Discover: Lands Unknown
Announcing a Unique Game of Exploration and Survival
You awaken with a splitting headache and no idea how you got here. The wilderness stretches in every direction, and something howls in the distance. Your quest for answers will have to wait; first, you need to survive.
Fantasy Flight Games is proud to announce Discover: Lands Unknown, a Unique Game of exploration and survival from Corey Konieczka!
Whether you're playing by yourself or with up to four players, your ultimate goal in Discover: Lands Unknown is to survive—but your adventure holds many of its own secrets. As a Unique Game, every copy of Discover: Lands Unknown is unlike any other in the world. The unique mix of environments, characters, storylines, items, and enemies in each copy of Discover means that your own adventures will play out very differently than your friend's copy of the game. No matter where you find yourself, you'll need to survive and uncover the reasons why you've awoken, trapped in the wilderness. Whether survival means cooperation or competition is completely up to you!
What Makes Discover: Lands Unknown Unique?
Discover: Lands Unknown is a new adventure for Fantasy Flight Games, joining KeyForge as one of our first Unique Games. What is a Unique Game? In a nutshell, it's an entirely new type of game! Unique Games can take many different forms, but they share one thing in common—every copy of the game is unique. The copy that you pick up off the shelf will have different components than the copy your friend gets at their store.
While mechanics and some common components like meeples will be the same in every copy of the game, the vast majority of the cards, tiles, and tokens in your box will be randomized, selected from a vast pool of possible components. When you open your copy of Discover: Lands Unknown, you can never be sure what you'll find inside, and the combination will be different from every other copy in the world. In other words, Unique Games aren't like Legacy Games, which start with identical components, but become unique through gameplay. Unique Games have their own distinct mix of components in every box!
Everything that you encounter on your adventure, from your pool of survivors, to the enemies that you encounter, to the tools at your disposal, to the very environment itself, can be changed, with every copy of Discover: Lands Unknown presenting an experience unique to you. While some groups will find themselves marooned on a desolate island with mysterious creatures roaming the night, others may be trapped in the mountains, just trying to stay warm enough to survive.
In the spirit of this sense of mystery, this announcement article and future previews will show as few components as possible while still diving into the mechanics of the game. Just like your survivors embarking on a mysterious adventure, you never know what fate awaits. Still, if you want to go into the game without any hints of what you'll find within, it'd be best to turn back now!
At the beginning of the game, the wilderness stretches out around you—unknowable, dangerous, and exciting!
Your Story Begins
Like the survivors you'll be playing as, you know that you need to escape… you're just not sure how. In each game of Discover, you'll play a scenario in your own evolving story, drawing your next objectives from quest cards. These quest cards will give you short term goals essential to your survival—the longer you survive, the more likely you'll find a way home.
Working together with other players, you can complete objectives quickly, but when water is short and creatures stalk the night, isn't it every survivor for themselves? Every copy of the game comes with multiple scenarios, so like many of the components found in Discover, you never know what quests you will find in your adventure!
Explore to Survive
If you're going to survive the terrors of night in the wilds, you and your companions will have to gather resources, craft items, and search for a way home during the day. During the safety of the day, you'll spend stamina on your turn to perform different actions. You may wander across the wilderness, gather resources, collect water, fight enemies, discover new areas, and more!
Survivors can explore as much as they want during the day, but every action drains your survivor’s stamina, and if your survivor can't continue on, your turn is over, right where you stand. You must carefully weigh the consequences of your actions: exploring is important, but if you end your turn away from the safety of a campfire, you leave yourself exposed to the harsh conditions of the night.
You must explore the wilderness to escape, but danger waits around every corner. While you may find items essential to your survival during your adventure, but you may also find dangerous enemies, ready to attack! The call of the wild is alluring, and even more so when survival is on the line. Do you have what it takes to find a way home?
Who Are You?
Like the very environment around you, the group of survivors included in your copy of Discover: Lands Unknown is also randomized, so you won't be sure who your heroes will be until you open your box. Each survivor brings something new to surviving in the wilds. Perhaps one of your survivors is Biff O’Bannon, a lumberjack who can easily gain more wood. Or maybe you're surviving with Jasmine Limjoco, a mountain climber who can traverse difficult terrain with ease. Your decision of which survivor you play will dramatically change how you approach your escape.
These are just three of the possible survivors you may find in your copy of Discover: Lands Unknown!
Find a Way Home
Like the survivors of Discover: Lands Unknown, you don’t know what awaits. Lost in an unfamiliar world, can you survive and find a way home?
Explore the wilderness with Discover: Lands Unknown (DSC01) releasing in the fourth quarter of 2018 and available now for pre-order from your local retailer or our website!
in our forums!
Qualify for Worlds in Less Than Twelve Parsecs
Talk to Your Retailer About Hosting a Hyperspace Trial
"You've never heard of the Millennium Falcon?"
–Han Solo, Star Wars: A New Hope
Hello, X-Wing™ fans. Do you want to attend the 2019 X-Wing World Championship? Then pay attention. We have big news for you!
Starting in 2019, the X-Wing World Championships will be invite-only. If you want to take part in the galaxy's greatest starfighter battles, you will need to earn your way to the Fantasy Flight Games Center. And then, once there, you can expect top-level, high-energy competition from your very first volley, all the way through your final engagement.
How do you earn your invitation? With the introduction of X-Wing Second Edition, there are now two competitive tracks that both lead toward the X-Wing World Championship—the System Open Series and the Hyperspace events. The top players at each of these events will earn their invitations!
- The Top 8 players at each System Open.
- All undefeated players in a System Open Hyperspace Qualifier.
- The winner of each Hyperspace Trial.
- The Top 2 players at each Hyperspace Cup.
Keeping the Systems in Line
First introduced in 2016, the X-Wing System Open Series has proven to be a tremendous success. Each year, the System Open Series features a limited number of massive, high-energy events. These events are held at various locations around the world and draw hundreds of players looking to celebrate the game and its fan community.
In addition, the System Open Series has historically featured an array of side events, a display of all the game's top strategies, and a wealth of exclusive prizes, including the opportunity to qualify for the Coruscant Invitational.
Now, as we look forward to all the action of the 2018 Coruscant Invitational, we are happy to announce that the System Open Series will continue to offer you the chance to test your favorite second edition builds against massive fields of enthusiastic players. It will continue to feature side events alongside the main tournament. And the winners will still be invited to wrap the series at the Coruscant Invitational, which the community will continue to shape.
But this is not all the System Open Series will offer.
Starting in 2019 and going forward, the System Open Series will offer a gateway for all top participants to attend the X-Wing World Championship. Similarly, the Coruscant Invitational will take place at the Fantasy Flight Games Center, the day before the X-Wing World Championship, and the System Open Champions in that event will compete for a set of prizes that include paid flight and lodging for the next year's X-Wing World Championship.
The result is that the System Open Series is better integrated with the rest of the X-Wing Organized Play program, and your participation will set you on the path toward the game's ultimate competition—the X-Wing World Championship!
You can look for more information about the 2019 System Open locations and prizes in the weeks to come.
Making the Jump to Hyperspace
If you don't qualify through the System Open Series, there's another way you can get to the World Championship—by making the jump to hyperspace!
As we stated in our first look at X-Wing Second Edition Organized Play, the Hyperspace Trials are the broadest level of competition leading to the game's World Championship. Large events held at qualified retailers, these Hyperspace Trials allow you to meet and compete with players from throughout your region, and you'll enjoy a level of competition that's a step up from the tournaments supported by the game's seasonal Attack Run Kits and Deluxe Wave Kits.
With an invitation to the World Championship on the line—as well as a slate of additional prizes—these Hyperspace Trials bring out the ace squad leader in everyone attending. You'll find yourself up against the Empire's most disciplined fighter pilots, the Scum faction's brashest mercenaries, and the Rebellion's most inspiring heroes. You'll fly against squadrons that are veterans of numerous battles, and you'll encounter pilots and strategies hoping to drop out of hyperspace and catch the field completely by surprise.
The result is that the Hyperspace Trials are an excellent opportunity to discover all that is possible within X-Wing, even as you make new friends among the players who have traveled great distances to discover new battlefields.
Importantly, there are several key details that further distinguish these Hyperspace Trials from other X-Wing events:
- There are two periods of Hyperspace Trials each year.
- Each period of Hyperspace Trials will introduce new challenges and refresh the metagame with event-specific squad-building requirements. These will be communicated through the app.
- There is no pre-set limitation on the number of Hyperspace Trials. Each qualified retailer will be able to host one of these events, but only once per year.
- Hyperspace Cups are upgraded versions of Hyperspace Trials that come with additional prizes and offer an experience befitting a premier level of competition.
The U.S. and Canadian application deadline for these Hyperspace events is tomorrow, so be sure to talk to your local retailer today about hosting one of these exciting X-Wing competitions!
Join the Fight
Are you one of the galaxy's greatest aces? Then we want to see you at the 2019 X-Wing World Championship!
The time has come to plot your path. We'll soon see the first players qualified at the 2018 Coruscant Invitational, and you can battle for your invitation at the Hyperspace Trials and 2019 System Open Series.
Keep your eyes open for more information about these events—including locations and prizes. For now, be sure to talk to your favorite local retailer about applying to host a Hyperspace Trial!
in our forums!
© and ™ Lucasfilm Ltd.
Fly for Freedom
Preview a Rebel List for X-Wing Second Edition
“General, the Spectres are the real deal.”
–Ahsoka Tano, Star Wars: Rebels
When X-Wing™ Second Edition is released on September 13, it’ll introduce a whole new era of tense space battles in the Star Wars galaxy. During these battles, you have the chance to lead elite squadrons from the Galactic Empire, the Rebel Alliance, or the galaxy’s most notorious Scum and Villainy, making use of each faction’s pilots and starfighters to win the upper hand.
The first step to entering this new era is, of course, building a squad to fly into battle. In addition to the miniatures, pilot cards, and upgrade cards available in the X-Wing Second Edition Core Set, the Conversion Kit for each faction provides the components you need to bring your collection of first edition ships into the second edition. Finally, the seven ship expansions available at launch can help round out your collection, giving you even more options for creating a squadron that fits your style.
To demonstrate the possibilities of squad building in X-Wing Second Edition, designer Alex Davy has created a 200-point list for each of the three factions available at launch. We’ll explore each of these lists in the lead-up to the game’s launch. Join us today as we take a look at Alex’s Rebel Alliance squadron!
The Ghosts of Lothal
This Rebel list focuses on the Spectres and their signature ship, the Ghost. Operating during the fledgling days of the Rebellion, the Ghost’s crew have forged strong bonds during their operations around Lothal. It should be no surprise, then, that the crew members present in this list exhibit some incredible synergy that should help their VCX-100 light freighter overcome its limitations. Chiefly, the Ghost isn’t maneuverable enough to escape enemy fire and its shields aren’t quite as hearty as they were in the first edition. As a result, this list focuses on having the crew work together to attack as many times as possible.
Kanan Jarrus (90 points)
Ghost (0 points)
Hera Syndulla (4 points)
"Chopper" (2 points)
Ezra Bridger (18 points)
Ion Cannon Turret (6 points)
Sabine Wren (38 points)
Phantom (2 points)
Juke (4 points)
Phoenix Squadron Pilot (30 points)
Proton Rockets (7 points)
Everything begins with two Force-sensitive characters. With the Jedi Kanan Jarrus in the Ghost’s pilot seat and his student Ezra Bridger supporting him as a gunner, the ship has a pool of three Force tokens, giving it the freedom to modify focus results or fuel these character’s abilities. Ezra's ability is particularly useful here, allowing you to perform a bonus attack with your equipped Ion Cannon Turret. After spending the Force token to perform this attack, the other two Force tokens can then be used to modify your attack dice for a better chance of ionizing your target. Of course, this might not be necessary if you’re stressed and have the chance to reroll one of your attack dice.
Ezra isn’t the only member of the crew who grants the ship a bonus while stressed, either. In fact, everyone aboard the Ghost performs at their best while under pressure, bucking the normal restrictions placed on ships with stress tokens. Hera Syndulla lets you perform red maneuvers while stressed and "Chopper" lets you keep taking actions at the cost of a damage or exposing a damage card. The result is a ship with more freedom to perform pinpoint maneuvers or a daring Koiogran turn at just the right moment. What’s more, the ship can still acquire locks, ensuring you can reroll your attack dice even while performing the most dangerous maneuvers.
A Larger Rebellion
The Ghost may be the centerpiece of this Rebel squadron, but it certainly isn’t the only ship that can make a contribution. Sabine Wren takes the controls of the Phantom, the Ghost’s Attack Shuttle. Smaller and more nimble than the Ghost, the Attack Shuttle opens up new tactical possibilities, starting with its ability to dock with the VCX-100. Normally, a ship must be at Range 0 of its carrier ship to dock, but the Phantom Title allows the Attack Shuttle to dock at Range 0–1, making it significantly easier for the shuttle to come on board.
Once it's docked with the Ghost, the Phantom can continue the offensive onslaught started by Ezra Bridger thanks to both ships’ complementary abilities. The VCX-100’s Tail Gun gives it a rear arc primary weapon while it has a docked ship and the Attack Shuttle’s Locked and Loaded lets you perform a primary weapon attack from the Ghost's rear arc after attacking from its front arc or a turret. When taken together, the Ghost can fire twice and cover nearly all its arcs in a single activation, making it a particularly difficult ship to attack without the threat of return fire.
This configuration is certainly powerful, but also certain to attract the fire of opposing squadrons. Sometimes it’s more useful to have another ship acting independently, to draw enemy fire or approach from a different angle. With her unique abilities, Sabine is more than up to the task. She can perform a barrel roll or boost action before activating, making her adept at ducking away from enemy fire and, if she does find herself in an enemy’s sights, she can always evade to minimize the damage. In fact, with her Juke talent, evading becomes even more useful.
Although they are an effective team, the Spectres did not operate completely independently. They eventually became part of the Phoenix Cell of rebels, and this element is represented by the final ship in the squadron: a single RZ-1 A-wing starfighter. The Phoenix Squadron Pilot at the controls of this ship may be lacking in experience, but they do have one major advantage: a complement of Proton Rockets. If they can line up the shot, these rockets unleash a salvo of five attack dice, potentially dealing a critical blow to anything in their path.
May the Force Be with You
The Spectres are just one sliver of what the Rebel Alliance brings to X-Wing Second Edition. With a vast assortment of ships, pilots, and upgrades available at launch, the game invites you to explore countless combinations and create the squadron you want to fly. Join us in the lead-up to launch as we explore lists for both the Galactic Empire and the Scum and Villainy factions!
Look for the Rebel Alliance Conversion Kit (SWZ06), the T-65 X-Wing Expansion Pack (SWZ12), the BTL-A4 Y-Wing Expansion Pack (SWZ13), and the Rebel Alliance Maneuver Dial Upgrade Kit (SWZ09) at your local retailer on September 13, 2018, and pre-order them at your local retailer or online through our website today!
in our forums!
© and ™ Lucasfilm Ltd.
Return to the Watch
Announcing an Extension for A Game of Thrones Catan: Brotherhood of the Watch
"Why is it that when one man builds a wall, the next man immediately needs to know what’s on the other side?” He cocked his head and looked at Jon with his curiously mismatched eyes. “You do want to know what’s on the other side, don’t you?”
–Tyrion Lannister, A Game of Thrones
Jeor Mormont continues to seek a successor from among the Brothers of the Night’s Watch. Only one who can improve the failing infrastructure of the Gift and restore the guards who defend the Wall will be able to take the reins and lead the Order through the coming winter. But the struggle for power among the brothers becomes more difficult with each passing day. The forests of the North conceal many mysteries, and the wildlings still have a few tricks up their sleeves. Brutish beasts clamor towards the Wall, and if you wish to uphold your vows to defend the realms of men, you will need to call upon new allies and use every ounce of your cunning to outwit your enemies beyond the Wall and within the Watch.
Fantasy Flight Games is proud to announce A Game of Thrones Catan: Brotherhood of the Watch 5-6 Player Extension, now available for pre-order at your local retailer or online through our website!
One year ago, you entered the harsh northern reaches of Westeros with A Game of Thrones Catan: Brotherhood of the Watch. Combining the classic gameplay of Catan with new mechanics and immersive elements, players stepped into the roles of brothers of the Night’s Watch, tasked with developing the Gift and recruiting guards to defend the Wall—all with the goal of ultimately becoming the new Lord Commander. Now, A Game of Thrones Catan: Brotherhood of the Watch 5-6 Player Extension increases the challenge of the competition by allowing you to bring up to two additional players to the fight for power.
Forge Your Destiny
The northern region known as the Gift was bestowed on the Night’s Watch thousands of years ago. This fertile land provides the Watch with lumber, brick, wool, grain, and ore. At least, it used to. As the Watch has become forgotten by the lords and ladies of Westeros, the infrastructure of the Gift has fallen into disrepair and the Lord Commander, Jeor Mormont, is willing to give anything to one who can restore the Gift to its former glory, even naming them as his successor.
Now in the A Game of Thrones Catan: Brotherhood of the Watch 5-6 Player Extension, you and up to five rivals have the chance to step into the role of brothers of the Night’s Watch, locked in fierce competition to become the next Lord Commander. As before, you'll do this by building roads, settlements, and keeps; purchasing Development Cards; and recruiting loyal guards to defend the Wall on your behalf. As two more brothers join the competition, you have been permitted to develop a larger area of the Gift, with new tiles and trade routes to accommodate either a five or six player game.
Additionally, each brother now has more chances to build and show their worth with the introduction of a Special Build Phase after each players' turns. At this time, all other players may choose to build or buy anything that they can afford with their resources—and making the most of these new opportunities can set you apart from the others.
Friends of the Watch
With new rivals and more opportunities for alliances, intrigues, and betrayals, it's more difficult than ever for you to stand out and earn the respect of Old Bear Mormont. If you wish to convince your brothers that you are the worthiest, you will need to call upon new allies and their unique skills. A Game of Thrones Catan: Brotherhood of the Watch 5-6 Player Extension provides you with four new hero cards to bring even more iconic characters to the hero display. One of the new members of the Watch, the honorable Jon Snow, uses his connection to the wildlings to protect you from the robber Tormund Giantsbane, either allowing you to keep your resources when a “7” is rolled, or even helping you gain more resources with his intimate knowledge of the North.
Otherwise, you may find that you need to reach beyond the constricts of the Order and contract the help of the very Wildlings you have tried to defeat. If you can convince Osha to act as an informant on the freefolk, you can slip past the wildlings and gain resources from occupied spaces. Using this ability even once can give you the final piece you need to earn your victory. Once you're Lord Commander, no one need ever know about your more questionable alliances.
But you will find that not all wildlings are as helpful as Osha. Not only does this extension introduce two new wildling clans for you to contend with, but they are stronger than ever with the addition of mammoths to their ranks. When these thunderous brutes charge the Wall, the very ground shakes and even the most stalwart warriors flee in fear of their lives. Similar to the wildlings that drive them, mammoths begin the game in the distant Frostfangs. But with each roll of the wilding die, there comes the risk that they will move south along the forest trails, closing in on the section of the Wall that you are tasked to defend.
When mammoths reach a clearing at the base of the Wall, they will not cross it even during a breach. Instead, the number of mammoths present determines how the wildlings themselves will act. If there are an even number of mammoths in a clearing, all wildling crossings occur normally, but if there are an odd number of mammoths, the Wildlings change direction! (For more information on wildling crossings, you can check out our Core Set preview here.) You may think that your section of the Gift is safe, only to find that the wildlings are coming for your settlements instead. But if you can defend the Gift against the coming storm and stave off the newfound foes from beyond the Wall and within the Watch, it will make your victory all the sweeter!
Sword in the Darkness
The battle for power may have changed, but your ambitions have not. Bring new allies into the fold, confront the increased challenges of the North, and ensure your place as the new Lord Commander of the Night’s Watch!
Pre-order your copy of A Game of Thrones Catan: Brotherhood of the Watch 5-6 Player Extension (CN3016) at your local retailer today or on the Fantasy Flight Games website here!
in our forums!
© 2017 Fantasy Flight Games & George R.R. Martin. A Game of Thrones is a TM of George R.R. Martin. Copyright © 2017 Catan GmbH and Catan Studio, LLC. Catan and the ”Catan Sun” mark are trademark properties of Catan GmbH (www.catan.com). All rights reserved.
Rise of the Separatists
Announcing a New Era Sourcebook for Star Wars Roleplaying
"Begun, the Clone War has."
–Yoda, Star Wars: Attack of the Clones
For generations, the Jedi Knights have been guardians of peace and justice in the Republic. But now they face a challenge like never before. With the Battle of Geonosis, the Clone Wars have begun. Battles rage across the galaxy as the Jedi and the Grand Army of the Republic fight back against the sinister agents and indefatigable droid armies of the Confederacy of Independent Systems. Meanwhile, the diplomats and representatives of the Galactic Senate work for peace and forge political alliances. Amid the chaos, looters, salvagers, and other fringers profit from the detritus of war, or simply try to survive.
Fantasy Flight Games is proud to announce Rise of the Separatists, a new Era Sourcebook for the Star Wars™ Roleplaying Game!
Rise of the Separatists explores the early days of the Clone Wars, and is fully compatible with every Star Wars Roleplaying Game line, including Edge of the Empire, Age of Rebellion, and Force and Destiny!
Within this 144-page sourcebook, you’ll find expanded player character options, new weapons, gear, and vehicles, profiles of famous Clone Wars-era characters, guidance for running a campaign in this time period, and more!
An Era of War
For users of the Force, the era of the Clone Wars is a very different time. Unlike the distant memory they are in the era of the Galactic Empire, Jedi are numerous across the galaxy. The Jedi of this time have different roles than those described in myths, legends, and folktales. Those stories describe strange mystics, tyrant-toppling heroes, and shadowy figures manipulating minds. While such tales have some basis in fact, the Jedi now serve as generals, soldiers, emergency response specialists, and—in some cases—enforcers of the Galactic Republic’s will.
The Jedi receive their own career in Rise of the Separatists, representing their unique status during the Clone Wars. You can become the face of the organization as a brave Knight or learn the ways of the Force as a Padawan. Both of these specializations offer their own talent tree and give access to unique Force abilities.
The Jedi alone are not enough to safeguard the Republic. With more and more systems joining the Separatist cause, the Republic needed an army to stand up to their might. Clone Soldiers form the backbone of this Grand Army of the Republic. They serve in practically every battlefield role, fighting as infantry, leading as officers, and flying as pilots, in addition to fulfilling both mundane and esoteric responsibilities. These soldiers share their genetic identity, their origins, and their core training. However, they all have distinct experiences and personal responsibilities. These slight variations are enough to make them recognizable individuals who can secure their own niches within the vast army.
For the first time, Rise of the Separatists allows you to play as a Clone Trooper in their own career path! Take on the responsibility of leading your allies to victory with the Clone Officer, take to the skies with the Clone Pilot, or stand on the front lines as a Clone Trooper. These are just a few of the new careers available in Rise of the Separatists—as you'll soon learn, the book contains even more options for Clone Wars-era heroes!
Rise of the Separatists also features four new species for character creation, who came to fame during the Clone Wars. You might serve the Republic as a Clone, expand your industrious mind as a Geonosian, learn the secrets of cloning as a Kaminoan, or dwell in the shadows as an Umbaran. Each of these species begins the game with unique starting skills and inform your background in the Star Wars galaxy.
Look for a further exploration of these careers and species in our future previews of Rise of the Separatists!
Heroes on Both Sides
Rise of the Separatists includes a wealth of information on the early days of the Clone Wars, giving Game Masters and players alike the full context they need to roleplay in the era. While this will help players thematically, Rise of the Separatists also gives Game Masters a list of famous characters from the era, fully statted for use in your campaigns as allies or adversaries.
Of course, there are two sides to the war and you may find yourself either working with or at odds with a Jedi of the Republic. The High Council regards Master Obi-Wan Kenobi as an ideal Jedi. During the Battle of Naboo, after dispatching Darth Maul, Kenobi promised his dying master, Qui-Gon Jinn, to train young Anakin Skywalker. By the time of the Clone Wars, Kenobi’s Padawan is among the most powerful Jedi in history, but he lacks experience. All the while, Kenobi and the 212th Attack Battalion deploy to some of the toughest fronts of the conflict, winning countless battles.
A young Obi-Wan Kenobi is fully statted in Rise of the Separatists! Unlike his older version found during the time of the Galactic Civil War, Obi-Wan Kenobi as a Clone Wars General is at the height of his abilities. Whether it's through leading troops into battle or going head-to-head with a Sith Lord, Kenobi is a Jedi you want on your side!
A stalwart Jedi Knight, Obi-Wan Kenobi's stats reflect his disciplined demeanor.
Of course, the Republic isn't the only group with strong leadership. The charismatic Count Dooku is a figurehead of the Separatist Movement, and as a former Jedi, he is extremely dangerous in hand-to-hand combat. When encountering other Jedi, Dooku claims to hunt a Sith Lord hidden within the Republic, but Dooku simultaneously displays dark powers, which he acquired after leaving the Jedi.
When you face Count Dooku, you face a warrior as cunning as he is deadly!
With heroes on both sides, the Clone Wars is the home to some of the most famous Star Wars characters of all time. As your heroes traverse the galaxy, Rise of the Separatists ensures Game Masters will be prepared when these iconic characters cross paths with their players!
Attack of the Clones
Rise of the Separatists brings the Clone Wars to your tabletop. The war between the Republic and Separatists presents plenty of narrative opportunities for heroes to find adventure. In a war for the galaxy, what role will you play?
Join the fight and pre-order Rise of the Separatists (SWR11) from your local retailer or our website!
in our forums!
© and ™ Lucasfilm Ltd.
Guardians of the Abyss
Announcing a Standalone Scenario for Arkham Horror: The Card Game
Far over the city towered the great Roman dome of the new museum; and beyond it—across the cryptic yellow Nile that is the mother of aeons and dynasties—lurked the menacing sands of the Libyan Desert, undulant and iridescent and evil with older arcana.
-H.P. Lovecraft, “Imprisoned with the Pharaohs”
Something stirs beneath the sands of Egypt…
Investigators were gripped by The Eternal Slumber at Gen Con 2018. The decisions, victories, and failures of the brave investigators who took part will shape the story as it continues with The Night’s Usurper at Arkham Nights 2018. These innovative linked scenarios bring together the community like never before, but even if you're unable to take part in the event, you can still witness the day of reckoning when you bring the action home and try your hand at halting the fulfillment of an ancient prophecy.
Fantasy Flight Games is proud to announce Guardians of the Abyss, a standalone scenario that features both the Gen Con 2018 and Arkham Nights 2018 scenarios for Arkham Horror: The Card Game—now available for pre-order at your local retailer on online through our website!
The Eternal Slumber
Your investigation begins in The Eternal Slumber, where a strange disease has taken hold of the citizens of Cairo. Jessie Burke, a government agent working in Egypt, has asked you to help her solve this medical quandary—people across the city are falling into a wakeless slumber, including Jessie’s husband and partner, John. As of yet, there are no known factors that connect the victims, but Jessie hopes that your experience with other… peculiar cases will lead to a crack in the case.
Unfortunately, when you reach the city you meet resistance at every turn. As you scour Cairo for answers, you find many people who want nothing to do with you and worse, you’re being tailed by shadowy figures throughout the city. Whatever is going on here, it is clear that this is more than a simple medical mystery.
Your leads draw you away from the city and into the deserts of Egypt, where a strange force emanates from the sands. Whether this is the cause of all this chaos or another symptom is unclear, but whatever it is, it will not be ignored. Throughout your investigation in Guardians of the Abyss, you will be forced to contend with the strength of the abyss itself as it ebbs and flows like a river. The strength of the abyss at any moment is marked by resources on the scenario reference card. This power has no effect on the game itself, but as it strengthens, so do the forces set against you. For example, the combat strength of a Creature from the Abyss (Guardians of the Abyss, 15) is directly linked to the abyss, while the damage dealt by an Abyssal Revenant (Guardians of the Abyss, 45) becomes greater with the strength of the abyss. And as the days stretch on, you must take care not to fall into the cursed Slumber (Guardians of the Abyss, 51) yourself!
If you or one of your fellow investigators are overcome by the power of the abyss, you may become “Taken by the Abyss” and fall into a comatose state. Should this disaster occur, the strength to the abyss increases and the investigator's fate, if they will ever wake up, falls to those who remain.
Can you find the cure to this medical mystery and awaken the sleepers from their cursed reverie, or will you fall into your own inescapable nightmare? Even if you succeed, will that be the end of your troubles, or is this only the beginning of something far greater and more terrible? And if there is some conspiracy, who would ever believe your claims in this distant land so far from Arkham?
Now, we are pleased to offer you a first look at The Night's Usurper, the second scenario included in Guardians of the Abyss, which will premiere at Arkham Nights 2018!
The Night's Usurper
Disclaimer: Due to the sensitive matter of this ongoing case, this article has undergone official review by the Federal Bureau of Investigation. Fantasy Flight Games is happy to cooperate with all investigative proceeding as the Cairo case develops.
For your own safety, we must ask you not to pursue this case alone. There will be an official meeting of Arkham’s investigators at Arkham Nights 2018 in Roseville, MN this fall. There, we hope to get to the bottom of the case, but until then, please exercise caution—keep one eye on the exit, and whatever you do, don’t fall asleep!
Pre-order your copy of Guardians of the Abyss (AHC27) at your local retailer today or on the Fantasy Flight Games website here!
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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.
The Topaz Championship Begins
The Legend of the Five Rings Beginner Game Is Available Now
It’s time to enter the Topaz Championship! The Legend of the Five Rings Roleplaying Beginner Game is on sale now!
Within this Beginner Game, players and Game Masters gain all the tools they need to begin their adventure in Legend of the Five Rings Roleplaying. Custom dice, tokens, and maps bring the Emerald Empire to life. Meanwhile, four character folios keep the rules at player's fingertips, allowing them to jump into the action without fretting over mechanics. The Game Master also receives an easy jumping-on point with the pre-made adventure featured in the box, giving them everything they need to keep the action flowing.
All this and more awaits in the Legend of the Five Rings Roleplaying Beginner Game! If you’re looking for more even more, be sure to download three additional folios for the Crab (6.4 MB), Scorpion (6 MB), and Unicorn (6.2 MB) Clans on our website, as well as a free follow up adventure (23 MB)!
The recent, untimely, and mysterious death of the Emerald Champion, Doji Satsume of the Crane Clan, has thrown the Emerald Empire into turmoil. Each of the Great Clans suspiciously eyes the others and wonders whether the death was no tragic accident, but a dishonorable act of murder.
In these times of strife, a group of youths approaches the village of Tsuma for the Topaz Championship and their gempuku, the coming-of-age ceremony that will mark them as fully fledged samurai. Each contestant has come from a different clan and dreams of being the highest-scoring contestant in the tournament, earning the title of Topaz Champion. Despite being pitted against one another, they are all united in their desire to succeed and bring honor to their clan and family.
Not everyone in Tsuma has honorable motives for the contest, however. Personal vendettas, supernatural visitations, and deadly sabotage may undermine the following days—unless the new arrivals stay true to the Code of Bushidō and act as the honorable samurai they seek to become.
These are the circumstances surrounding your first adventure in the Emerald Empire. If this is your first time as a player in Rokugan, the Beginner Game is the perfect place for you to start. Not only do the pre-made characters offer plenty of choice without overwhelming you with mechanics, they also give you all the information you need to play the game. The Game Master will slowly reveal what these stats mean, easing you into the crunchier parts of your adventure. You can also look for helpful reminders of what these stats mean throughout the folio.
Each character is unique in their own way. You may become a master of mystic martial arts with the Dragon Togashi Yoshi, or the pinnacle of grace and diplomacy with the Crane Doji Ren. The choice is always up to you. For a full preview of the player options in the Legend of the Five Rings Roleplaying Beginner Game, click here, and for a look at two of the characters featured in the Topaz Championship adventure, click here!
Taking on the role of Game Master can be intimidating, but the Beginner Game eases you into the role. The pre-made adventure, “The Topaz Championship,” will walk you through how to guide your players in the world of Rokugan, with mini-scripts giving you the perfect words to describe actions your players may take.
The Legend of the Five Rings Roleplaying Beginner Game gives Game Masters all the answers they need for their player's questions!
The adventure slowly introduces mechanics as they come up, letting you and your players become acclimated to the Legend of the Five Rings Roleplaying system. For a full preview focusing on Game Mastering in the Legend of the Five Rings Roleplaying Beginner Game, click here!
Your New Adventure
With a pre-made adventure designed to introduce the land of honor and steel, the Legend of the Five Rings Roleplaying Beginner Game is the perfect starting point for adventures in Rokugan. If you are interested in more from the Emerald Empire, look for the release of the Legend of the Five Rings Roleplaying Core Rulebook, releasing this fall, and the free adventure “In the Palace of the Emerald Champion,” available for free download on our website today!
Enter the Topaz Championship with the Legend of the Five Rings Roleplaying Beginner Game (L5R01), available now from your local retailer or our website!
in our forums!
In the Shadow of the Red Keep
Streets of King's Landing Is Now Available
For herself, she wanted sleet and ice, howling winds, thunder to shake the very stones of the Red Keep. She wanted a storm to match her rage.
–George R.R. Martin, A Feast for Crows
Winter descends on Westeros. The sun's strength weakens and the shadows grow longer with each passing day. The sunbaked plains of Dorne and fields of the Reach will soon feel the sting of the dismal days, but the twisting alleys and labyrinthine streets of the capital are no strangers to the darkness. The ghosts and spiders that thrive in King’s Landing know how to turn any situation to their advantage, and now the same power is at your command.
Student of Shadows
The Dance of Shadows cycle fully embraces the intrigues of George R.R. Martin’s A Song of Ice and Fire series with the return of the shadow mechanic from the first edition of A Game of Thrones: The Card Game. For the low cost of two gold, certain cards can be laid safely away in the shadows, protecting them from your enemy’s schemes and intrigue claims. In many cases, you now have an unprecedented ability to build complex strategies and play the long game regardless of which House you lead.
As the capital city, King's Landing (Streets of King’s Landing, 58) is a meeting place where diverse characters from across Westeros come together as those from far-spread villages seek shelter and security from the approaching winter. This forced proximity encourages those who reside there to learn from those around them and adapt to become stronger. As such, in the Streets of King’s Landing Chapter Pack, each faction will find cards that borrow ideas from other Houses and tailor them to fit their own needs.
For example, The Tyrells learn from the Martell’s ability to play the long game with their most idle student of the Citadel, Lazy Leo (Streets of King’s Landing, 43). If you find this Maester early in the game, you may marshal him into shadows and hold him in reserve until his ability to shuffle discarded events into their owner’s deck is at its most effective. This can offer you multiple uses of events like "Lord Renly's Ride" (Guarding the Realm, 24) or Growing Strong (Core Set, 195), allowing you to manipulate the battlefield and ensure your characters have the STR needed to win the day. Otherwise, Leo can help you lay your opponent's plans to waste if they are hoping to harness The Annals of Castle Black (Guarding the Realm, 40). By keeping this student shrouded in shadows, you will be ready to counter at a moment's notice with the cunning of a snake hidden in the grass.
Salt and Smoke
While the Tyrells take lessons from their neighbors in Dorne, the Greyjoys may borrow something far more terrifying from House Targaryen. To sway the captains in his favor at the kingsmoot, Euron Crow's Eye (Core Set, 69) presents the ironborn with a relic of lost Valyria, Dragonbinder (Streets of King’s Landing, 52). This mysterious artifact has the potential to reshape history, both in the world of A Song of Ice and Fire and in your battles for A Game of Thrones: The Card Game.
Sounding with the screams of a thousand souls, this Item provides its attached character with intimidate, and if you win dominance, you may kill that character gain a number of potent effects. Firstly, you may search your top ten cards for your most powerful Greyjoy character and immediately put it into play. Or, if you are facing the Targaryens, you may use the artifact to take control of a Dragon character. Taking control of a Hatchling can minimize the possiblity of your opponent using Dracarys! (Core Set, 176) against you, but the full power of Dragonbinder becomes nothing short of shocking when you consider that in the Dance of Shadows cycle, you have seen grown versions of both Rhaegal (Music of Dragons, 73) and Drogon (In Daznak’s Pit, 93). With the combined powers of Dragons and the Iron Fleet at their back, there is little that can stand between House Greyjoy and the Iron Throne.
This is not to say that the Targaryens are now defenseless. Even if the Mother of Dragons loses one of her children, she may find renewed strength in those who pledge fealty to her. A member of Daenerys’s Queensguard (Streets of King’s Landing, 54) may stand and fight up to three times in a single round, provided you are willing to sacrifice enough cards from your hand. If you use this attachment on a key Targaryen character like Daario Naharis (The Archmaester's Key, 14), you can use them to dominate every challenge. Otherwise, you can launch a Relentless Assault (Tyrion’s Chain, 118) with powerful leaders like Khal Drogo (Core Set, 162) to destroy your opponent’s board. In these times when wars have ravaged the land and resources are scarce, you must make the most of what you have, and if you cannot withstand your enemy's blows, the fate of your House may be at stake.
City of Spiders
Winter is upon Westeros. If you wish to claim the Iron Throne, you must act now. Do you have the cunning to live among ghosts? Take to the streets of the capital, allow the city to change you, and discover the secrets hidden in the shadows of the Red Keep!
Pick up your copy of Streets of King’s Landing (GT33) at your local retailer today or on the Fantasy Flight Games website here!
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.
Tiger Stalks His Prey
Read a New Piece of Fiction Set in the World of Legend of the Five Rings
"Toturi could not quiet his own worries and thoughts long enough to fall asleep for more than an hour or so at time. It was as though he were drifting through a haze, his thoughts spiraling in on themselves, or leading nowhere at all."
–D.G. Laderoute, "Tiger Stalks His Prey"
As the elements have fallen out of balance, the Lion have seen great change come to their clan, from the death of their Champion, Akodo Arasou, to the crowning of his brother, Akodo Toturi, as Emerald Champion. Now, The Unicorn have made a play for Hisu Mori Mura, taking it from the Lion.
Akodo Toturi is expected to raise all banners for war, but what damage will that do for an empire already out of balance? It seems as though the elements are coming apart at the seams, and the ever-thoughtful Emerald Champion must give proper weight to every decision he makes. Amid this chaos, Akodo Toturi must face the most difficult truth of all: the change coming to Rokugan is just beginning.
Fantasy Flight Games is proud to present “Tiger Stalks His Prey” by D.G. Laderoute, a new piece of fiction for Legend of the Five Rings, available here (1.5 MB)!
“Tiger Stalks His Prey” focuses on the Emerald Champion Akodo Toturi and the shifting politics of Rokugan. It follows up on events from “A Swift End,” which can be found in the Elements Unbound Dynasty Pack.
Legend of the Five Rings Fiction will be taking a short break, but look for the release of the Scorpion Clan Novella, “Whispers of Shadow and Steel” by Mari Murdock this fall! Be sure to visit the Fantasy Flight Games website for further information on Legend of the Five Rings: The Card Game and Legend of the Five Rings Roleplaying! Next Wednesday, look for the first preview of the Underhand of the Emperor Clan Pack!
Prepare for change. The Elemental Cycle comes to an end with Elements Unbound (L5C14), available now from your local retailer or our website!
in our forums!
The Realm of The Crime Lord
Play the Jabba's Realm Digital Campaign for Legends of the Alliance
On the distant Outer Rim planet of Tatooine, the grip of the Galactic Empire is loose. Instead of bowing to an Imperial governor, the desert wasteland is firmly in control of dreaded gangsters, the most fearsome of which is the vile Jabba the Hutt. Now, you and your allies find yourself in this crime lord’s clutches. Do you have what it takes to survive in Jabba’s Realm?
The Jabba’s Realm digital campaign for Legends of the Alliance, a free companion app for Imperial Assault, is available now!
The Jabba’s Realm digital campaign is a retelling of the physical Jabba's Realm campaign for Imperial Assault, and it allows you to explore the vile gangster’s domain like never before. If you're unfamiliar, the Legends of the Alliance companion app is a free app that lets you play Imperial Assault without the need for an Imperial player, letting you team up with three friends in campaigns unique to the digital app. Jabba’s Realm is the second free campaign, and you can download the Legends of the Alliance app from the App Store, Steam, Amazon, or Google Play today.
Important note: While the Jabba’s Realm digital campaign is a free addition to Legends of the Alliance, an Imperial Assault Core Set and a physical copy of Jabba’s Realm are required to embark on the campaign.
A New Realm
In order to protect the ones they love, your heroes will have to serve the vile gangster Jabba the Hutt over five distinct missions presented by the app. It will take careful cooperation, daring antics, and maybe a little bit of luck to survive in Jabba’s realm. While the overall narrative structure of the campaign is similar to the physical copy of the game, each of these missions is brand-new!
But just because the missions are new, that doesn’t mean you won’t be tangling with familiar faces. Your group of Rebels may find themselves going toe-to-toe with the dreaded Rancor, the dewback-riding Captain Terro, and perhaps even Jabba himself. And while you may be outnumbered and trapped, you'll still have allies. The Jedi Knight Luke Skywalker also finds himself on Tatooine, and if you’re lucky, the famed hero may aid you in your adventures.
The Jabba’s Realm digital campaign also features a new angle, unique to the Legends of the Alliance app, through encounters. Examining the quieter moments between missions, encounters are text-based narratives that fill in gaps. Your characters may need to perform attribute tests or make decisions that affect the narrative. And furthermore, while the Jabba’s Realm digital campaign is five missions long, there are actually eight possible missions to take part in, offering a dramatic amount of replayability to the campaign.
Survive the Wasteland
Trapped on an Outer Rim planet and forced to serve the vile gangster Jabba the Hutt, there is little hope for your band of Rebels. But with careful planning, expert tactics, and a little bit of luck, you may just become a legend of the Alliance in Jabba’s Realm!
Prepare for a crash landing. The Jabba’s Realm digital campaign is available for download now for the Legends of the Alliance app!
in our forums!
© & ™ Lucasfilm Ltd.
By Imperial Decree
The Official Results of the Toshi Ranbo Kotei Series
"The question of Toshi Ranbo’s governing has been a topic of discussion throughout the Empire. It is a strategic military location for the whole of the north. The fate of the city weighs heavy on my mind."
–Shinsei Toturi, "The Specters of War"
The Toshi Ranbo Kotei Series for Legend of the Five Rings: The Card Game has now come to a close. Hundreds of samurai made their way to Gen Con Indy to participate in its Grand Kotei and the series' final swordplay and diplomacy. Their efforts drew the attention of the Emperor himself, and now we have the clarity of the Emperor's decrees.
There were three points contests ongoing throughout the Toshi Ranbo Kotei Series, each of which is now resolved.
The Hatamotos who competed in the Toshi Ranbo series earned and lost Favor Points with their wins and losses during each Day 1 event. These determined which clan would have the honor of hosting the Emperor's Winter Court.
This was a close contest that came down to the final battles at the Gen Con Indy Grand Kotei, and the Scorpion were only able to claim their victory at the very end!
In addition to battling for the Emperor's favor throughout the Toshi Ranbo season, the Great Clans of Rokugan sought new ways to align themselves with the five elemental rings. In the end, each clan gained a new elemental role, and players can now use either of their clan's elemental roles in all Organized Play events.
|Clan||1st Elemental Role||2nd Elemental Role|
These roles are also listed on the Clan Roles section of the Legend of the Five Rings: The Card Game Organized Play site. They go into effect immediately.
The third and final contest featured in the Toshi Ranbo season was the struggle for Toshi Ranbo itself. Although the controversy around Toshi Ranbo originally arose from a longstanding feud between the Crane and Lion, each clan had its own reasons to seize the city—as outlined in the story "The Specters of War"—and it was ultimately the Scorpion who bent the Emperor's ear and convinced him to grant them authority over the city.
Although this northern stronghold is far removed from traditional Scorpion lands, no one can doubt that the clan and its leadership will find some way to use it against the Crane, the Lion, and everyone else who would seek to interfere with their plans.
The Scorpion will find their new province in an upcoming product.
Of course, the battles at the Grand Kotei saw the rise and fall of many samurai—both on the battlefield and within the Imperial court. We are pleased to honor all those samurai whose success earned them the title of Hatamoto, and you will soon find them listed on the Hatamoto section of the Legend of the Five Rings: The Card Game Organized Play site!
The Battles to Come
Now that we've seen the official outcome of the Toshi Ranbo season, we turn our eyes toward the future. What will we see from the new elemental roles? How will they impact the clans' performances at the Winter Court World Championship? And how will they carry us into the Elemental Championships and the next Kotei Series?
The answers to these questions lie mainly with you, the players, and your exploration of all the game's possibilities. In the meantime, keep your eyes to the horizon. We will soon share more details of the 2018 Winter Court World Championship and the next Kotei Series!
in our forums!
The Essential Scum and Villainy
Vote for the 2018 Coruscant Invitational's Essential Scum Upgrade
"Soon you will learn to appreciate me."
–Jabba the Hutt, Star Wars: Return of the Jedi
Scheduled for the weekend of October 5th – 7th, the Coruscant Invitational is the capstone of the 2018 X-Wing System Open Series. Invitees will converge on the Fantasy Flight Games Center from all across the globe to lock in their dials, execute their maneuvers, acquire their targets, and vie for the title of 2018 Coruscant Invitational Champion.
Participants will fly to battle in games where clever maneuvering means more than ever before. They'll use the Force. And they'll assemble squadrons that reflect the newly reinforced Rebel, Imperial, and Scum faction identities. In fact, these squadrons will reflect the "essential" nature of their respective factions as much as any X-Wing squadrons ever have, and for one reason—you, the community, will have selected one "essential" upgrade for each faction, an upgrade that must feature in every squadron in that faction!
Over the past couple of weeks, we've looked at the Rebel-only upgrades from the Rebel Alliance Conversion Kit and the Imperial-only upgrades from the Galactic Empire Conversion Kit. You cast your votes, and you selected Leia Organa as the "essential" Rebel upgrade and Ruthless as the "essential" Imperial upgrade.Today, we invite you to cast your votes for the "essential" Scum upgrade, and to make sure you'll be properly informed when you cast your vote, we'll start with a look at the Scum and Villainy Conversion Kit!
A Wretched Hive
While the Galactic Civil War and its battles spread from world to world, dividing the galaxy's citizens between the Galactic Empire and the Rebel Alliance, there were some who avoided letting themselves be drawn in. They stayed in the shadows and hung back at the fringes, opting out of the ideological conflicts—choosing only to involve themselves in matters of business.
It wasn't an easy thing to do—avoiding involvement. The Galactic Civil War raged across countless star systems and represented a real crisis—a true fight for the fate of the galaxy. On one side, you had the Galactic Empire and its oppressive law and order, ruling by fear and military might. On the other side, you had the ragtag Rebel Alliance, sorely outmatched, but forever hopeful, fighting for the cause of freedom and inspiring worlds everywhere to rise up and fight against injustice.
But the mercenaries, pirates, bounty hunters, and crime lords didn't concern themselves with the Empire's law or the Rebellion's freedom. They had always found ways to live outside the galaxy's laws, and freedom didn't pay as well as crime. So they stuck with their smuggling and gambling. They continued to traffic in illicit goods and services. They honed their skills and kept alert; in a business where nothing is legal, everything is permitted, and that means loyalty can be bought… and lost.
In X-Wing Second Edition, these Scum are every bit as self-serving and scummy as you could hope. Among the 99 ship cards and 167 upgrades in the Scum and Villainy Conversion Kit, you'll find plenty of ways these characters aim to keep themselves one step ahead of their competition—and their current allies.
Who Are the Galaxy's Scum and Villainy?
When we reviewed the faction-specific upgrades from the Rebel Alliance Conversion Kit, we found plenty of abilities that reflected the faction's heroic selflessness. We also found plenty of abilities rooted in clever leadership and dedicated teamwork. Then we saw how the Galactic Empire Conversion Kit and its upgrades played to the strengths of the Empire's superior numbers and swarm tactics, and we saw how they reinforced the focus provided by the Imperial Navy's chain of command.
By contrast, the Scum don't take well to self-sacrifice or orders from their superior officers. They prefer looking out for themselves and their bottom lines and negotiating their contracts toward those ends. Accordingly, many of their upgrade abilities center around the sorts of risks and rewards that drive economics, and many of these risks and rewards come in the form of stress and damage.
Of the 167 upgrades in the Scum and Villainy Conversion Kit, 24 are unique to the Scum and Villainy faction. This includes nine title upgrades, twelve crew upgrades, four gunners, three astromechs, and three copies of the talent, Fearless.
Each Conversion Kit in the first wave of X-Wing Second Edition expansions comes with three copies of a faction-specific talent. The Rebels get Selfless, which allows pilots to absorb damage meant for their wingmates, preventing your opponents from concentrating their fire at full strength. The Imperials get Ruthless, which allows their pilots to damage their wingmates to convert their misses into hits. As you can see above, the Scum get Fearless, which also allows their pilots to convert their misses into hits, but only if they fly squarely into their opponent's forward firing arc at range 1.
While it's entirely possible your Scum and Villainy pilots might finish off their opponents fast, or that your opponent may have rotated a turret firing arc out of position, it's also just as likely that flying straight into an X-wing's primary firing arc—or that of a VCX-100 like the Ghost —may see your fighter crippled or destroyed in the return volley.
But that's how the Scum play this game—high-risk and high potential reward.
The same perspective on risk and reward features prominently on the Scum-only astromech R5-P8. This droid comes with three charges that you can spend to reroll dice whenever you make attacks against foes in your forward firing arc. Given how valuable—and rare—action-free dice modifications are in X-Wing Second Edition, this ability catches the eye immediately.
However, R5-P8's ability also comes with a nasty potential price. If your rerolled result is a critical hit, then you must suffer a critical hit as well!
Because of how neatly R5-P8 plays into the faction's balance of high-risk abilities with high potential rewards, we're setting him ahead of fellow astromechs "Genius" and R5-TK, and you will—if you choose—be able to vote for R5-P8 as the card you'd like to see every Scum player use at the 2018 Coruscant Invitational.
As we move from the Scum-specific astromechs to their signature gunners, we find a trio of notable bounty hunters and an assassin droid from the Darth Vader and Doctor Aphra comics.
Often seen as the dark counterpart to R2-D2 , BT-1 has quickly become a fan-favorite character and frequently appears in the comics accompanied by his droid companion, 0-0-0. Even though he's dangerously homicidal and packs a surprisingly large and deadly arsenal—or, perhaps, because of those things—BT-1 has proven a powerful ally to the humans he has served and hasn't killed, namely Darth Vader and Doctor Aphra.
BT-1 is similarly lethal in X-Wing Second Edition, where he adds to the Scum faction's unique take on granting, spending, and taking advantage of stress tokens. Whenever his ship performs an attack, BT-1 allows you to convert a number of hit results to critical hits up to the number of stress tokens on the defender.
Bossk and Dengar were among the assortment of bounty hunters that Darth Vader infamously invited onto the bridge of the Executor in Star Wars: The Empire Strikes Back, but of course, it was Greedo who saw the most screen time of these three bounty hunters—only to be shot by Han Solo in the cantina at Mos Eisley. Despite his early demise, Greedo played an important role in the development of the Star Wars mythos; his pursuit of Han Solo helped establish the smuggler's checkered past and lent an extra dimension to the galaxy's conflicts. Up until Greedo's moment on-screen, the galaxy was a place divided primarily by the Galactic Civil War. But when Greedo arrived, trying to collect the bounty on Han, audiences were immediately made aware of a whole criminal realm that lay outside the law, didn't care about the rebellion, and exerted influence throughout multiple star systems.
As a gunner in X-Wing, Greedo's ability recalls his brief appearance in the Mos Eisley cantina, even as it begs the question, "What if?"
What if Greedo had shot Han, rather than the other way around? With the Greedo upgrade, you have an answer—you can spend a charge to convert a hit result into a critical hit. But in a fashion sure to please longtime fans, Greedo's charge backfires if his opponent shoots first, and the Rodian inadvertently allows his attacker to convert a hit to a critical hit.
Another high-risk card with high potential reward, Greedo certainly belongs on a ship piloted by someone with high initiative.
Finally, there are twelve Scum-only crew upgrades in the Scum and Villainy Conversion Kit, one of which occupies two crew slots all by itself. These crew include bounty hunters, pirates, crime lords, a junk boss, and even a protocol droid. They represent a broad swath of time, as well—the lot of them having influenced the events in the Star Wars galaxy before, during, and after the Galactic Civil War. And while many of them—like Ketsu Onyo, Cad Bane, Zuckuss, 4-LOM, IG-88D, and Maul —were remarkable for their talents, the only thing that's true about all twelve of these crew taken together is that they present the Scum faction with an array of interesting squad-building possibilities.
For example, Cikatro Vizago lets you swap the illicit upgrades on two friendly ships at range 0-1 during the End Phase, further complicating your opponent's efforts to guess if you'll use your Inertial Dampeners or Contraband Cybernetics, or putting you in better position to activate your Feedback Array or Deadman's Switch. Meanwhile, the sadistic protocol droid 0-0-0 offers your opponent a twisted bargain—at the beginning of the Engagement Phase, your opponent's ship at range 0-1 can either take a stress token or give your ship a free calculate token. And Latts Razzi can take advantage of any stress tokens that do find their way onto your opponent's ships. While her ship is defending, Latts Razzi can spend one of your opponent's stress tokens to convert one of her blank or focus results to an evade.
Adding even more dimensions to the abilities provided by these characters, you've got the junk boss Unkar Plutt, who allows you to bump into an enemy ship and still take an action—but at the cost of a point of damage. It's an expensive ability, but one that can pay handsomely at the right moment.
You also have Jabba the Hutt, the renowned crime lord, whose focus on illicit activities is represented in X-Wing Second Edition by his ability to spend one of his four charges in the End Phase to recover a charge on an illicit upgrade equipped to a friendly ship at range 0-2. Need your Cloaking Device recharged? Jabba knows somebody. Running into trouble with Imperial ships on your back? Jabba's ability could allow you to recharge your Rigged Cargo Chute as many as four times, making it possible to choke off nearly every flight lane on the board!
While Jabba the Hutt would certainly be a worthy candidate for the "essential" Scum upgrade vote, we're going instead with another fan-favorite character—Mandalorian bounty hunter Boba Fett.
It's true that if you vote for Boba Fett, you won't see him piloting any ships at the 2018 Coruscant Invitational, but you will instead see him promote one of the second edition's newer mechanics—the ability to place ships in reserve. Ships that are placed in reserve are placed on their ship cards and are inactive for all purposes, except when targeted by an ability like Boba Fett's.
During setup, Boba Fett pulls his ship off the board until all obstacles and other ships have been placed. Then, with a clear view of his enemy's position, Boba Fett can pull his ship adjacent to an obstacle and beyond range 3 of any enemy ship. He can start facing your opponent's ships, ready to swoop in for an early shot, or he can start on a ship that's ready to bolt away, dropping loose cargo right in your opponent's preferred flight path. Either way, he helps you get the drop on your enemies. We're happy to include Boba Fett as one of the options for the "essential" Scum upgrades.
What's Your Kind of Scum?
Over the last couple of weeks, you cast your votes for the "essential" Rebel and Imperial upgrades. Now's your chance to select the final piece of the puzzle that is the 2018 Coruscant Invitational—which upgrade will appear in every Scum and Villainy list at the event?
Which card do you feel best embodies the faction in the game? Which speaks to the essence of the Scum faction like Leia Organa speaks to the essential nature of the Rebel Alliance and Ruthless speaks to the essence of the Imperial Navy?
- Boba Fett
Head to Twitter @FFGOP to cast your vote now. Then, be sure to check back next week when we reveal the results of this final poll and take a look at what it means for the ships and pilots we might expect to see on the livestream at the 2018 Coruscant Invitational!
in our forums!
© and ™ Lucasfilm Ltd.
Previewing the Lord Vorun'thul Hero Expansion for Runewars Miniatures Game
As Terrinoth goes to war in Runewars Miniatures Game, Waiqar the Undying calls upon his most skilled and loyal lords to lead the skeletal forces of his Deathborn Legion. Lord Vorun’thul has had hundreds of years to prove his dedication to his dread master and hone his skills with every instrument of war, preparing himself to face almost any enemy. The few who survive battle with the infamous vampire lord recount the terrifying grace of a swordsmen who cleaves his enemies in two with a single blow. But the remnants of battles that leave no survivors tell a different tale, where courtly grace is abandoned for animalistic savagery. Gruesome remains, sundered armor, and nightmarish claw marks are the only witnesses to the horrors wrought by the cursed Lord of Bilehall.
Today, Fantasy Flight Games is pleased to offer you a closer look at the Lord Vorun’thul Hero Expansion for Runewars Miniatures Game—now available for pre-order at your local retailer or online through our website!
The Thirst of Bilehall
The men and women of Terrinoth fear all that resides in the Mistlands, but in rare cases, that fear is tinged with fascination. The immortal vampires inspire awe within their prey, and none do so more than the cursed Lord Vorun’thul. Able to transfix with a single look, this servant of Waiqar was once a renowned defender of the land with unquestionable honor. Now, he joins the ranks of the Deathborn Legion, afflicted by the curse of the vampire, which gifts him with immeasurable power and curses him with unending life.
When he is surrounded by the carnage of battle, Lord Vorun’thul may give in to the darkness and use a skill action to change forms, shifting between the honorable lord and the monster that he cannot accept as part of himself. While he is Vorun’thul the Cursed, the lord becomes both Brutal and Lethal, and loses part of his reason, unable to perform green actions or modifiers. Only a complete disengagement from the bloodshed, no matter how brief, can return him to his former self, and even then the transformation takes its toll as he becomes stunned. But no matter how Vorun’thul appears before his opponents, when the vampire takes to the battlefield, enemies of Waiqar are sure to feel the icy shiver of fear running down their spine.
A Blessing and a Curse
The Lord Vorun’thul Hero Expansion provides you with everything you need to add the vampiric lord to your Deathborn Legion, including two unpainted, easily assembled miniatures, one for each of Lord Vorun’thul’s forms and their matching unit cards, as well as a selection of six upgrade cards to highlight both the honorable and the monstrous sides of the lord.
While Lord Vorun’thul is deadly in his own right, able to stand alone and face an entire Daqan army without fear, centuries of experience as a military leader have taught him that no war can be won by a single man. Rather, it is the ability of a superior to lead his troops that will determine victory from defeat, and sometimes the best way to inspire your ranks is to walk among them. When you use Lord Vorun'thul as a figure upgrade in your infantry, you may replace one of your dice with a white die during a melee. But beyond this, the vampire lord also has the ability to control the minds of his enemies. All he needs is the ability to see them.
As a skill action, Lord Vorun’thul may force an enemy within range to shift in any direction he chooses. If you place Vorun’thul among the ranks of your Reanimates, you can use this ability to draw in your chosen victim when you're ready to strike, provide support to a nearby unit and keep them from becoming overwhelmed, or simply keep your infantrymen protected by forcing your opponent to keep their distance!
But if the airs and graces of a courtly lord do not appeal to your more bloodthirsty sensibilities, you may instead choose to unleash the beast by using Vorun'thul the Cursed as either a heavy or siege figure upgrade. Similar to infantry upgrade, Vorun’thul’s heavy upgrade enables you to replace one of your dice with a white die during melees. However, where Lord Vorun'thul has a unique skill ability, his more terrifying and bestial form has the simple but devastating Brutal 1 keyword.
For the low cost of eight points, you can increase the threat of your Reanimates and make them nearly unstoppable as they march across Terrinoth. Or for twelve points, the blood-crazed warrior may rampage alongside the thirteenth barony's most deadly creatures, tearing Waiqar's enemies to shreds. While there may be none in the Deathborn Legion who currently dare to stand alongside the vampiric beast, there is no telling what else may be hidden in the mists. Whichever version of Vorun’thul you send into battle, you can be sure that the blood of your enemies will flow freely as the Lord of Bilehall surrenders to his thirst and embraces the dark power within.
Hunt for Blood
Waiqar the Undying rises again to claim Terrinoth, and with him comes the renewed force of the thirteenth barony and his loyal servants. Step into the mists, embrace the glory of undeath, and discover the true power of the Lord of Bilehall!
Pre-order your copy of the Lord Vorun’thul Hero Expansion (RWM31) at your local retailer today or on the Fantasy Flight Games website here!
in our forums!
TM & © 2016 Fantasy Flight Games.
Fire in the Night
Announcing the Third Adventure Pack in the Ered Mithrin Cycle
"The bells were ringing in the dale
And men looked up with faces pale;
The dragon's ire more fierce than fire
Laid low their towers and houses frail."
–J.R.R. Tolkien, The Hobbit
You thought you could rest. After roaming far across Wilderland and slaying two powerful Dragon spawn, you have arrived at the Woodman settlement of Hrogar’s Hill, where you hope to gain some much-needed respite from the dangers that have plagued you throughout your recent days. But it is not meant to be. Shortly after starting a meal, you are roused by the sound of alarm. Outside, a terrifying red-orange glow has cut a swath through the black night. The Dragons’ mother has arrived to exact her revenge.
Fantasy Flight Games is happy to announce Fire in the Night, the third Adventure Pack in the Ered Mithrin cycle for The Lord of the Rings: The Card Game!
The Dragon's Wrath
This Adventure Pack finds you joining the Woodmen in a spirited defense of their home. Your quest had pointed to Mount Gundabad and a hunt for the Dragon Dagnir the Terrible, but now she has found you. You can only imagine the destruction she will cause if she escapes into the night. This must end now.
Unlike most other adventures you’ve experienced in The Lord of the Rings: The Card Game, Fire in the Night plays out across a single Quest Card. Dagnir (Fire in the Night, 74) is a ferocious beast, and her fury has only been stoked by the death of her children. Rather than attack individual characters, then, she unleashes her wrath on the entire settlement of Hrogar’s Hill. It’s up to you to defeat her before she leaves the Woodmen’s stronghold a smoldering ruin.
This is no easy task. Not only is Dagnir a formidable opponent, she has not come to Hrogar’s Hill alone. A host of Orcs has followed her from Gundabad and many force you to choose between damage to your party or damage to Hrogar’s Hill. If The Dragon's Thrall (Fire in the Night, 75) engages you, for example, it will either deal three damage to Hrogar’s Hill or you will face an immediate attack from the Orc itself. The city’s walls are strong, but who can say how long they will hold out against such persistent—and numerous—foes?
Mount Your Defense
As you begin your defense of Hrogar’s Hill, your attention will immediately be split in many different directions. Your main goal may be to defeat Dagnir, but other tasks may appear out of the set aside side quest deck. The top card of this deck is revealed and added to the staging area at the end of the planning phase and each of the eight cards in it represent different tasks you can perform to aid the Woodmen in protecting Hrogar's Hill. You may be asked to Draw Her Fire (Fire in the Night, 66) to give the people of Hrogar’s Hill more time to regroup before Dagnir's next attack, or Defend the Town (Fire in the Night, 71) from the relentless assault of the Orcs.
No matter what problems arise, these cards are considered both quest cards and encounter cards, and you can only focus your attention on one of them at a time. It is easy to lose hope as the flames spread and Dagnir batters the gate, splitting the mighty oaken gate of Hrogar’s Hill, but not all is lost. While all of the encounter side quests hinder you in some way, defeating them can also give you a lift just when you need it. If you’re able to Hold the Door (Fire in the Night, 70), for example, each player’s threat is reduced by five, granting you a temporary reprieve from the constant onslaught of enemies.
Aid From Mirkwood
To help you repel Dagnir and her host of Orcs, Fire in the Night provides you with powerful new player cards to strengthen your heroes and fight back against the Dragon. Leading the way is Thranduil (Fire in the Night, 56). No stranger to defending his realm, the ruler of Mirkwood can lend his high defense to fending off Dagnir’s attacks. Even better, Thranduil can quickly summon his allies, playing a Silvan ally in the midst of combat without needing the normal resource match.
As a Noble, Thranduil is also afforded more power than your average hero, and you can make this a reality by naming him or any other Silvan hero The Elvenking (Fire in the Night, 57). As you might expect, this Title grants its bearer a good deal more freedom to contribute throughout the round. Exhausting The Elvenking and returning a Silvan ally to your hand gives the attached hero the opportunity to ready and continue the fight. Every ally is valuable in a battle against a threat like Dagnir, of course, but an ally like Galion (Fire in the Night, 63) is ideally suited to this task. He cannot attack or defend and only has a single willpower for a round, making him perfect for use by The Elvenking.
While the defense provided by a hero like Thranduil is certainly welcome, you’ll also need some warriors you can deal some damage if you hope to bring down a mighty Dragon like Dagnir. A legendary blade such as Orcrist (Fire in the Night, 58) can give any hero a boost, increasing their attack. What’s more, whoever wields Orcrist is also rewarded with a resource for cutting down an enemy, giving them all the motivation they need to face the Orcs head-on.
Slay the Dragon
The longer the battle rages, the higher the flames will grow, threatening to consume the entirety of Hrogar’s Hill. Yet, despite the destruction that surrounds you, this is also an opportunity to destroy the Dragon you have hunted for. Take up your arms and begin your defense!
Look for this Adventure Pack in the fourth quarter of 2018 and pre-order your copy of Fire in the Night (MEC68) at your local retailer or online through the Fantasy Flight Games website here!
in our forums!
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.
An Awakened Dragon
Announcing a Partnership with Privateer Press for a Legend of the Five Rings MiniCrate
“Prepare your bushi. Tell the daimyō of the Agasha and the Kitsuki families: the Dragon must move beyond our borders at last. What transpires in our mountains is a mere pebble against the avalanche that is coming.”
–Togashi Yokuni, "The Rising Wave"
Fantasy Flight Games is proud to announce a collaboration with Privateer Press to bring you Legend of the Five Rings miniatures!
These miniatures will be produced in the MiniCrate Subscription Box line from Privateer Press, a service that delivers exclusive, limited-edition miniatures directly to the players and hobbyists every month! You can choose to display these breathtaking miniatures, but they're also perfect for use with Legend of the Five Rings Roleplaying, bringing the world of Rokugan to life in your very own campaigns.
Click above for a larger image of the enigmatic Dragon Clan Champion!
Frozen in Time
The first miniature in the line will be the enigmatic Dragon Clan Champion, Togashi Yokuni. This character holds special importance to Privateer Press, as it was the very first Legend of the Five Rings character designed by the company’s founder, Matt Wilson, over twenty years ago.
Togashi is just the first in the line. By signing up for a monthly subscription service or a six-month VIP subscription, you ensure a continual stream of new products. Every month, you will receive one exclusive miniature and a corresponding collector’s card featuring concept art for the figure. If you are a six-month subscriber, you will receive a free seventh miniature! The first of these exclusive miniatures for six-month subscribers will be one of the fabled Naga Hunters!
A New World
Prepare for a look at Rokugan like never before! Pre-orders for this MiniCrate begin this October, and the Togashi Yokuni miniature will be shipped in January 2019. For more information, check out the Legend of the Five Rings MiniCrate website, found here.
Upgrade your Legend of the Five Rings experience with these exclusive miniatures from Privateer Press, coming in the first quarter of 2019!
in our forums!
KeyForge: Call of the Archons
Announcing the World's First Unique Deck Game
“Don’t try to change the Crucible to fit your needs. Let it change you.”
Order your own copy of KeyForge: Call of the Archons at your local retailer or online through our website today!
From the imagination of legendary game designer Richard Garfield comes a game unlike anything the world has ever seen—a game where every deck is as unique as the person who wields it and no two battles will ever be the same. This is KeyForge, where deckbuilding and boosters are a thing of the past, where you can carve a path of discovery with every deck, where you can throw yourself into the game with the force of a wild wormhole and embrace the thrill of a tactical battle where wits will win the day!
Along with this new breed of game comes a new world: the Crucible, an artificial world built from the pieces of countless planets across the stars. Here, anything is possible. This world was built for the Archons, god-like beings who, for all their power, know little about their own origins. The Archons clash in constant struggles, leading motley companies of various factions as they seek to find and unlock the planet’s hidden Vaults to gain ultimate knowledge and power.
Fantasy Flight Games is thrilled to announce that you will soon be able to enter the wondrous world of the Crucible with the KeyForge: Call of the Archons Starter Set and Archon Decks, available for pre-order at your local retailer or online through our webstore now!
New Game, New World, New You
Still have questions about KeyForge? Check out the FAQ section on our minisite!
KeyForge: Call of the Archons is the world’s first Unique Deck Game. Every single Archon Deck that you'll use to play is truly unique and one-of-a kind, with its own Archon and its own mixture of cards in the deck. If you pick up an Archon Deck, you know that you're the only person in existence with access to this exact deck and its distinct combination of cards. In fact, in just the first set of KeyForge, Call of the Archons, there are more than 104,000,000,000,000,000,000,000,000 possible decks!
Every Archon Deck contains a full play experience with a deck that cannot be altered, meaning it's ready to play right out of the box. Not only does this remove the need for deckbuilding or boosters, it also creates a new form of gameplay with innovative mechanics that challenges you to use every card in your deck to find the strongest and most cunning combinations. It is not the cards themselves that are powerful, but rather the interactions between them—interactions that can only be found in your deck. Your ability to make tough tactical decisions will determine your success as you and your opponent trade blows in clashes that can shift in an instant!
Radiant Argus the Supreme unites the Houses of Logos, Sanctum, and Untamed
Within each of your Archon Decks in KeyForge: Call of the Archons, you will find creatures from three of the Crucible’s seven great Houses, each with a unique culture, history, and skill set that makes them exceptional. The brawlers of Brobnar are a boisterous people who love a good fight. Meanwhile, Mars fights with "traditional" ray guns and flying saucers. The angelic crusaders of Sanctum float on golden wings, protecting the weak and destroying the blasphemous. Scholars of Logos seek true understanding, often through deranged experiments. The demons of Dis are unmatched in ruthlessness as they steal their vanquished opponents’ souls. Shadows is filled with rogues and thieves, repurposing what they steal from other Houses to survive. Lastly, the creatures of Untamed reject civilization, living true to their nature in the wilds of the Crucible. By uniting the members of these Houses in countless ways, there are infinite paths to victory! We will take a closer look at each colorful House and their powerful combinations in future previews.
The Archons Clash
KeyForge: Call of the Archons is played over a series of turns where you, as the Archon leading your company, will use the creatures, technology, artifacts, and skills of a chosen House to reap precious Æmber, hold off your enemy’s forces, and forge enough keys to unlock the Crucible’s Vaults. You begin your turn by declaring one of the three Houses within your deck, and for the remainder of the turn you may only play and use cards from that House. For example, if you take on the role of the Archon Radiant Argus the Supreme, you will find cards from Logos, Sanctum, and Untamed in your deck, but if you declare "Sanctum" at the start of your turn, you may only use actions, artifacts, creatures, and upgrades from Sanctum. Your allies from Logos and Untamed must wait.
Next, you must strive to gain the advantage with a series of tactical decisions, leveraging both the cards in your hand and those in play to race ahead of your opponent. If you wish to weaken your rival’s forces, you may send out your allies to fight enemies on the opposing side, matching strength against strength. Otherwise, you may choose to use your followers to reap, adding more Æmber to your pool.
Notably, no card in KeyForge has a cost—choosing a House at the start of a turn allows you to play and use any number of cards from that House for free, leading turns to fly by with a wave of activity! Yet balance is key. If you simply reap more Æmber at every opportunity, your rival may quickly grow their team of minions and destroy yours, outpacing your collection and leaving your field barren. But if you focus on the thrill of the fight alone and neglect the collection of Æmber, you won't move any closer to your goal! If you succeed in finding a harmony within your team and have six Æmber at the start of your turn, you'll forge a key and move one step closer to victory. The first to forge three keys wins!
Unforged Key Forged Key
Discover the Power Within
As you race to gather Æmber and unlock the Crucible’s hidden Vaults, the Keyforge: Call of the Archons Starter Set is the perfect place to begin your adventures. In this set, you will find two fixed training decks: Miss “Onyx” Censorius and Radiant Argus the Supreme. These decks are standard to every Starter Set, and they have the same cards in every copy. However, you will also find two unique Archon Decks that set you on your path to forging your own destiny. The secrets within these decks are unknown to all until you break their seals! The Keyforge: Call of the Archons Starter Set also includes a collection of keys, tokens, chain trackers, and status cards to give you and your chosen opponent everything you need to start playing!
Everything included in the KeyForge: Call of the Archons Starter Set
But the Starter Set is only the beginning of your exploration of the Crucible. Your clashes continue as you unlock new Archons with Call of the Archons Archon Decks. Each new deck expands your arsenal with a fully realized team. Within every Call of the Archons Archon Deck, you gain a singular mix of cards, tactics, and strategic potential for you and you alone to discover and bring to their fullest potential. Will your teams have the strength, skills, and cunning to win the day?
KeyForge features over billions and billions of possible Archon Decks!
To track your Archon Decks and see how they fit into the community at large, KeyForge will also feature a companion app and website at KeyForgeGame.com, which will go live at the game’s release. Here, you'll be able to record and track each of your unique Archon Decks, watch the meta at large, and easily find tournaments. By incorporating this technology into your experience of the game, you can engage and interact with the game and its community on an unprecedented level. KeyForge will also be supported by Fantasy Flight Games Organized Play, providing you the chance to test your mettle at the highest caliber and prove that your Archons are the greatest in the Crucible! Stay tuned to our website for more information on KeyForge Organized Play, coming soon!
A New World Awaits
The world of the Crucible is wide, and an endlessly diverse wonderland of excitement awaits those who have the courage to dive into its expanse. Are you ready to experience a game unlike anything you’ve seen before? Embrace the role of the Archon, lead your followers to victory, and unlock the power held within the Crucible’s hidden Vaults!
KeyForge will land at shelves on Earth in the fourth quarter of 2018. Pre-order your copy of the KeyForge: Call of the Archons Starter Set (KF01) and your collection of unique Keyforge: Call of the Archons Archon Decks (KF02a) at your local retailer today or on the Fantasy Flight Games website here!
in our forums!
Arkham Horror Third Edition
Announcing a New Edition of the Classic Board Game of Cosmic Horror
"You don’t want to see real magic, kid. Nobody does.”
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.
Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed; before the Ancient Ones make our world their ruined dominion.
Only a handful of investigators stand against the horrors threatening to tear this world apart. Will they prevail?
Fantasy Flight Games is proud to announce Arkham Horror Third Edition, the next evolution of the classic cooperative board game of cosmic horror for one to six players. Originally developed in 1987 by Richard Launius and re-released by Fantasy Flight Games in 2005, Arkham Horror has long been synonymous with thrilling, thematic, cooperative board gaming. Now, we invite you to return to the Lovecraftian-inspired nightmare again—or visit it for the first time!—with a modern take on the classic game. You can pre-order your copy at your local retailer or online through our webstore today, then read on to learn more.
Return to the nightmare with Arkham Horror Third Edition!
A Light in the Dark
Arkham Horror Third Edition sees players taking on the roles of investigators in the bizarre town of Arkham, Massachusetts. Unspeakable evil waits in the space between moments and just past the veil of our existence, and investigators must work together to unravel the mysteries of the Ancient Ones, risking their lives and sanity along the way.
As the wall against the encroaching darkness, Arkham Horror Third Edition features twelve iconic investigators, each prepared, in their own way, to defend the world. Each investigator not only comes with a unique ability, but also a customizable starting kit, letting you choose how you want to outfit your investigator for the coming game. And ultimately, each investigator has their own history, and their own reasons for investigating the horrors of Arkham.
Although she may be a great lover of wealth and comfort, Jenny Barnes always had a curious and adventurous streak. While she adored the fashion and society of Paris and Venice, she was equally at home sport-shooting in rural Scotland or trawling the jazz clubs of New Orleans. She’d even funded an archaeological dig of her own, just for the fun of being the first one into the old tomb. So when she learned that her sister Isabelle was missing, Jenny came to Arkham to handle the matter herself. Perhaps a life of wealth and power had made her overconfident… or perhaps the rogues who’d taken her sister had just made their last mistake.
Jenny Barnes is one of Arkham’s most prolific and recognizable investigators, so it's only natural that she makes an appearance in Arkham Horror Third Edition! She's joined by eleven other investigators, many of whom will be familiar to players of Arkham Horror: the Card Game or Mansions of Madness Second Edition. It is these heroes who will provide a light in the darkness, who will stand against the terrors of the unknown, and if fortune favors them, will succeed in saving Arkham and the world.
The Approaching Doom
Each game of Arkham Horror Third Edition sees you and your friends exploring one of four different scenarios in the dark and deadly town. Each adventure brings your investigators to the edge of their sanity and beyond.
These scenarios see a race between the investigators desperately searching for clues across the city, and the forces of evil spreading doom to further their cause. Finding clues can advance the narrative of each scenario, inching you closer to victory. Spreading doom not only produces effects that will hinder you, but can lead to a very different conclusion… one where the world isn’t so fortunate.
While this push and pull between uncovered clues and impending doom will often determine how the narrative advances, other factors can come in to play, including choices made by the players. The fate of the world is in your hands. Do you have what it takes to succeed?
But what is all this madness in search of? What greater goal are the investigators trying to achieve? How will the unlucky few who know of these cosmic horrors discover a way to thwart them?
It's not simply a matter of closing gates to other worlds and hoping that the problem goes away. At the start of the game, the exact goals of your scenario are a mystery to investigators and players alike. As a scenario progresses, archive cards are added to a codex that sits above the board. Each of these cards advances the narrative and offers new objectives for the investigators to strive for, with victory eventually in sight. Finding clues may lead to favorable new archive cards, while the spread of doom may reveal cards that were best left unearthed. Ultimately, the choices that you make and the specific events of each scenario lead you down branching paths, encouraging you to explore the scenarios and determine the best way to achieve your unique goals!
Archive cards guide the narrative of the story, offering a branching path within the scenario!
No matter which scneario you're embarking upon, investigators will have to stay ever-vigilant. Moving around Arkham to discover clues will progress the scenario, but our heroes will also fight and evade monsters, gain resources, perform tests of skill, and more. Still, you won’t be alone; you and your friends will work together to defeat this unknowable evil and, by some miracle, you could come out victorious.
A Cycle of Chaos
Playing a game of Arkham Horror takes place over a number of rounds, each consisting of four phases. We’ll look at these phases in greater depth in later previews, but for now, they are:
- The Action Phase
- The Monster Phase
- The Encounter Phase
- The Mythos Phase
The Action Phase is the investigator’s chance to unravel the mysteries of Arkham. You can move around the town, attack monsters, discover clues, and more as you investigate Arkham like never before. Double-sided, modular hexagonal tiles (new to this edition) represent the different neighborhoods of this troubled city, and every scenario sees these neighborhoods arranged in a different way, offering a new look and a new piece of Arkham with every challenge.
A modular board design makes every game of Arkham Horror Third Edition a different experience!
But investigators won’t simply be walking around the city. Alien creatures encroach on Arkham, and fighting and evading these beasts will be essential to success. You must balance these encounters with researching clues and purchasing the new tools that will be vital to your survival.
Investigators can move up to two spaces during their turn. The symbols on the spaces give hints as to what kind of encounters await them at that location!
After you've acted, the Monster Phase sees your darkest nightmares come to life. Monsters roam freely about the city, attacking investigators both physically and mentally, instilling fear and disrupting your carefully laid plans. Fans of Arkham Horror: The Card Game will instantly recognize this phase and understand the horror it brings.
On their character sheet, every investigator has two values representing the threshold of their health and sanity. Every attack can lower one or both of these values, and if either your health or your sanity hits zero, your investigator is removed from the game, physically unable to continue or driven to utter madness by the horrors they have discovered.
When monsters spawn, they will exhibit some sort of pattern to their movement. Once they engage with an investigator, their card is flipped and true terror is revealed.
The Encounter Phase sees the world of Arkham come to life via encounter cards. Every neighborhood has its own full set of encounter cards, and players draw them one at a time to discover a new twist in their narrative based on their location.
Along with the encounter cards that are distinct to each neighborhood on the board, every scenario also offers different event cards that are slowly slotted into the encounter deck, providing a truly new adventure in every game. Maybe you find a weapon to defend yourself in a mysterious shop on the far side of town, or perhaps the police finally believe your mind-bending story. Every encounter reveals a new piece of your evolving story and a new piece of life in Arkham.
Many of these encounters will see your investigator performing attribute tests. Success can be a moment of respite from the horror surrounding you, but failure can see your investigator dive deeper into madness and despair. Every investigator can be distilled down to a set of five attributes: lore, influence, observation, strength, and will. Encounters see these skills put to the test, and they can lead your investigator closer to the truth, or to madness.
Finally, the Mythos Phase sees the town of Arkham growing and changing. During the Mythos Phase, players take turns pulling tokens out of a Mythos Cup. These tokens can do everything from inviting more monsters into the town, to spreading doom across the city, to triggering a terrible reckoning. As the cup is passed from player to player, the board shifts and changes. While many of these tokens will make the game harder for investigators, they are also one of the few ways to introduce more clues to the board, giving the investigators a goal to strive for.
Behind our own dimension lurk horrors beyond comprehension. No longer can you drift blissfully unaware on the blind side of the veil. Evil lurks around every corner. Can you save the world with your sanity intact? Find out in the fourth quarter of 2018!
Return to the nightmare with Arkham Horror Third Edition (AHB01), available now for pre-order from your local retailer or our website!
in our forums!
Mother of Dragons
Announcing a New Expansion for A Game of Thrones: The Board Game
He was no dragon, Dany thought, curiously calm. Fire cannot kill a dragon.
–George R.R. Martin, A Game of Thrones
Soon after the Mad King fell and in the wake of Robert’s Rebellion, the last two Targaryen children were forced to flee and hide in Essos. Now, King Robert is dead and the remaining lords and ladies of Westeros clamor to fill the space left behind on the Iron Throne. The time has come for the Targaryens to reclaim their birthright with fire and blood. With every ally and tool at their disposal and the long-forgotten fire of dragons, they will claw their way across the Narrow Sea and bring Westeros to its knees.
Fantasy Flight Games is proud to announce Mother of Dragons, a new expansion for A Game of Thrones: The Board Game, now available for pre-order at your local retailer or online through our website!
The Dragon Must Have Three Heads
The world of A Game of Thrones: The Board Game grows even larger with the addition of a brand-new sideboard, bringing the Free Cities of Essos to the fight for the Iron Throne. Here is where the reborn House Targaryen makes their stand, starting in the city of Pentos. Yet even though the Targaryens begin the game far from home, there are many in Westeros that wish for the once-great family to reclaim the Iron Throne. For now, they pledge false loyalty to the rulers in Westeros, but secretly, they wait for the day of the dragon to come again.
The Essos sideboard from Mother of Dragons fits alongside the Westeros game board from A Game of Thrones: The Board Game.
In the Mother of Dragons expansion for A Game of Thrones: The Board Game, House Targaryen has little need for castles and strongholds that are easily felled by dragonfire. Instead, their goal is to uncover the remaining Targaryen loyalists and rally them against the current holders of the Iron Throne. As such, House Targaryen does not earn victory points by capturing castles and strongholds. Instead, they track the number of territories loyal to their House—if they can claim seven of these on the victory track, they'll claim the Iron Throne and win the game!
But the key power of House Targaryen comes in the form of Daenerys’s three dragons. Each of these magnificent creatures has an entirely new unit type. Unlike soldiers, whose loyalties can be bought, dragons cannot be mustered normally. There are only three dragons in existence, after all, and they remain in play from the beginning of the game until they are killed and leave the world permanently.
Each of Dany’s dragons acts as a single land unit, attacking, defending, and obeying the same rules of supply. But unlike other military units, dragons have the ability to fly nearly anywhere in Essos or Westeros. What's more, dragons are alive, and they grow. As the game progresses, these beasts become stronger, growing from fledglings with a strength of zero at the start of the game to fearsome monsters with a strength of five by the time the battle for the throne finishes. With these creatures returning magic to the world of Westeros, who can deny the Targaryen’s divine right to rule?
Not only does Mother of Dragons bring House Targaryen into the fray; this expansion also raises other familiar families to power by allowing you to play as House Arryn in any game of A Game of Thrones: The Board Game. With new character cards and an overlay of the Eyrie, your plots can take flight as you lead the once-insular forces of the Vale onto the battlefield. With these two new Houses and matching map pieces, you have the chance to dramatically elevate the chaos and intrigue of your campaigns by increasing the maximum number of players in the game of thrones to eight.
Beyond expanding the possibilities with more players, Mother of Dragons also makes it easier than ever to play with fewer players with the new vassal system, introducing unused Houses as neutral parties that each player can command and manipulate as an extension of their forces. However, as none of these vassals are themselves vying for the Iron Throne, their loyalties can shift in an instant, with the vassal House each player commands changing from round to round.
At the start of each round, the Houses competing for rule may choose their vassals, beginning with the most influential House on the Iron Throne track. Once the vassals have been claimed, the commanders may distribute orders to vassal units. However, while you may rely on the vassal's strength, you must be wary of these neutral forces whose loyalties are not as stalwart as your own. After all, in the next round, you could find your vassal house being used against you.
When the vassals go to war, they also will not use standard House cards. Instead, they use a new set of Vassal House cards. Here, you will find iconic characters like Varys and Jaqen H’Ghar, whose loyalties are bound to forces beyond the ties of family lineage. When you use a vassal to fight on your behalf, you will shuffle the vassal house cards and draw three from which to choose your card. Then, should your vassal win their combat, you may be rewarded for your deft leadership with a power token for your House. With a touch of tact, you can move closer to victory without even risking the lives of your own men!
The Iron Bank Will Have Its Due
House Targaryen is not the only power that waits beyond the Narrow Sea. In the city of Braavos stands the Iron Bank, perhaps the most dangerous force in the world of A Song of Ice and Fire. Nestled in a seemingly impenetrable northern bay, the Iron Bank provides the lords and ladies of Westeros with favorable bank loans, allowing you and your rivals the chance to purchase powerful aid for your cause.
To take a loan, you simply choose a loan from the Iron Bank display, and pay its initial cost with your power tokens. Once you have made your payment, the loan is yours and you may resolve its effects. This may mean purchasing sellswords, recruiting a skilled tradesman, or even hiring a Faceless Man!
If none of the available loans catch your eye, you can simply wait until a more favorable (or affordable) option arises. At the beginning of each round, the loan cards of the Iron Bank slide to the left, meaning that the longer a loan goes unclaimed, the lower its cost becomes.
But be wary if you choose to do business with the Iron Bank. These shrewd moneylenders do not easily forgive debt and if you take a loan, you must pay an interest cost for the remainder of the game, discarding one power token for each loan you have purchased. And if you are ever unable to make your payments, the bank will turn to one of your opponents for recompense against you. All power comes with a price—what are you willing to pay?
Claim the Iron Throne
With the death of the usurper, the lords and ladies of Westeros have been too busy warring amongst themselves to notice the powers that gather in the East. The time has come for you to claim your birthright with fire and with blood. Cross the Narrow Sea and take back what is yours!
Pre-order your copy of Mother of Dragons (VA103) at your local retailer today or on the Fantasy Flight Games website here!
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A Game of Thrones: The Board Game Second Edition and its expansion are © 2003, 2011 & 2012 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 Board Game, its expansion title and Fantasy Flight Supply are trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.
Enter the Emerald Empire
Announcing a New Sourcebook for Legend of the Five Rings Roleplaying
The Emerald Empire is vast and as varied as the seven Great Clans that control its lands in the name of the Hantei Emperor. Its society is modeled after the Heavens themselves. It is a culture steeped in history and tradition, in a land where decorum and propriety carry the weight of life and death. It is a land where spirits shape the very earth and control the flow of rivers and streams.
Fantasy Flight Games is proud to announce Emerald Empire, a new 256-page hardcover sourcebook for Legend of the Five Rings Roleplaying!
Within the pages of this book, you'll explore the places and people of Rokugan, from small villages of fisherfolk or mighty daimyō in their castles to deep primordial forests and the spirits that dwell within. This book examines every aspect of life in the Emerald Empire, from food, to dress, to religion and spirituality, to matters of etiquette great and small. Emerald Empire is the first sourcebook for Legends of the Five Rings Roleplaying, and provides a look at the culture and landmarks of Rokugan as well as several new player options, including new advantages, disadvantages, and techniques.
Around the World
Emerald Empire is split into seven distinct section. Six of these focus on aspects of society or geography found throughout Rokugan, while the seventh introduces new player options for characters. Rokugan is a vast land, and to detail every town and valley, every tradition and social role, is beyond the scope of any single volume. However, Emerald Empire will give a wealth of in-depth information on a great variety of these locations and traditions.
Each chapter of the book features a wide swathe of knowledge, examining not only an aspect of Rokugan, but how those aspects came to be. In addition, you'll find plenty to learn about specific landmarks throughout the realm, as well as various maps, rumors, adventure hooks, and stats for famed characters, giving Game Masters everything they need to craft a complete Emerald Empire.
Strongholds of Power
Just one of the pieces of Rokugani society encompassed within Emerald Empire are the monumental structures built by every clan. From the pragmatic edifices of the Crab to the elegant architecture of the Crane, castles and palaces populate Rokugan, constructed to protect and rule its lands. Although these structures are first and foremost military strongholds, they also serve as centers of government, administration, diplomacy, and civilization. While some samurai oversee small fiefs in the countryside, it is almost always considered a promotion to be invited to live in a castle town or, better yet, within the walls of the castle itself. The closer a samurai is to their lord, the greater their influence—and their perceived status.
Castles are strongholds of war in Rokugan, and while this chapter in Emerald Empire explores several of these palaces in depth, it also examines how war functions in the land of Rokugan. From its bloody, dark history, to the soldiers that make up the armies of the Emerald Empire, this book will give Game Masters and players a full understanding of how to depict battles in the Legend of the Five Rings setting, down to the details of how specific clans wage war. The reflection of war is diplomacy, whose battlefield is the very strongholds depicted in this chapter. Emerald Empire also gives you a full rundown of courtly practices and perils. The broad strokes are covered, as well as minute details, like the particular practices of the clans.
Emerald Empire is filled with maps of towns, castles, and more!
The second part of this chapter is dedicated to just a few of the castles your party may come across in their journey. Perhaps your group of players find themselves at Toshi Ranbo, the stronghold long contested between the Lion and the Crane. Emerald Empire gives you everything you need to fully flesh out this castle, from long-held rumors to stats for NPCs to a complete history of the bloody battles that have made Toshi Ranbo a focal point of Rokugani politics.
Every individual point of interest in Emerald Empire will have its own list of rumors, ripe for exploration!
Perhaps your characters have come to Toshi Ranbo to explore the rumors of the forgotten spirits that haunt its halls, or maybe they have become wrapped up in the intrigue of defending against the next Lion attack. No matter what, Emerald Empire gives you all the seeds you need to grow an exceptional adventure.
The Wilds of Rokugan
To its people, Rokugan is the pinnacle of civilization, for it was modeled after the Celestial Heavens themselves. Nevertheless, within the borders of the Emerald Empire there are vast stretches of wilderness. You don't need to venture far beyond the walls of a town or the farmlands around a village before finding yourself in true wilderness. The wilds of Rokugan—dense forests, isolated valleys, forbidding mountains, and even the sea—hold magnificent beauty and splendor, but also great danger. One must not only admire nature, but respect it. Samurai view themselves as paragons of the civilized world, yet they must often traverse the wilderness. A bushi might prepare an ambush in a mountain pass, a shugenja might commune with forest spirits, or a courtier might seek out a remote pond for poetic inspiration.
While the most of Rokugan consists of farmland and cities, you may find yourself in the outskirts, the uncharted, the wilds of the Emerald Empire. Towering mountains, crashing coastlines, and unending forests are all explored in Emerald Empire. If your party is so bold, you may find yourself at the base of the Dragon Mountains. Perhaps you are following up on the rumor of a Great Tengu named Sōjōbō living atop one of the tallest Dragon mountains, waiting to take on a student. Or maybe you have heard a tale of a tribe of Kitsu in the mountains, shape-shifting into humans to conduct trade.
When you step into the wilderness of Rokugan, you invite adventure. There is a reason these lands are unsettled, and Emerald Empire gives you plenty of adventure hooks for your party.
Strongholds and the wilderness are just two of the subjects covered in Emerald Empire. Look for additional sections covering centers of trade, farms and villages, sacred spaces, and the paths to enlightenment found throughout Rokugan. You can also expect to find new advantages, disadvantages, techniques, and more for your player characters. At over 250 pages, Emerald Empire is your guide to Rokugan, so prepare to enter a new world of honor and steel.
Find your guide with Emerald Empire (L5R04), a sourcebook for Legend of the Five Rings Roleplaying, available for pre-order from your local retailer or our website!
in our forums!
Announcing the Super Star Destroyer Expansion Pack for Star Wars: Armada
“If you will not be turned, you will be destroyed.”
–Emperor Palpatine, Star Wars: Return of the Jedi
Something huge is coming to Star Wars™: Armada. Fantasy Flight Games is proud to announce the Super Star Destroyer Expansion Pack!
This expansion pack arrives to swell the forces of the Galactic Empire with the first ship of an entirely new class—huge ships. The pre-painted, beautifully sculpted Super Star Destroyer miniature within this expansion is the largest miniature yet created by Fantasy Flight Games, measuring over 24 inches from tip to tip.
Of course, such a huge miniature serves as a stunning reminder of Imperial might on the battlefield—and it’s also a fully functional warship that you can add to your Imperial fleets. With four unique ship sheets, an assortment of tokens, and twenty-four upgrade cards, including iconic commanders like Admiral Piett and Emperor Palpatine, any rival fleet will tremble to face the might of your onslaught.
You can pre-order the Super Star Destroyer Expansion Pack at your local retailer or online through our webstore today! Then, read on for more information.
It’s immediately plain from the size of the Super Star Destroyer alone that this miniature is something special, unlike anything that has yet flown onto your table in Star Wars: Armada. In fact, the Super Star Destroyer is so large that it’s supported by one ship token placed on top of two standard large ship bases!
We’ve already mentioned that the introduction of the Super Star Destroyer also marks the introduction of a new class of ships: huge ships. And this new class of ship has powers that reach far beyond mere size. For instance, the Super Star Destroyer features a total of six firing arcs—supplementing the standard front, rear, left, and right firing arcs with brand-new right-auxiliary and left-auxiliary firing arcs. And as you might expect, a huge ship like the Super Star Destroyer increases its attack powers to go with its extra firing arcs. The Super Star Destroyer can make up to three attacks from different firing arcs every round of the game.
The Super Star Destroyer has six distinct firing arcs—forward, left, left-auxiliary, rear, right, and right-auxiliary.
If the time for you to launch your attack has not yet arrived, huge ships also have the unique ability to pass. Once per round, when you would have to activate the Super Star Destroyer, you can choose instead to pass, allowing your opponent to activate another ship. Although the Super Star Destroyer must still activate each round, the ability to pass and delay your activation temporarily can lead your opponent directly into your trap.
Even the command dials you assign to a Super Star Destroyer become more powerful. When you resolve one of these command tokens, you’ll also assign the corresponding command token to your ship! By getting more impact out of every command dial you assign to the Super Star Destroyer, you’ll be prepared to take on the entire enemy fleet on your own.
All of the advantages we’ve described so far are common to every huge ship—but the Super Star Destroyer has plenty of power to offer on its own merits. The cheapest way for you to field the Super Star Destroyer is by spending 220 points for the Star Dreadnought Command Prototype. With eight attack dice from its forward firing arc, six ship tokens, a hull value of twenty-two, and nine upgrade slots, the Star Dreadnought Command Prototype offers a truly jaw-dropping addition to an Imperial fleet. And each of the other ship variants in the Super Star Destroyer Expansion Pack is even more expensive and even more powerful than the Star Dreadnought Command Prototype!
Still, it’s not purely the ship that makes the Super Star Destroyer Expansion Pack so impressive. There’s also a wealth of upgrade cards that are sure to be valuable to Imperial players across the galaxy, including the debut of Emperor Palpatine himself as a commander in Star Wars: Armada.
If you want to have the Emperor bless your efforts with his presence, it won’t come easily—Emperor Palpatine costs 35 points to equip as a commander for your Imperial forces. Still, his effects can be deadly as you work to pick apart and destroy your opponent’s defenses. After you deploy fleets, you’ll place one defense token of each type on Emperor Palpatine. Before any ships activate in a round, you can discard one of these tokens. For the rest of the round, if any enemy ship or squadron would spend a matching token, they must discard it instead!
By spending the brace token from Emperor Palpatine, you can force your opponent to discard any brace tokens he wishes to use this round!
In a fashion that’s truly fitting of the Sith Lord, you can manipulate your opponent’s actions with Emperor Palpatine. If you choose wisely, you may limit your opponent’s options and leave his plans in ruins, as he must choose to lose his most important defense tokens permanently or watch his ships disintegrate under the massive attacks of your Super Star Destroyer.
We’ll take a much closer look at the other ship sheets and upgrade cards included in the Super Star Destroyer Expansion Pack in a future preview!
The Might of the Empire
The Imperial fleet is a force to be feared across the galaxy, and with their largest and most powerful capital ship deploying to your tables in Star Wars: Armada, you can crush your rivals in your grasp.
Look for the Super Star Destroyer Expansion Pack (SWM20) early in the first quarter of 2019, and pre-order your copy at your local retailer or online through our website today!
in our forums!
Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars galaxy. 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.