, and other Spells, such as Shrivelling (Core Set, 60), can backlash when you fail to control them.

This pattern continues in The Path to Carcosa with Spells like Alchemical Transmutation (The Path to Carcosa, 32) and Astral Travel (The Path to Carcosa, 34). These Spells may grant you powerful rewards, but they can also have unintended consequences.

And Akachi's deckbuilding requirements pretty much guarantee you'll live on this razor's edge because they limit you to Mystic cards—which are already mostly Spells and similar events—as well as level 0–5 Neutral cards, Occult cards at level 0, and cards with "charges (uses)" level 0–4. And while these deckbuilding restrictions are notably distinct from those of other investigators, they also steer you back to Spells. There are, at this point, very few of these cards outside of the Mystic class and the game's Spells.

But The Path to Carcosa extends the range of these cards a bit further, introducing a non-Mystic Occult card in the form of Archaic Glyphs (The Path to Carcosa, 25), a mysterious Tome that may or may not be worth including in your Akachi deck.

As a resource card, Archaic Glyphs is woefully inefficient. It can grant you five resources, but only after you draw it, spend an action to play it, and spend three separate actions to discard at least three different cards with Intellect symbols on them. Given that these cards are likely more valuable for their effects, or even used to boost Akachi's meager Intellect value of "2," discarding three of them for five resources is not likely a good trade.

However, as with Strange Solution (The Dunwich Legacy, 21), the real payoff of Archaic Glyphs is a mystery. Once you satisfy its requirements, you don't just gain five resources, you record in your Campaign Log that "you have translated the glyphs." Whatever that means.

Then, you take into account that Akachi Onyele's deckbuilding restrictions are combined with an ability that grants her extra uses from each card with "uses (charges)," and you'll find yourself even more forcefully guided—or thrust—toward a destiny full of Spells and magic.

Here, Akachi's five Willpower makes her exceptionally adept at putting her Spells to use, since the most powerful of them typically test Willpower. But most Spells are expensive. They're taxing not only in the sense that they can take a toll upon your mind and body, but also in the sense that they're hard and costly to master. As an example, Rite of Seeking may allow Akachi to investigate locations with her five Willpower instead of her two Intellect, but it costs four resources to play and typically yields only three charges.

Akachi's ability can make the card significantly more efficient, but her spirit allies can help, too. If you draw Uncage the Soul (The Path to Carcosa, 33) ahead of one of your Spells, you can play it at a hefty discount, and her spirit allies, via the abilities of Spirit-Seeker (The Path to Carcosa, 14)—can even enable Akachi to return the asset to your hand or convert any remaining charges to resources.

Combined with assets like Scrying (Core Set, 61) and Clarity of Mind (The Dunwich Legacy, 30), Spirit-Seeker can mitigate many of the economic concerns Akachi Onyele might otherwise face in her pursuit of magic, but she'll still need to find the best ways to generate card draw and avoid the consequences of her ill-fated chaos token reveals.

No Two Investigators Are the Same

No two of the investigators from the Arkham Horror Files universe are the same. It's the diversity, detail, and color they bring to the setting that brings it to life—as much as the nature of the otherworldly threats they face. And The Path to Carcosa continues to build upon the setting's richness by presenting its investigators with deckbuilding requirements, strengths, and personalities every bit as rich and unique as those of Akachi Onyele.

Will you use this opportunity to speak with spirits and dabble with the dark arts? Share your Akachi Onyele deckbuilds on our community forums. Then pre-order your copy of The Path to Carcosa (AHC11) from your local retailer today!

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© 2016 Fantasy Flight Games. Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® Fantasy Flight Games.

Pinnacle of Precision

Published 24 July 2017 | Runewars Miniatures

Pinnacle of Precision

Previewing the Deepwood Archers Unit Expansion for Runewars Miniatures Game

"No amount of cunning can save an enemy from the perfect shot."
 - Old Latari saying

Whether raining death upon their enemies or providing pin-point accurate covering fire for their allies, the Deepwood Archers stand as a true testament of Latari skill. Their tremendous accuracy allows them a wide variety of tactics on the field of battle, giving them the edge in protecting allies or laying enemies low. As dangers rise in the East, the Deepwood Archers will need every ounce of cunning learned over centuries of refining their skills to defend their home of the Aymhelin and restore peace to the Realm.

Before your elven forces take to the battlefield, Fantasy Flight is pleased to offer you a closer look at the Latari’s Deepwood Archers Unit Expansion for Runewars Miniatures Game!

Deadly Deftness

No other race can spend the time the Latari Elves dedicate to honing their craft, making these warriors the undisputed masters of bow. The careful study of the Deepwood Greatbow is more than just a discipline: it is a way of life. Once committed to the Path of the Arrow, these archers train until their bow is an extension of their hand and their arrow an extension of their eye. Centuries may seem to pass as swiftly as the seasons, but the Latari feel that no amount of time will be enough to completely master their craft.

The Deepwood Archers Unit Expansion includes five upgrade cards, six tokens, and eight unpainted miniatures that allow players to don their archers in the colors of any of the many Latari factions. On the outskirts of Latari territory, the Bloodwood Archers wear deep red to match both the scarlet trees of their home and the tattoos that connect them to their elders. Within the Aymhelin, the stealthy Deepwood Rangers shroud themselves in the colors of night with deep purple and blue, while the Starplain Guardians who protect the capital city of Lithelin bear the white and light blue of the open sky.

Elusive Bowmen

The Deepwood Archers’ bow skills are unmatched by any other force in Terrinoth. They keep to the shadows of the trees, attacking from a distance and evading before the enemy can lock their sights on them. When making a ranged attack, the archers may spend two unique surges to perform a speed-1 shift in any direction after the assault, provided they are not locked in combat with an enemy. Additionally, the intense training practices passed down through the millennia that all Deepwood Archers must adhere to provides each unit with the Precise 1 keyword. This allows the player controlling the archers to treat their attacking dice roll as if they have one additional full rank of trays.

Like the rest of their Latari comrades, the Deepwood Archers are incredibly mobile. They constantly confound the enemy by remaining just one step out of reach. Masters of evasion, the Archers’ command tool allows them to constantly turn, reform, and shift to avoid direct combat with the enemy, while still attacking at a distance. And when the Archers do attack, their modifier dial provides them with a bonus surge that they can spend alongside their dice roll.

Forest Fortifications

In addition to the eight elven figurines, this expansion also comes with a variety of upgrade cards to enhance the strength of your archers. The Deepwood Archers are quick to answer the call to arms with a cost of seventeen for two trays and a wide variety of available upgrades that grow with the number of archers on the battlefield. These upgrades see the Latari drawing great power from the natural world surrounding them. This connection is embodied by Hunter's Guile,  which states that when participating in a ranged or melee attack, the player may replace one of their dice with a white die if they can spot overgrown terrain between range one and the number of natural energy rune tokens on the field. This upgrade also bolsters the Deepwood Archers with the Overgrow 1 keyword, making the likelihood of that occur all the more frequent.

It's no secret that the Deepwood Archers specialize in ranged attacks. However, if a player ever finds themselves locked in close quarters combat with the enemy, they may wish to equip the Pathwalker's Amulet to balance their strengths in combat. The archers may discard this upgrade card to gain the Protected keyword for the duration of the attack. This may provide the archers with enough defense to destroy the enemy they face, or hold out long enough for reinforcements to arrive, such as the swift Leonx Riders or the immense Aymhelin Scions.

Shield the Aymhelin

Take aim with the Deepwood Archers and defend the Aymhelin at all costs!

Look for the Deepwood Archers Unit Expansion (RWM16) to be available in-store or online in Q4 of 2017!

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TM & © 2016 Fantasy Flight Games.

StarViper Mk. II

Published 24 July 2017 | X-Wing

StarViper Mk. II

A Preview of the Guns for Hire Expansion Pack for X-Wing™

All the credits in the galaxy won't guarantee you victory in your next space battle. They can, however, help you build a better fighter.

With its new ship cards, upgrades, and miniatures, the Guns for Hire Expansion Pack for X-Wing will soon offer a host of new tech and advantages to the pilots of the Scum faction's StarVipers and Kihraxz fighters.

As we already saw in May's announcement of the pack, many of these new advantages result from the increased versatility afforded to the fighters by their new Title upgrades—the Vaksai and StarViper Mk. II . And while fans received both Titles with fantastic enthusiasm, much of the early conversation revolved around the Vaksai. By allowing you to equip additional modifications and by reducing the cost of each upgrade you add to your Kihraxz fighter, the Vaksai opens an obvious measure of customization.

Today, though, we begin our previews with a closer look at the expansion's new StarViper, including its new StarViper Mk. II Title, its new pilots, and some of the dirtiest, Scummiest tricks the expansion's other upgrades afford it.

A Slippery Ship

There is certainly an element to the StarViper Mk. II Title that's every bit as simple as what you find in the Vaksai.

Applied to your StarViper, the Title reduces its squad point cost by three points and forces you to perform your barrel rolls with the Speed "1" bank template rather than the Speed "1" straight template. Additionally, it allows you to equip up to two different Title upgrades, meaning you can still field one of your StarVipers in battle as the Virago.

On their face, these are all simple things. But once you begin exploring the ramifications of the new barrel roll, everything changes.

In X-Wing, ships feel different in battle and on the table because of their unique combinations of stat arrays, firing arcs, action bars, upgrade bars, base size, and maneuver dials. Of these things, the maneuver dial may be the hardest to grasp. After all, it takes a great deal of practice to learn how to judge your maneuvers accurately. But the maneuver dial may well be the single most defining part of a ship's identity.

A 360-degree view of the StarViper from the Guns for Hire Expansion Pack.

It is the TIE interceptor's wealth of green maneuvers at Speed "2," especially its green "2" turn, that make it feel like a nimble fighter at close quarters. Conversely, it is the Lambda-class shuttle's red "2" turn—and its red Speed "0" stall maneuver—that makes it feel like a large, lumbering target even while it boasts five hull and five shields. And the StarViper, with its wealth of close-range maneuvers, finds a place between the two ships because it lacks the interceptor's ability to transition to high-speed "3" turns and all of its turns are white.

Although the StarViper's dial doesn't change with the StarViper Mk. II Title, its ability to maneuver about the battlefield does. Accordingly, the dial starts to feel as though it's weighted differently, and the ship starts to feel different.

For example, the Black Sun Assassin that would have needed to perform a Speed "2" right turn to catch his foe can now dial in a Speed "1" right bank and then adjust his firing arc a bit more with the barrel roll to not only catch his foe in arc, but at a closer range than he would have earlier. And because the "1" bank is a green maneuver, the Black Sun Assassin could plan to perform such maneuvers multiple turns in a row and still gain extra actions from Push the Limit .

The impact of the new barrel roll template is further magnified when you apply the StarViper Mk. II Title to the same ship outfitted with the Virago Title and the Advanced Sensors system upgrade.

With Advanced Sensors, the StarViper Mk. II's new barrel roll allows you to face any of four different angles before you reveal your maneuver—none of which were previously possible—and all of these possible barrel rolls move you slightly further from your original position than a straight "1" template barrel roll would move you.

The result is a highly variable range of movements that all use the same maneuver on the dial—a range of movement that may make it easier to prey upon your foes and to elude them.

Accordingly, even without adjusting the StarViper's maneuver dial, the StarViper Mk. II Title makes the fighter a far more slippery ship, but one that's certain to demand—and reward—an active imagination, as well as your patience with its steeper learning curve.

The StarViper Mk. II with Advanced Sensors—when a straight "1" isn't just a straight "1."

The Scummiest Tricks

The new StarViper miniature from Guns for Hire gains even more versatility from the new pilot abilities introduced by Dalan Oberos and Thweek .

The higher pilot skill of the two unique StarViper pilots, Dalan Oberos is all about positioning. This human bounty hunter first appears in the Force and Destiny adventure, Chronicles of the Gatekeeper, where it's made clear he's willing to take gigs from the Empire and cartels alike. Rumors even suggest he has recently taken a job looking for suspicious characters around Cato Neimoidia.

His ability to pursue his quarry is reflected in X-Wing with his unique pilot ability to treat any turn, bank, or Segnor’s Loop maneuver that he reveals as a red Tallon Roll maneuver with the same template. If he's also equipped with the StarViper Mk. II and Virago Titles, plus the Advanced Sensors upgrade, he gains an almost unparalleled ability to adjust to the final position of any foe on the battlefield.

This means you're likely to see him equipped with the Veteran Instincts or Adaptability elite pilot talents to boost his pilot skill value of "6" to a level at which he's more likely to be able to react to his opponent's maneuvers.

When Dalan Oberos realizes his speed "1" right bank maneuver would put him in a bad position, he can barrel roll and Tallon Roll to turn the tables on his foe.

On the other hand, if you're looking to see what your StarViper Mk. II can bring to battle apart from its maneuverability, you might consider recruiting Thweek as your pilot. This Kubaz spy first appeared in the Edge of the Empire adventure, The Long Arm of the Hutt, as a greedy, underhanded, and ruthless associate of Teemo the Hutt.

In X-Wing, you'll find him every bit as shifty as he was in Edge of the Empire, even though he lacks an elite pilot talent slot. This is largely because he allows you to assign one of two conditions to an enemy ship during setup, and the way Thweek flies is bound to hinge upon the condition you choose to assign and the ship to which you assign it.

If you choose Shadowed , you can copy the starting pilot skill value of any of your opponent's ships. For the remainder of the game, then, Thweek could fly like a blocker at an Academy Pilot's pilot skill value of "1." Or he could poach the pilot skill value of "12" from your opponent's "Epsilon Ace" and stay at pilot skill "12" even after "Epsilon Ace" takes damage and drops back to pilot skill "4."

And while Shadowed provides Thweek a great deal of flexibility against lists that aren't heavily focused on unique pilot abilities, it pales in comparison to what the Mimicked condition allows Thweek to bring to your squad. With Mimicked, Thweek can copy the unique pilot ability of any of your opponent's ships, and the possibilities are a bit staggering—even if they're wholly unpredictable.

Against the Rebels, Thweek could serve the same role as Biggs Darklighter , but with a higher agility and the ability to equip Autothrusters . He could double-attack like Corran Horn , gain rerolls like Rey , or dart about the battlefield with boosts and barrel rolls like Jake Farrell .

Against a Rebel list with Biggs Darklighter, Thweek can force your opponent to take shots at him instead of the rest of your squadron.

Against other Scum players, Thweek could poach tokens like Genesis Red , launch fearsome Range "1" attacks like Fenn Rau , or fire retaliatory attacks like Dengar . And against Imperial players, you might copy Darth Vader's ability, or that of The Inquisitor or Countess Ryad . You could even assign Mimicked to "Countdown" to place a hard cap on the amount of damage you can take, and then you could recover that damage with a Pulsed Ray Shield .

Finally, it's worth noting that while triggering Pulsed Ray Shield should normally make the devious Kubaz a great deal more predictable than he would like, Guns for Hire ensures that anyone flying the Virago is going to get his or her credits' worth. Because the Virago gives your StarViper an illicit slot, you can then pair your Pulsed Ray Shield with a set of Ion Dischargers to assign the ion token to your Range "1" opponent instead of yourself. And this forces your opponent to make a difficult choice—discard the ion token and allow you to keep your Ion Dischargers, or discard your Ion Dischargers, retaining the ion token and leaving a ship to limp through space.

Send a Message

There are many ways you can approach your X-Wing battles.

You can take advantage of the numerical superiority of a swarm. You can intimidate your foes with powerful missiles and torpedoes and the retaliatory strikes enabled by pilots like Dengar and "Quickdraw." You can litter the battlefield with bombs. Or you can setup your squad with one or more copies of the red and grey StarViper from Guns for Hire.

Placing this new StarViper on the table sends a message. It says you're going to fight dirty, utilizing slippery maneuvers and illicit technologies to hit your opponents when their eyes are turned elsewhere. It says your opponent's going to have trouble predicting your next maneuver, and that you're less likely to be caught by your opponent's best tricks than to turn the tables.

What message will you send with your new StarViper? Share your thoughts with our community forums. Then head to your local retailer to pre-order your copy of the Guns for Hire Expansion Pack (SWX73)!

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© and ™ Lucasfilm Ltd.

A Galaxy at War

Published 21 July 2017 | Star Wars: Rebellion

A Galaxy at War

A Look at the New Units and Cinematic Combats from Rise of the Empire

"Despite what the others say, war is inevitable."
     –Mon Mothma

After following its cast of characters through a web of events that spanned the galaxy, Rogue One: A Star Wars Story built toward its climactic battle on and above the planet Scarif.

With nothing less than the fate of the entire galaxy at stake, Rebels and Imperials fought in the jungles, in the heavy guarded Citadel Tower, in the skies, and even in space. It was the first major battle of the Galactic Civil War between the Galactic Empire and the fledgling Rebel Alliance, and were it not for the Rebel victory, the Rebellion—and the galaxy's hopes for freedom—would have been swiftly eradicated.

But the battle almost didn't take place. At an earlier council meeting, Rebel leaders voted against confronting the Imperials at Scarif. It was only because a few brave individuals disobeyed the council's wishes and risked their lives—sacrificed their lives—that the Rebel Alliance ended up with the Death Star plans and survived to continue in its fight.

Likewise, in Star Wars™: Rebellion, you won't find your Rebel Alliance eager to engage the evil Galactic Empire in military engagements. The Empire is far stronger. Its tools of war are far more devastating. But there are times that key individuals and key engagements can change the course of history.

In the long run, war is inevitable. Combat is inevitable. And with the new units and advanced rules from the Rise of the Empire expansion, that combat is far more nuanced, dynamic, cinematic, and dramatic than ever.

No Retreat

There are a total of thirty-six plastic figures in Rise of the Empire, and these are divided between a total of eight new unit types—four for the Rebels and four for the Empire.

Like the new leaders we explored more closely in an earlier preview, these units all use the expansion's new green dice, which notably only boast icons on two sides—but both are direct hits. In turn, this makes the new units less reliable and specialized in combat than core units like X-wings, TIE fighters, and Stormtroopers.

But it also makes them better able to perform some tasks that similar core units might find more daunting. A Rebel vanguard unit, for example, might not be quite as good at combatting Stormtroopers as a Rebel trooper unit would be, but it matches up better against an AT-ST or an Imperial assault tank.

Similarly, your TIE Strikers aren't quite as effective against Rebel X-wings as your TIE fighter squadrons may be, but they can adapt more readily to the challenges of downing a Rebel transport or Nebulon-B frigate.

Because they roll green dice, TIE Strikers cannot roll as many hit results as TIE fighters, but their hits are just as effective against ships with red health values as they are against fighters with black health.

But the new units' reliance on green dice isn't the only thing that's notable about them. Whereas the core game offers the Rebel Alliance a couple of units—the ion cannon and shield generators—with unique game abilities, the only satisfaction it offers the Empire is the one that comes from knowing you wield superior firepower. With Rise of the Empire, the Empire still claims the advantage of superior firepower, but it also gains a couple of units with unique abilities.

Even if they never hit their targets, the shield bunker and Interdictor can win you battles simply by being a part of them. So long as your shield bunker remains intact, it grants your Death Star complete protection. Even a well-timed trench run directed by a careful analysis of the Death Star Plans won't avail the Rebellion. And while the shield bunker forces the Rebels to commit to the ground, your Interdictor can trap the ships they'd hoped to retreat after dropping off their troops. Wherever you have your Interdictor, the Rebels simply cannot escape. Their efforts to jump to hyperspace are denied.

Advanced Tactics

In addition to its new units, Rise of the Empire introduces new advanced tactic cards and rules for cinematic combat that can dramatically reshape your battles.

For starters, you remove the ground and space tactic decks from the core game and replace them with the four tactic decks in Rise of the Empire; both the Rebels and Imperials gain their own ground and space tactic decks.

The fact that these new tactic decks are divided by faction is important because each card has two different abilities—one above a dividing line and one below it—and most of the top abilities are associated specifically with one of that faction's units. This allows units to showcase their unique abilities as seen in the films. For example, the Tow Cables card can allow an air speeder to destroy an AT-AT, and TIE fighters can use their greater numbers and Swarm Tactics more effectively in space battles. Or if the Rebels have a transport in the same system as their ground battle, they could play Escape Plan to effect their immediate retreat.

But the changes introduced by these advanced tactic cards and cinematic combat rules go far beyond the additional tactical value they assign to specific units.

When you use them, the whole flow of combat changes. No longer do you draw a number of tactic cards associated with your leader's tactic values at the start of combat. Instead, at the beginning of each round of space combat and each round of ground combat, you look through your tactics deck and choose any one card to place facedown before you. Your opponent simultaneously places his or her own facedown card, and then the cards are revealed and their effects remain in play throughout the combat round.

These cards are then discarded and unavailable to you until after you’ve played the other seven cards in your deck, meaning that each of your choices in one battle will have repercussions in other, future battles.

Naturally, these rules changes necessitate further changes, as your leader's tactic values no longer function as they do in the core game, and the icon on your dice no longer functions as it does in the core game.

Cinematic Combat

First of all, it's worth noting that the rules for advanced tactic cards and cinematic combat provide you tactical decisions at the beginning of every round of combat whether or not you have a leader in the battle. But the changes don't diminish your leaders' impact; they simply alter the role they play. No longer the key to all of your tactics, your leaders, instead, inspire your forces toward better results by allowing you to reroll a number of dice each combat round equal to that leader's ground or space tactic value, whichever is appropriate.

Accordingly, your deployment of three Rebel vanguard units can deal far more consistent damage under the direction of a leader like Saw Gerrera. And your Interdictor is more likely to be a force of destruction—and not just a key tactical instrument—when you have Admiral Motti directing the combat.

Admiral Motti's space tactics value of "2" allows him to reroll as many as two of your results during space battles.

Meanwhile, since the icon no longer triggers your ability to draw or play tactic cards, it is repurposed with these new rules, and it allows you to remove damage from some of your more durable units. In fact, since units are not destroyed until the end of a round of combat, you could even use the  to remove the only point of damage dealt to a Stormtrooper unit to keep that unit in play.

Finally, the expansion assigns greater stakes to each of your battles through the introduction of such far-reaching tactic card abilities as those on Support of the 501st , Deployment , Tractor Beam , Superlaser Blast , and Confrontation . By spiking targeted damage so severely—and by tying your leaders' fates to the consequences of your battles—these new card effects more fully center your combats in the game's overall narrative and cinematic appeal. And they add greater weight to the careful timing of the cancellation effects provided by Air Superiority , Outrun Them , and similar advanced tactic cards.

Signal the Attack

We haven't yet located the Rebel base, but we are closing in with every passing day.

Where should we look next? Where should we send the Imperial fleet? Head to our community forums to share your thoughts on the expansion's new units and cinematic combats.

Then be sure to keep your eyes open for our next preview of Rise of the Empire (SW04)!

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© & ™ Lucasfilm, Ltd.

Man Your Battlestations

Published 21 July 2017 | Star Wars: Destiny

Man Your Battlestations

Preview the Red Characters of Empire at War

"I will start my operations here and pull the Rebels apart, piece by piece. They will be the architects of their own destruction."
Star Wars Rebels

Few are braver in the Star Wars™ galaxy than those with whom you choose to stand on the front lines of battle. Whether it’s a pilot fighting for freedom from a tyrannical empire, or a storm trooper maintaining order in the galaxy, soldiers and commanders are the heart of an Empire at war.

Today, we’re previewing the Red heroes and villains of Empire at War, a new 160 card set of boosters for Star Wars™: Destiny. Red characters in Empire at War dominate their foes with powerful supports while maintaining an economical advantage and control of the battlefield.

The Imperial War Machine

Those who bring order to the galaxy are not only feared soldiers and commanders, but often have access to the best equipment in the Star Wars galaxy.

With an increased focus on vehicles, a character like Ciena Ree  (Empire at War, 1) is a perfect addition to the Red villain faction. At eight points for a normal version or eleven for an elite, Ciena Ree joins Bala Tik  (Awakenings, 19) as one of the most affordable villains in the game, able to pair with some of the more powerful forces in Destiny, including an elite Darth Vader  (Awakenings, 10). With only one side that provides direct damage, a modified damage side, a disrupt side, and two resource sides, Ciena Ree’s die is perfect for supporting a more direct threat to your opponent. The resources Ree’s die provides can be used for her special ability: spending two resources as an action to ready a vehicle. While this provides plenty of options for cards in previous sets, like the  AT-ST  (Awakenings, 5), Empire at War brings several new vehicles for Ciena Ree to ready.

The AT-DP  (Empire at War, 5) has two ranged damage sides and a modified damage side, which pairs well with Ree, and includes a shield and special symbol side. The AT-DP’s special symbol allows you to discard a support that costs two or less from play. This targeted removal is a very powerful ability and, with Ciena Ree, could trigger twice in a single round.

Upgrading Ciena Ree with Natural Pilot  (Empire at War, 48) is an expensive task, but provides fantastic synergy. Natural Pilot’s die includes two modified ranged damage sides, a focus side, a disrupt side, and a shield side, providing excellent support. However, the card’s true strength is its ability, which lets you ready a vehicle after you activate the upgraded character. When combined with Ciena Ree, you can see your vehicles easily activating several times a turn!

Spending your resources to ready vehicles may leave few resources for other cards, like events. Pairing Ciena Ree with General Hux  (Empire at War, 2) may help mitigate that. At eleven points for a normal version or fourteen for an elite, General Hux can fit nicely on a team with a similarly costed character, but achieves his true potential in a team with three or more characters. Hux’s die is diverse, featuring a ranged damage side, a focus side, a discard, a resource, and a special symbol. The special symbol keys off how large your team is, allowing you to play a Red event from your hand, decreasing its cost by one for every character you have. In a three-character build, this can vastly reduce the drawback on some of the more expensive red events, including powerful cards found in Empire at War. Using Hux to reduce the cost of Fall Back  (Empire at War, 120) at an appropriate time can devastate your opponent’s upgrades. If General Hux is paired with non-unique characters, using Red Alert  (Empire at War, 66) at a discounted price can completely shift the momentum of a game, letting you ready a non-unique character at a vastly reduced cost.

You can also receive a similar discount with Imperial Backing  (Empire at War, 64), which lets you play a support from your hand, reducing its cost by one for every character you have. With a cost of two resources, Imperial Backing would normally only shine on a team with three or more characters. However, when played with General Hux’s special ability, it can provide a massive discount to some of the best supports in the game.

Rebellious Heroes

Fighting against the forces of oppression are the brave heroes of the Star Wars galaxy. Whether it’s in a fledging Rebellion or a resistance fighting back against the First Order, these heroes dive into the fires of war, ready to fight for freedom.

In the early days of the Galactic Empire, Hera Syndulla  (Empire at War, 25) flew from system to system, helping lay the groundwork for what would become the Rebellion. Like Ciena Ree, Hera comes to Star Wars: Destiny with a focus on vehicles. Hera’s die features a ranged damage side, a focus, a shield, a resource, and a special symbol. While this is a versatile die, Hera’s special symbol is where she truly shines, allowing you to play a vehicle from your hand for free. Though the vehicle is returned to your hand at the end of the action phase, there is still plenty of time to effectively use some of the most dangerous dice in the game. This includes her signature vehicle,  Ghost  (Empire at War, 28), making its first appearance in Star Wars: Destiny with Empire at War. Ghost has one of the most consistent and efficient die in the game, featuring two ranged damage sides, a disrupt, a shield, a resource, and special symbol side, which allows you to resolve another side of the die. Rolling in the Ghost ensures you will get a powerful result. The drawback comes in its massive four resource cost. However, this can be mitigated with Hera’s ability, making the Ghost and Hera a powerful combination.

Hera also combos well with the iconic Y-Wing  (Empire at War, 29), featuring a ranged damage side, a disrupt side, and two special symbols. These symbols can be used to force an opponent to lose resources and damage their characters until they have done so a combined total of four times. With two blank sides, though, the Y-Wing can have difficulty rolling consistently. However, if part of your team includes the Rookie Pilot  (Empire at War, 27), you may get a second chance at rolling the Y-Wing’s die.  At seven points, the Rookie Pilot’s die includes two modified ranged damage sides, a shield, and a resource, providing proper support for a vehicle centric deck.

You can double up on the value of a vehicle die with Reckless Reentry  (Empire at War, 93), which lets you roll a vehicle die into your pool, regardless if the vehicle has already been activated this turn. This can allow for surprise damage at just the right time, or a fresh stock of shields to protect your characters. However, Reckless Reentry comes with a drawback—if the die you roll comes up blank, the vehicle is discarded from play. It’s a risky play, but any Red hero knows there’s no reward without risk.

If you would like Hera’s vehicles to stick around, Rally Aid  (Empire at War, 96) is a support that will consistently allow you to reduce the cost of supports by one, or two is they are a vehicle. This can allow you to save valuable resources while playing otherwise expensive supports.

All of these supports can be protected by a Shield Generator  (Empire at War, 97), which allows you to discard it from play instead of a support that was targeted for removal by an opponent’s card effect or die. As removal effects become more common with Empire at War, protective cards like Shield Generator will become more and more valuable.

With these tools at their disposal, Red heroes can develop a support system that can be unrivaled in Star Wars: Destiny.

Command your Forces

These new Star Wars: Destiny cards see Red characters’ interactions with supports and vehicles grow even further, allowing them to dominate their foes with overwhelming fire power and come out on top in an Empire at War.

Command your Forces and pick up Empire at War (SWD07) from your local retailer when it is released in the third quarter of 2017!

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© & ™ Lucasfilm Ltd.

The Swamps of Nal Hutta

Published 20 July 2017 | Star Wars: Imperial Assault

The Swamps of Nal Hutta

Wage Your Battles Atop a New Gamemat for Imperial Assault

"You may have been a good smuggler, but now you’re Bantha fodder."
     –Jabba the Hutt

Nal Hutta, the swampy Outer Rim planet, is a dangerous place. Its treacherous bogs are littered with dragonsnakes and other dangerous predators. Polluted skies erupt at times into greasy rains. And, of course, the planet is the homeworld of the notorious Hutts and the seat of their vast criminal empires.

As a result, there are fortunes to be made or lost among the planet's sprawling spaceports and its bulbous palaces. There are reasons, too, that the Rebel Alliance might deal with the planet's outlaws, or that the Galactic Empire might crack down on the planet's lawlessness—or make a show of doing so before taking payment and marching away…

Now you, too, can head to Nal Hutta to pursue your fortune, forge a temporary alliance, or execute a surgical military strike: the Nal Hutta Swamps Skirmish Map for Imperial Assault is now available for order at your local retailer!

Skirmish in the Swamps

The Nal Hutta Swamps Skirmish Map is now entering the tournament rotation for Imperial Assault, and this neoprene playmat offers an ideal play surface, depositing you and your skirmish force atop the planet's bogs. Measuring 26” by 26”, this playmat features the entire map printed directly onto its surface, ensuring that your setup never takes more than seconds.

To further facilitate your play, there's plenty of room around the borders of the gamemat for you to set up your Deployment cards and tokens, as well as handy references for each team’s starting setup zones. You’ll even find additional copies of the Nal Hutta Swamps cards, giving you everything you need for the definitive Imperial Assault skirmish experience.

Finally, the gamemat evokes the spirit of Nal Hutta with evocative artwork of two of the mercenaries who might have dealings there. On one side, you'll find the infamous bounty hunter Boba Fett, ready to pursue any target the Hutts might name. Across from him, a battle-scarred Rodian seeks to make his own name with his blasters and his wits.

( Click here for a larger version. )

The Hutts Will Know Your Name

There’s no better way to for you and your opponent to enjoy a skirmish game of Imperial Assault than with the easy setup of a gamemat like the Nal Hutta Skirmish Map. Whether you roll it out at a local tournament or just use it to facilitate your games at the kitchen table, the Nal Hutta Swamps Skirmish Map races you straight into the action… It's up to you to survive it!

Order your copy of the Nal Hutta Swamps Skirmish Map at your local retailer today!

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© & ™ Lucasfilm Ltd.

Lead the Raid

Published 20 July 2017 | The Lord of the Rings LCG

Lead the Raid

The Black Serpent Is Now Available for The Lord of the Rings: The Card Game

"These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower. . . . We come to teach them another lesson."
     –Mablung, The Two Towers

Some people might find themselves stranded in the arid wastelands of a hostile nation and rail against the fates that led them there. You? You begin the long journey north, endure the many trials along your way, and look for any opportunity to strike back at the enemy.

One of those opportunities has now arrivedThe Black Serpent, the fourth Adventure Pack in the Haradrim cycle, is now available for The Lord of the Rings: The Card Game!

Even while tired and hungry and hundreds of miles from the safety of Gondor, your heroes are willing and eager to temporarily set aside their thoughts of home to launch a raid against the Southron caravan that they find carrying tributes to the Dark Lord of Mordor. The element of surprise may be with them at the outset, but they'll have to strike swiftly and true. The Southrons greatly outnumber them.

Follow the King's Man

In The Lord of the Rings: The Card Game, if you want to lead a successful sneak attack, you either need to play the Sneak Attack event (Core Set, 23) or keep your threat level low enough that you can engage and attack enemies only on your terms—not because you've allowed your threat to creep over their engagement costs.

You'll also need to balance the heroes and allies you commit to your defense and attack against those you commit to the quest, and you'll ideally want some means of striking at the enemy's head or heart—aiming straight for the objectives we saw in our preview, "Raid the Caravan."

It is fortunate, then, that the new hero from The Black Serpent helps with all of these things. A Spirit hero from Rohan, Fastred (The Black Serpent, 81) is a Warrior who can lower your threat by throwing enemies back into the staging area after he defends against them.

Now, it's true that with most decks and in most scenarios, you don't want your enemies to return to the staging area after you defend against them. Typically, you want them to remain engaged with you so that you can attack and destroy them. Even if you can't destroy them, you'll most frequently want these enemies to remain engaged with you so that they won't add their threat to the staging area in the next quest phase… and because if your threat has already hit their engagement cost, they're just going to come back after you in the next round.

With Fastred, however, things change. First of all, since Fastred lowers your threat by two when he returns an enemy to the staging area, you won't necessarily face the same enemy two rounds in a row. If you return an enemy to the staging area the round that you just met its engagement cost, you'll be able to buy yourself a round to ready for its return—so long as you quest successfully and don't hit any Doomed effects.

After this, you have the fact that as part of the Rohan tribe, Fastred is likely to associate himself with Dúnhere (Core Set, 9) and any number of other Rohan characters who can wield a Spear of the Mark (The Morgul Vale, 137) to trample the enemies in the staging area with either Ride Them Down (The Antlered Crown, 142) or Forth Eorlingas! (The Morgul Vale, 138).

This combination takes a lot of the sting out of the cost of Fastred's ability—as does playing him in a multiplayer game where another player might be attacking enemies with Aragorn (The Lost Realm, 1) or playing Descendants of Thorondor (The Hills of Emyn Muil, 75) to damage the enemies in the staging area.

Finally, there's a special point to make about the fact that Fastred arrives in The Black Serpent. Here, his ability is particularly valuable, and its "cost" is transformed into another hidden benefit when you find yourself facing the Serpent Guard (The Black Serpent, 95) or traveling to The Serpent's Redoubt (The Black Serpent, 96).

Cut Off the Head

Fastred's ability to lower your threat by returning enemies to the staging area can prove a major boon as you seek to engage your enemies on your own terms. He can help you coordinate your defense and attack with other players in a multiplayer game. He can buy you a second to gather your weapons and armor. And in The Black Serpent, he can help you direct your attacks where you want them most.

How will you make use of Fastred's talents? Which other heroes would you play with him?

Share your thoughts with the other members of our community forums, then make your way to your favorite local game store. The Black Serpent (MEC59) is now available!

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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

Calling All Martians

Published 20 July 2017 | Android: Netrunner LCG

Calling All Martians

Free Mars Is on Sale Now!

Are you a true child of Mars? Did your parents and grandparents strive to make the red sands livable? Did they suffer—did they endure—so that you could live a full and free life? 

How did you feel when the Earth betrayed them? When Earth forces bombarded their homes from orbit? When they unleashed Jinteki’s clones and HB’s newest warroids, as if your family’s bid for freedom was just another sales pitch for a new product line? 

Did it make you angry? Did it make you angry enough to do something about it? Did it make you angry enough to take up arms against the megacorps and their stooges in the MCA? If it did—if you’re ready to take action—then it’s time to join the Free Mars Council! Join us, and take back your homes. Take back your air and your water. Take back your freedom! 

Free Mars, the penultimate Data Pack in the Red Sands cycle for Android: Netrunner is available today. Its sixty cards (three copies each of twenty unique cards) include powerful new weapons for anyone willing to stand up and fight for Mars! 

New Planet, New Breakers

The corps on Mars are fortifying their defenses—on the ground and on the Net. The Free Mars Council may hope to take back their land from the corps with power armor and lasers, but they’re going to need data on where exactly to hit the MCA. It doesn’t matter whether runners help them get this data because they believe in the cause, want the credits, or enjoy the challenge—they’re going to need innovative new breakers to overcome ice like Tithonium (Free Mars, 98), a powerful barrier-destroyer that’s immune to Parasite (Core Set, 12). 

Fortunately, runners can now install a real God of War (Free Mars 82), which can break at least two subroutines for free if you take a tag at the beginning of your turn. While taking a tag is always risky, it can also help you make a statement with Mars for Martians (Free Mars, 81). 

For the more risk adverse Criminals, Flashbang (Free Mars, 85) offers you the opportunity to avoid all the nasty subroutines on a sentry like NEXT Gold (The Valley, 11) by just paying six credits to derez it. Six credits isn’t cheap, but it may force the corp to lose even more money by repeatedly rezzing their ice. And if you’re playing Los (Station One, 25), that can be quite profitable. 

Of course, Shapers always have a few tricks compiling on their servers, and they’ve brought Maven (Free Mars, 87) to Mars. Maven may be able to break subroutines on any kind of ice, but it needs you to install other programs in order to attain the required strength. So, you may want to be ready to play Lean and Mean (Free Mars, 86) to boost its strength in the early game before you can set up your whole fourteen-program rig. 

A War of Words

The corps aren’t waiting for the FMC to finish recruiting every young clansperson on the planet. They know that they need more than their ice and the MCA’s grunts if they’re going to maintain their chokehold on Martian resources. 

And that’s why they’re holding Open Forums (Free Mars, 97). If they can convince the Martian people that their grievances are being heard—that they may even be addressed—the corps know that they can take the fight out of them. They’re betting that no one wants to risk being decapitated by a samurai clone or pulverized by a warroid if they believe their rations will be increased next week. 

And they may yet win that bet, but not if the FMC can expose their lies. The battle for Martian Independence reaches a boil in Free Mars, so get ready to take back your planet!

Get your copy of Free Mars (ADN47) from your local retailer today!

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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2017 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2017 Wizards.

New Infiltration Regulations

Published 19 July 2017 | Star Wars: Imperial Assault

New Infiltration Regulations

New Star Wars™: Imperial Assault Tournament Regulations Are Now Available

The latest version of the Star Wars™: Imperial Assault Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Today’s update also contains a new Skirmish map that everyone should be sure to check out. Download the new Tournament Regulations now to see all the changes for yourself!


Download the new Tournament Regulations or the text-only version by clicking on the images above.
This update goes into effect 7/26/2017.


Players attending a Store Championship before July 26th can still find the previous Tournament Regulations on the Star Wars: Imperial Assault page. As always, other rules documents and support materials for Star Wars: Imperial Assault can be found there as well.

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© & ™ Lucasfilm Ltd.

New Dueling Regulations

Published 19 July 2017 | Star Wars: Destiny

New Dueling Regulations

New Star Wars™: Destiny Tournament Regulations Are Now Available

The latest version of the Star Wars™: Destiny Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Download the new Tournament Regulations now to see all the changes for yourself!


Download the new Tournament Regulations or the text-only version by clicking on the images above.
This update goes into effect 7/26/2017.


Players attending a Store Championship before July 26th can still find the previous Tournament Regulations on the Star Wars: Destiny page. As always, other rules documents and support materials for Star Wars: Destiny can be found there as well.

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

New Fighter Regulations

Published 19 July 2017 | X-Wing

New Fighter Regulations

New X-Wing™ Tournament Regulations Are Now Available

The latest version of the X-Wing™ Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Download the new Tournament Regulations now to see all the changes for yourself!


Download the new Tournament Regulations or the text-only version by clicking on the images above.
This update goes into effect 7/26/2017.


Players attending a Store Championship before July 26th can still find the previous Tournament Regulations on the X-Wing page. As always, other rules documents and support materials for X-Wing can be found there as well.

Discuss this article
in our forums!

© and ™ Lucasfilm Ltd.

New Commander Regulations

Published 19 July 2017 | Star Wars: Armada

New Commander Regulations

New Star Wars™: Armada Tournament Regulations Are Now Available

The latest version of the Star Wars™: Armada Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Download the new Tournament Regulations now to see all the changes for yourself!


Download the new Tournament Regulations or the text-only version by clicking on the images above.
This update goes into effect 7/26/2017.


Players attending a Store Championship before July 26th can still find the previous Tournament Regulations on the Star Wars: Armada page. As always, other rules documents and support materials for Star Wars: Armada can be found there as well.

Discuss this article
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Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy.

© & TM Lucasfilm Ltd.


New Kingdom Regulations

Published 19 July 2017 | A Game of Thrones: The Card Game

New Kingdom Regulations

New A Game of Thrones: The Card Game Tournament Regulations Are Now Available

The latest version of the A Game of Thrones: The Card Game Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Download the new Tournament Regulations now to see all the changes for yourself!


Download the new Tournament Regulations or the text-only version by clicking on the images above.
This update goes into effect 7/26/2017.


Players attending a Regional Championship before July 26th can still find the previous Tournament Regulations on the A Game of Thrones: The Card Game page. As always, other rules documents and support materials for A Game of Thrones: The Card Game can be found there as well.

Discuss this article
in our forums!

The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.

New Clone Regulations

Published 19 July 2017 | Android: Netrunner LCG

New Clone Regulations

New Android: Netrunner Tournament Regulations Are Now Available

The latest version of the Android: Netrunner Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Download the new Tournament Regulations now to see all the changes for yourself!


Download the new Tournament Regulations or the text-only version by clicking on the images above.
This update goes into effect 7/26/2017.


Players attending a Regional Championship before July 26th can still find the previous Tournament Regulations on the Android: Netrunner page. As always, other rules documents and support materials for Android: Netrunner can be found there as well.

Discuss this article
in our forums!

Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2017 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2017 Wizards.

New Battlefield Regulations

Published 19 July 2017 | Star Wars: The Card Game

New Battlefield Regulations

New Star Wars™: The Card Game Tournament Regulations Are Now Available

The latest version of the Star Wars™: The Card Game Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Download the new Tournament Regulations now to see all the changes for yourself!


Download the new Tournament Regulations or the text-only version by clicking on the images above.
This update goes into effect 7/26/2017.


Players attending a Store Championship before July 26th can still find the previous Tournament Regulations on the Star Wars: The Card Game page. As always, other rules documents and support materials for Star Wars: The Card Game can be found there as well.

Discuss this article
in our forums!

© & TM Lucasfilm Ltd. Living Card Game, LCG, and the LCG logo are ® of Fantasy Flight Publishing, Inc.