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The Duels in Portland

Published 20 February 2018 | Star Wars: Destiny

The Duels in Portland

A Report from the Star Wars™: Destiny Galactic Qualifiers

This past weekend, Portland's Oregon Convention Center played host to the most recent Galactic Qualifiers for Star Wars™: Destiny.

The tables were packed, the battles hard-fought, and for the pair of players who went undefeated, the rewards were as sweet as could be. Of course, they earned stacks of Prize Credits to cash in for custom prizes at the Prize Wall, but more than this, they earned invitations to the 2018 Star Wars: Destiny World Championships!

So as we look forward to the next Galactic Qualifiers in Seattle, who are these players, what heroes—or villains—helped carry them to victory, and what can you learn from their decisions that might help you find success in your own battles?

Saturday's Champion

There were two Galactic Qualifier tournaments held in Portland—one Trilogy and one Standard—and the action began with Saturday's Trilogy Qualifier.

While players were all still experimenting with the new charaters and tactics from the Boba Fett Starter Set, the Luke Skywalker Starter Set, and the Legacies Booster Packs, we saw just one player go undefeated on the day—Andrew Heintz.

Andrew's deck relied heavily upon the new indirect damage mechanic from Legacies, and he told us that his indirect damage caught a lot of his opponents by surprise. "I think indirect damage has significant value," he said, "especially in the end-game."

Apart from its focus on indirect damage, Andrew's deck brought a lot of health to the table—twenty-seven points of health between his three characters—which bought him time to pile on the damage before tilting games irrevocably in his favor with big plays from cards like Sudden Impact.

Sunday's Champion

With the full force of the Star Wars: Destiny dice and card pools behind it, Sunday's Galactic Qualifier was a battlefield erupting in blaster fire and shrapnel.

At the end of the day, only one player managed to navigate the tides of battle and go undefeated. Relying upon a combination of Kylo Ren's dark side mastery and Mother Talzin's witch magick, Ryan Caldwell earned himself an invitation to the World Championships in May.

Ryan's deck shows that you don't need to lean heavily on legendary cards to play at the top levels in Star Wars: Destiny. Instead, as Ryan said, his deck was based on "characters I own and characters I like."

Loaded with healing from cards like Witch Magick and Rise Again, along with the damage prevention from Force Illusion, Ryan's deck proved highly durable, but was nearly caught off-guard by a hero discard strategy featuring Rose, Jar Jar Binks, and Yoda.

The Battles to Come

With the duels from Protland now behind us, we can turn our attention to the blast of Star Wars: Destiny Galactic Qualifiers headed our way in March. We have events lined up in Seattle, Washington; Austin, Texas; Schaumburg, Illinois; and Houston, Texas. Each of these events offers another shot at some of the hottest custom cards and playmats that you'll find anywhere—along with a chance to qualify for the World Championships in May.

What will we see at these events? If the results at Portland are any indication, we'll see plenty of Mother Talzin and her Witch Magick, and we may see more hero discard strategies as well. Both Andrew and Ryan claimed that their toughest match-ups were against these hero "mill" decks.

In the end, though, there's really only one way to know what heroes or villains will claim the day—by taking matters into your own hands. Take the time to dig deep into Legacies, build your best deck, head to one of these upcoming Galactic Qualifiers, and win!

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© & ™ Lucasfilm Ltd.

Breaking Ties

Published 20 February 2018 | A Game of Thrones: The Card Game

Breaking Ties

A Champion Card Preview for A Game of Thrones: The Card Game

Lothar smiled. "My lord father bids me tell Your Grace that he will agree to this new marriage alliance between our houses and renew his fealty to the King in the North, upon the condition that the King's Grace apologize for the insult done to House Frey, in his royal person, face to face."
–George R.R. Martin, A Storm of Swords

In the game of thrones, alliances are forged and broken with disturbing regularity. Claiming the Iron Throne is your ultimate goal, but to attain it, you’ll have to make sacrifices. Sometimes, you’re forced to betray your own.

In Sands of Dorne, the fifth deluxe expansion for A Game of Thrones: The Card Game, House Martell holds the spotlight, but you’ll find cards for each other faction, as well as an assortment of neutral cards and plots. One of those neutral plots was designed by none other than the 2016 European Melee Champion, Luiz Gustavo Bretas.

You can pre-order Sands of Dorne at your local retailer or online through our website today! Then, read on for Luiz’s thoughts on designing his champion card.

Luiz Gustavo Bretas on His Champion Card

I love A Game of Thrones: The Card Game! And, more than that, I love the community around it! Those alone were good enough reasons to make me leave Rio de Janeiro to play in the great Tourney of Stahleck! What more could I ask? Winning? Having a chance to work on a card design? Those things never crossed my mind. 

So, when the final match of the European Melee Championship started at Stahleck, I was already feeling like the luckiest person in the world! When the game ended and I had won, it felt like a dream. I was not only having the best time with my friends—I also won the opportunity to work on a card design!  

When the design process started, my goal was to make a very special card. I wanted to work with every feature of the card to make each of them meaningful. And now, since Fantasy Flight Games gave me this opportunity, I get to share some of my intentions and the meaning behind each aspect of Breaking Ties (Sands of Dorne, 50)!

Playstyle: I’ve always liked versatile cards. I wanted a card that could be used aggressively to apply pressure, or played more defensively. The best example of another card in this category is our beloved Valar Morghulis (There Is My Claim, 80). I think Breaking Ties is the same type of card—a card that can provide control when the situation isn’t going well or help you establish and hold the position that you’ve created.

The Mechanics: One of my favorite mechanics in A Game of Thrones: The Card Game is sacrifice, which forces you to pay a hard price in exchange for an impactful effect. I wanted the card that I designed to have that kind of ability. Also, I am a big fan of the loyal and non-loyal cards introduced in the game’s second edition, and I wanted my card to interact with loyalty. In its final form, Breaking Ties certainly has a strong and flexible effect, but it comes with the price of losing one of your loyal characters.

The Effect: Breaking Ties was meant to be an “on-demand toolbox effect.” I wanted a card that could help players deal with anything that might crop up during the game. After all, do you really have to find space in every deck for Nightmares (Calm Over Westeros, 99)? Isn’t it hard to deal with locations if you’re not playing House Greyjoy or House Stark? Don’t you wish that you had alternative ways to deal with The Wall (Core Set, 137) and Chamber of the Painted Table (Core Set, 60)?

These were some of the principal thoughts in my head while I was designing the effect. Even when you’re using Nightmares and other removal cards, sometimes you won’t draw them. A plot card is always there when you need it. And because Breaking Ties is a Scheme plot, it can’t be blanked by Forgotten Plans (True Steel, 119) and it can be accessed with  "The Rains of Castamere" (Lions of Casterly Rock, 45).

The Traits: Why House Frey? I know, it’s hard to like them in the books, but we can all agree that they add some spice to the story. Also, the Freys are probably the biggest family, spread across all of Westeros. For me, the A Game of Thrones: The Card Game community is a big family, spread around the world. We act nothing like the Freys, though!

The Art and Lore: High initiative and a threatening effect for negotiation are good things to have in a melee game, but Breaking Ties was designed to be a powerful toolbox card for joust as well. Still, another goal was to use its art to hail the melee format and the Brazilian meta, where we only play melee. The moment when the Starks arrive at The Twins to deal with the “betrayal” is a reference to the melee format and all the alliances that are broken in melee. Deciding when and how to make deals and when and how break ties is something that all good melee players have to know how to do!

The Name: This is my favorite part of the card and probably the most meaningful. In fact, this was among the first things that I chose for the card. The name “Breaking Ties” was a suggestion from Kostas Adamopoulos, one of the finalists at Stahleck 2016. For those who don’t know, I won the melee tourney in a tie breaker. Kostas, Wedge, and I were incompetent enough to only have twelve power after three full rounds. What were the odds? Of course, I was the lucky player who had more cards in the deck and won a card design. I like to think that I was the lucky player who won five tables in a row and was able to participate in the best melee game anyone could ever ask for. No collusions, great players, and great friends killing each other until the very last minute.

I hope I could give you a good idea of the meaning behind Breaking Ties! I want to acknowledge the designers and the playtesters so they know how thankful I am for their incredible work. The whole process was very professional, serious, and quick. And last, but not least, I hope that Breaking Ties can fight for scarce space in plot decks around the world! Can’t wait to have players finding creative ways to use it.

Luiz Gustavo Bretas started playing A Game of Thrones: The Card Game at the end of 2014, and after Gen Con 2015, he decided to make A Game of Thrones a big part of his life. Unlike most players, he primarily plays competitive melee. Belo Horizonte, his home town, holds a melee league that is already in its fourth year! His passion for the game has made him leave Brazil to travel to tournaments in Europe, Chile, and the United States.

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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.

Runewars Versus: Carnage and Decay

Published 19 February 2018 | Runewars Miniatures

Runewars Versus: Carnage and Decay

The First Entry in a Matchup Series for Runewars Miniatures Game

Four powerful factions engage in massive, ground-shaking battles for control of Terrinoth in Runewars Miniatures Game, the tactical miniatures game of rank-and-file fantasy warfare. In the game, players command expansive armies, each with a distinct set of soldiers, monsters, magic, and skills which they will use to build their strategies and earn victory. Today, Fantasy Flight Games is pleased to offer you a look at the battles of Runewars Miniatures Game through the eyes of four new players with the beginning of our Runewars Versus series! 

Our four volunteers, all new to the game, have each taken command of a faction which they will lead into combat over a series of matchups. We will accompany them as they learn and adapt their military strategies, growing from inexperienced leaders to masterful commanders. To begin, the forces of darkness face off. Rose will lead the undead forces of Waiqar the Undying, while Lizzie will fight with the screaming hordes of Uthuk Y’llan.

Preliminary Reconaissance

Before the battle commenced, we had a word with our two commanders.

What is your background with Runewars Miniatures Game?

Rose: I would consider myself a VERY casual gamer. Miniatures have always looked complicated and intimidating, and I’m very worried I’ll forget the rules or abilities of my skele-dudes and make a big ole fool of myself. But I mean, why not try something new? What’s the worst thing that could happen?

Lizzie: I’m familiar with the mechanics of the game, but my actual playtime has been limited. I like the Uthuk because they are so unlike anything I’ve seen in other fantasy worlds, so I’m excited to give them a shot.

Is there anything you would like to say to your opponent?

Rose: Please, be gentle.

Lizzie: Bring. It. On.

Supply Raid
Starting Army (Waiqar the Undying):
Ankaur Maro (1 tray, 40 points), Carrion Lancers (2 trays, 27 points), Death Knights (4 trays, 42 points), Reanimates (4 trays, 35 points), Reanimate Archers (6 trays, 32 points)
Upgrades (Waiqar the Undying):
Regenerative Magic (Ankaur Maro, 5 points), Shield of Margath (Death Knights, 6 points), Rank Discipline (Death Knights, 4 points), Bull Pennon (Reanimates, 3 points), Trumpets (Reanimates, 2 points)
Starting Army (Uthuk Y'llan):
Ravos the Everhungry (1 tray, 40 points), Spined Threshers (2 trays, 28 points), Flesh Rippers (2 trays, 38 points), Flesh Rippers (2 trays, 38 points), Berserkers (6 trays, 37 points)
Upgrades (Uthuk Y'llan):
Reaping Blade (Ravos the Everhungry, 4 points), War Crier (Berserkers, 5 points), Fear Incarnate (Ravos the Everhungry, 5 points)

Powers Collide

War and bloodshed consume Terrinoth. Resources have become scarce—especially for those forced to reside in the poisoned landscapes where only foul and evil things can flourish. But recently, word of a ravaged Daqan caravan on the edge of the Mistlands has reached the ears of two opposing militant leaders… and each have decided it’s time to launch a Supply Raid. At the site of the Daqan caravan, a throng of Waiqar the Undying’s followers happen upon an unprepared swarm of Uthuk Y’llan. Peace has never come naturally for either side, and now that they have been set in opposition, only one army can leave with the supplies from the Daqan caravan.

The two commanders eye each other from opposite ends of the field as they send out their forces. Both begin by setting their infantry, Rose’s Reanimate Archers and Lizzie’s Uthuk Berserkers, in the ideal position to gather supplies early while remaining shielded from the heart of the battle. As the deployment phase continues, Rose attempts to keep Ankaur Maro protected from the vicious Flesh Rippers, even if that means he is too far from her infantry to use Regenerative Magic. Rose tries to bait out the deployment of the demon dogs, but with fewer units in the Waiqar army, she must eventually deploy Ankaur Maro and as if reading her fears, the first unit of Flesh Rippers is deployed directly before him.

Dark Destruction

Waiqar the Undying has had little experience battling against the Uthuk Y’llan as their key quarrel, that which drives them from the peace of the grave, is against the Daqan Lords. This leads to the Waiqar commander underestimating her opponent’s speed. In the corner of the battlefield, the shrieking Berserkers rush towards the same supplies as Rose's Reanimate Archers, causing an unexpected collision in the first round. The bloodshed is destined to begin early in this battle and at the end of the round, Ravos’s all-consuming hunger drives him to the edge of insanity. With no other options for feeding on nearby units, he begins to tear at himself and suffers one wound.

This violent display disturbs the Waiqar command to the point of distraction, and the next round begins her opponent finding the four unstable energy runes needed for her champion, Ravos the Everhungry, to launch an early charge against Waiqar’s Reanimates at Initiative 4. Ravos wastes no time tearing the skeletal soldiers apart, wiping out nearly half their ranks before they can counter-attack.

Last Man Standing

With the beginning of the third round, nearly all units are locked in combat. Only Ankaur Maro, the Reanimate Archers, and a single unit of Flesh Rippers remain unengaged. As the bloodshed begins in earnest, the Uthuk Y'llan seem to have earned the blessing of the Ynfernael yet again, with four unstable energy runes at their disposal alongside one natural and one stable rune. Were he free to help his allies, this powerful display of unstable energy would enable Ankaur Maro to execute a ranged attack with a devastating four white dice. However, the Flesh Rippers still chase the scent of his blood and the sorcerer values his own life above those of his allies. Rather than provide aid, he flees from the demons who remain close behind.

Ravos continues to wipe out Waiqar’s infantry left and right with his Reaping Blade, ensuring that the dice roll in his favor even when they show blanks. Between this upgrade ability and his Brutal 1 keyword, the Uthuk Y’llan hero is able to take out two full trays of Reanimates, leaving just one steadfast soldier behind to face not only Ravos, but two scuttling horrors, the Spined Threshers, who approach from the north.

Can a dead man fear death?

Suddenly, the surrounded soldier is not nearly as alone as he once thought! A pair of Carrion Lancers charge in to aid their comrade and face the dreaded commander of the Locust Swarm. Ravos the Everhungy feels, perhaps for the first time in his life, a twinge of fear. He suffers three wounds at the hands of the Lancers, but he devours the final Reanimate using the consuming hunger of his unit card ability during the end of the round.

Turning the Tide

Seeing the last soldier fall fills Waiqar’s army with a sense of rage as the battle moves into the fourth round. The battle wears on, weakening the bodies and minds of both sides. Dazed by the heat of battle, the Berserkers and Reanimate Archers begin to falter. The Berserkers buckle down and prepare their defenses for a melee that never comes, while the Reanimate Archers launch a ranged attack, expecting their enemies would turn tail and flee. 

Rose’s Death Knights attempt to give succor to Ankaur Maro, taking off after the Flesh Rippers, pushing them to the edge of the battlefield, and allowing Ankaur Maro a chance to show his true power. As a necromancer, Ankaur Maro draws upon the dark, unstable power of the Ynfernael and executes a ranged attack with two white dice (and a mortal strike modifier!) against the Spined Threshers. The mortal strike modifier proves to be Ankaur Maro's only saving grace—his dice show only blanks.

“Rose,” the Uthuk Y'llan commander’s voice bellows from across the battlefield, “I’ve made a terrible mistake.” Indeed, going into round five, her orders have forced Ravos the Everhungry to shift directly into the path of the Spined Threshers. This collision that will be difficult to work out of, considering both units are hindered by a noxious swamp nearby. During the confusion, Rose’s Carrion Lancers launch an attack against the Spined Threshers and inflict another wound. But perhaps the Uthuk commander's greatest miscalculation comes in the seventh round, when the Spined Threshers use the last of their energy to charge Ankaur Maro. They fall just millimeters short of contact, almost as if some dark force is protecting the necromancer, who then charges straight into the crab-like horrors and manages to inflict a wound through their hard and bony carapaces.

Ravos the Everhungy, on death’s door, begins to feed on the flesh of his own allies to survive. At this point, the Uthuk Y'llan commander realizes that she does not stand a chance of destroying what remains of Waiqar’s battalion. The tide of battle has turned, and therefore, swallowing her pride, she changes course to flee. While a scant few of her high-value units still live, her only true hope for victory in the final round is to have claimed more objective tokens. Ankaur Maro continues his assault on the Spined Threshers, killing one as the other continues to limp forward. Finally, the smallest unit of Flesh Rippers manage to evade the cruel blades of the Death Knights, carrying the supplies their forces so desperately need. Will it be enough?

End of the Raid

In the end, Ankaur Maro and the Death Knights shrink back into the mists without having claimed any resources from the ravaged caravan. Meanwhile, the Uthuk Y’llan have survivors in most of their units, but all are dripping blood. Ravos and the remaining Spined Thresher survive, though both are severely wounded. The Flesh Rippers managed to gather three objective tokens between their two units, and the Berserkers gained one as well. With these, the Ru tribesmen will be able to bolster their strength as they prepare to extend their reach across Terrinoth.

Objective Tokens Claimed (Waiqar the Undying):
Objective Tokens Claimed (Uthuk Y'llan):
Remaining Army (Waiqar the Undying):
Ankaur Maro (40), Death Knights (42)
Remaining Upgrades (Waiqar the Undying):
Regenerative Magic (5), Shield of Margath (6), Rank Discipline (4),
Remaining Army (Uthuk Y'llan):
Ravos the Everhungry (40), Spined Threshers (18), Flesh Rippers (22), Flesh Rippers (22), Berserkers (27)
Remaining Upgrades (Uthuk Y'llan):
Reaping Blade (4), War Crier (5), Fear Incarnate (5)

Before dividing, the two commanders exchange a few final words.

How do you think it went?

Rose: It went really well… for Lizzie. You know, its not as intimidating as I originally thought. There was a lot to remember, but it was easier to remember the longer we played. I want to play as the other factions now so I can be a stronger Waiqar leader. #WaiqarForever 

Lizzie: I was hoping to kill all of her soldiers, but I'm happy with how it turned out. Next time, there will be no survivors!

What would you change?

Rose: Next time, I will definitely have Ankaur Maro start closer to the Reanimates. Rookie mistake. I started off fighting in close combat, which I think is influenced by the very first time I played Runewars, and I didn’t switch my tactics up until it was too late. Next time, I'd use ranged attacks much sooner.

Lizzie: I need to be more careful with how my units move. I sent in some of my guys too early, didn’t send some far enough, and just caused an awful traffic-jam. Also, I rarely used my upgrades, so I hope to use those more in the future.

Join The Fight

The battle went to the Uthuk, but the war has only just begun for our players. What tales will your own battles unfold? Over the coming weeks, we'll have several more matchups in the Runewars Versus series, chronicling the battles for the fate of Terrinoth as our players grow into seasoned commanders in the world of Runewars Miniatures Game!

To join the battle for Terrinoth, you can purchase Runewars Miniatures Game (RWM01) at your local retailer or the Fantasy Flight Game website here! Be sure to keep an eye on our webpage as our matchup series continues!

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TM & © 2016 Fantasy Flight Games.

Stomping into Battle

Published 16 February 2018 | Star Wars: Legion

Stomping into Battle

Preview the AT-RT Unit Expansion for Star Wars: Legion

“Prepare for ground assault.”
–General Rieekan, Star Wars: The Empire Strikes Back

The All Terrain Recon Transport, or AT-RT, was a common sight on the battlefields of the Clone Wars, piloted by Republic clone troopers and used in ground support, civil defense, and post-battle cleanup ops. By the time of the Galactic Civil War, the Empire has moved beyond the AT-RT—but the Rebel Alliance will take any advantage they can get, including salvaging and refitting these old walkers. Soon, you’ll be able to bring them to your own battles!

Within the AT-RT Unit Expansion for Star Wars™: Legion, you’ll find a finely sculpted, unpainted AT-RT. This easily assembled miniature offers a different sculpt from the AT-RT found in the Star Wars: Legion Core Set, along with three different weapons modifications that alter your AT-RT miniature to match the upgrades you’ve equipped. With unit cards and new upgrade cards to outfit your army, the AT-RT Unit Expansion has everything you need to expand your army.

The AT-RT Unit Expansion will be released on March 22nd, alongside seven other expansions and the Star Wars: Legion Core Set, so you can start building your armies from the very first day! You can pre-order your copies of the AT-RT Unit Expansion at your local retailer or online through our webstore today; then, read on for a preview of what you’ll find within!

Support the Advance

Although they’re commonly salvaged from abandoned Republic bases or bought on the black markets of the Outer Rim, the AT-RTs used by the Rebel Alliance have been fully repaired and newly customized. Though these walkers lack the awe-inspiring durability and firepower of the Galactic Empire’s AT-ST, they’re still dangerous—and at only fifty-five points, an AT-RT is a fraction of the cost of a massive AT-ST. What’s more, the AT-RT’s lighter build actually makes it significantly more mobile.

An AT-RT is no faster than an AT-ST: both have speed-two movement. When its path is blocked by walls or low buildings, however, the AT-RT has a distinct advantage. It bears both the Climbing Vehicle and Expert Climber keywords—which allow it to move vertically as easily as a trooper and easily clamber over obstacles in its path. An AT-RT also has the same heavy Armor as the AT-ST. Standard infantry weapons will have difficulty piercing this armor plating without the help of the Impact keyword.

For its own weapons, the AT-RT offers you a significant degree of choice. In melee, an AT-RT can stomp back and forth with deadly grappling claws, which can shred infantry troopers with ease. Alternatively, the Rebel piloting the AT-RT can take potshots with his A-300 Blaster Rifle, firing in any direction, no matter which way your AT-RT is facing. Still, the deadliest weapons for the AT-RT are equipped using its hardpoint upgrade slot.

Your AT-RT has a single slot for a hardpoint upgrade, but there are three different upgrade cards that you may choose to equip. (Each of these upgrade cards is matched by a different sculpted weapon that you can add onto your AT-RT miniature.) If you’re looking for a standard, generally useful weapon, you may look no further than the AT-RT Rotary Blaster. This weapon fires a devastating five black attack dice, capable of slicing through enemy troops at range. Alternatively, if you expect to face more armored vehicles, the AT-RT Laser Cannon may be more suitable. This laser cannon has longer range than the rotary blaster, and the Impact 3 keyword lets it smash through even heavy armor plating.

Finally, if you’re planning to use your AT-RT to mop up enemy infantry, you can’t do better than the AT-RT Flamethrower. This weapon ignores cover, and the Spray keyword lets you add the weapon’s dice to your attack pool once for each mini in the defending unit. In other words, when attacking an enemy unit with four Stormtroopers, you’ll roll eight black attack dice, giving you the firepower to wipe out entire units in a single attack!

The AT-RT uses its Flamethrower, rolling eight black dice to attack the Stormtroopers.

The AT-RT may have only one hardpoint upgrade, but it also has a comms upgrade to help you take advantage of Star Wars: Legion’s innovative command system. If your AT-RT is going to be ranging far from your commander, the Long-Range Comlink will let you issue orders to it from anywhere on the battlefield. Alternatively, you could choose to sabotage your opponent’s communications with the Comms Jammer. By equipping your AT-RT with a Comms Jammer and running it close to enemy units, you can prevent them from receiving orders, potentially leaving your rival’s plans in disarray!

With the chance to include up the three AT-RT units in your army, it’s plain to see that this fast, agile walker will be making an impact in many Rebel armies.

Mobilize Your Walkers

The breathtaking infantry battles of Star Wars: Legion will soon be arriving at your tabletop. Whether you’re fighting for the Galactic Empire or the Rebel Alliance, you’ll have access to powerful walkers. All you need to decide is how you’ll use these mechanized vehicles in your own army.

Pre-order your copies of the AT-RT Unit Expansion (SWL04) at your local retailer or online through our webstore today, and look for Star Wars: Legion to release on March 22nd!

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© & ™ Lucasfilm Ltd.

Enter the Hive

Published 15 February 2018 | Star Wars: Imperial Assault

Enter the Hive

The Mos Eisley Back Alleys Skirmish Map for Imperial Assault is Available Now

"Mos Eisley spaceport. You will never find a more wretched hive of scum and villainy."
–Obi-Wan Kenobi, Star Wars: A New Hope

Imperial Assault Skirmish Maps have seen you travel the Star Wars™ galaxy, from the palace of the vile Jabba the Hutt, to the forgotten junk piles of Coruscant, to Nelvaanian warzones. Now it’s time to take the fight to Tatooine’s most famous hive of scum and villainy.

Fantasy Flight Games is proud to present the Mos Eisley Back Alleys Skirmish Map for Imperial Assault, available now from from your local retailer!

A Wretched Hive

This natural rubber playmat provides an easy setup for your missions while also protecting your figures and tiles from unnecessary wear and tear.

Included with the playmat are the two mission cards corresponding to this skirmish map, introducing your objectives and inviting you to focus on the valuable crates that can be found in Mos Eisley. One scenario sees players vying for control of crates as more and more doors become unlocked. The second sees figures retrieving crates and delivering them to your private stash for points. In the Mos Eisley Back Alleys, making a profit is just as important as winning the battle.

A New Battle

Protect your figures with this slip-resistant map, and dive into the seedy underworld with the Mos Eisley Back Alleys Skirmish Map for Imperial Assault.

Dive into the shady streets of Tatooine and purchase the Mos Eisley Back Alleys Skirmish Map (SWI52) from your local retailer!

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© & ™ Lucasfilm Ltd.

A New Rival

Published 15 February 2018 | Star Wars: Destiny

A New Rival

The Rivals Draft Pack for Star Wars: Destiny is Available Now

"The Sith and the Jedi are similar in almost every way, including their quest for greater power."
   –Chancellor Palpatine, Star Wars: Revenge of the Sith

A new style of play has opened up for you to explore. The Rivals Draft Set for Star Wars™: Destiny is on sale now from your local retailer or online through our website!

Darth Maul and Boba Fett take on Rey and Qui-Gon Jinn on the frozen tundra of Hoth. General Grievous and Grand Moff Tarkin do battle with Finn and Wedge Antilles on the volcanic planet of Mustafar. Star Wars™: Destiny has always allowed you to play out what-if battles in the Star Wars galaxy. Now, prepare for a new way to play with the Rivals Draft Set!

Rivals introduces an entirely new way to play Star Wars: Destiny, using a Rivals Draft Set for any number of draft or sealed format games! Draft lets you compete against your friends to build the best deck from a shared pool of cards. Each player will have a single Rivals Draft Set, along with a pool of booster packs from any set (six per player).  Players select individual cards from booster packs to mix with their Rivals Draft Set to create a deck.

In the sealed format, on the other hand, players open all of their packs and their copy of the Rivals Draft Set at once and construct a deck from their unique pool of fifty cards. Sealed and draft play present a fresh new way to experience Star Wars: Destiny, and once you own a copy of the Rivals Draft Set, you will always be able to use it to participate in either of these unique formats. For an in-depth preview of how the draft format works, click here!

After deck construction, players will play a series of games, using their new decks to see how they stack up against each other. While the cards from your booster packs will make up much of your deck, the heart of the experience lies in the cards found in Rivals.

A Conflicted Warrior

Every card featured in Rivals is neutral, including the characters. Few exemplify this conflict between the light and the dark like Anakin Skywalker, Conflicted Apprentice  (Rivals, 1). Able to team up with either Heroes or Villains, he gains a unique ability based on which side he supports. This flexibility makes him a very versatile character, and his low-point cost allows him to team up with many different characters (with the exception of Darth Vader).

Blue also gets a new weapon in the form of the Crafted Lightsaber  (Rivals, 6). With melee damage and resource sides, the Crafted Lightsaber is a focused weapon that can directly further your game plan with its undeniable consistency. The fact that it can only be played on an exhausted character means you won’t be able to use it the first turn you play it, but the investment is sure to pay large dividends in later turns.

Fearless and Inventive

The Black Sun Operative Ketsu Onyo (Rivals, 3) is a dangerous and resourceful Mandalorian. A former ally of Sabine Wren, Onyo knows what it takes to survive. That’s why in Star Wars: Destiny, Ketsu is able to collect the weapons of your defeated allies. With mixed forms of damage, Ketsu can synergize well with any weapon, and with a low point cost, she can fit into a wide variety of teams. For twenty-eight points, you may team Ketsu with General Grievous, collecting weapons with Grievous before moving them to Ketsu Onyo when he is defeated. If you want to go down the Hero route, teaming Ketsu with Sabine Wren can help you transfer Sabine’s thermal weapons to Ketsu once she is defeated, letting you get even more value out of them.

In fact, you may turn to one of the weapons found in Rivals itself. This is the Verpine Sniper Rifle (Rivals, 10). Incredibly accurate and piercing, the Sniper’s special symbol lets you do two unblockable damage to a character, bypassing shields and hitting your opponents’ characters where they really hurt.

Friendly Support

Cyborg Aide  Lobot (Rivals, 2) assisted Lando Calrissian during his time as an administrator on Cloud City. In Star Wars: Destiny, he looks to provide this same support to the other members of his team, whether they are Heroes or Villains.

While you control the battlefield, Lobot gains the Guardian keyword, allowing him to defend whatever powerful character he is teamed up with. Furthermore, his special symbol can increase the value of one of their dice by two. By teaming Lobot with a character like Palpatine  (Legacies, 4), you can protect the Sith Lord while greatly increasing his threat.

Red characters also get a supportive event in the Rivals Draft Set that takes the form of a Targeting Computer  (Rivals, 7). With the ability to turn a support or upgrade die to any side, Targeting Computer can give your team the consistency they need to put out big damage. However, the card can also be used to sabotage rolls by your opponent, turning their support and upgrade dice to blanks and making them a non-factor. Whatever you choose to use the Targeting Computer for, it is sure to put you in an advantageous situation.


Whether you are looking to participate in draft or want a way to expand your constructed collection, the Rivals Draft Set gives you the tools you need to succeed. Will you use these tools to follow the path of a hero or fall to villainy?

Choose your path and pick up Star Wars: Destiny Rivals (SWD06) from your local retailer or our website, today!

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The Masters of Yunkai

Published 15 February 2018 | A Game of Thrones: The Card Game

The Masters of Yunkai

Favor of the Old Gods Is Now Available for A Game of Thrones: The Card Game

“The glass candle is meant to represent truth and learning, rare and beautiful and fragile things. It is made in the shape of a candle to remind us that a maester must cast light wherever he serves, and it is sharp to remind us that knowledge can be dangerous. Wise men may grow arrogant in their wisdom, but a maester must always remain humble.”
–Armen the Acolyte, A Feast for Crows

There are many sources of wisdom in A Song of Ice and Fire. Some, like the maesters, find wisdom crying out among the ancient books and scrolls of Oldtown. Others look to their gods for guidance, whether it’s the Drowned God of the Iron Isles, the old gods in the north, or the fiery faith of R’hllor. And some carry the weight of tradition, of history stretching back to Old Valyria, and use that tradition to claim wisdom. No matter what the source, you have the chance to prove your own cleverness and wisdom with new cards for A Game of Thrones: The Card Game—the Favor of the Old Gods Chapter Pack is now available at your local retailer and online through our webstore!

The Flight of Crows cycle takes players on a journey through the events of A Feast for Crows, adding new cards with the bestow keyword and new incentives for players to build decks using the Banner agendas to bring two factions together. A new agenda invites players to explore what they will do with knowledge of the future, while characters like Selyse Baratheon and Ser Balon Swann lend their own strength to their factions. No matter which part of Westeros or Essos you’ve sworn fealty to, you’ll find new cards to support your faction in Favor of the Old Gods!

Arrogant in Their Wisdom

As Daenerys Targaryen travels through the Ghiscari cities on the shores of Slaver’s Bay, she conquers three powerful cities—Astapor, Yunkai, and Meereen. In Yunkai, the rulers of the city are known as the Wise Masters, and though they may never be truly loyal to you, this Chapter Pack gives you a chance to bring them into your service.

Wise Master (Favor of the Old Gods, 73) offers an intriguing proposition for any deck that’s allied with House Targaryen. You can bestow up to three gold on the Wise Master, and as an Action, you can discard one gold to return an out-of-faction attachment or event from your discard pile to your hand. In many ways, Wise Master is a fitting title for this card—its effectiveness is only limited by the combinations you come up with.

Perhaps you’ll bring House Tyrell into your Targaryen deck, using Wise Master to recur cards like "Lord Renly's Ride" (Guarding the Realm, 24). Maybe you’ll forge an alliance with the Night’s Watch to defend the Wall, and return Craven (Called to Arms, 26) to your hand whenever it’s discarded. You may even use Banner of the Dragon (Core Set, 204B) to take Wise Master into another faction’s deck, recurring Targaryen cards like Bloody Arakh (The Archmaester’s Key, 15) or The Silver Steed (The King’s Peace, 54).

If the Wise Master encourages you to forge alliances with other factions, the city of Yunkai (Favor of the Old Gods, 74) brings a new twist to one of House Targaryen’s most iconic themes. Burning enemy characters by lowering their STR is a classic play for the Targaryens, and Yunkai lets you use that power in a new way. Rather than killing characters once their STR reaches zero, Yunkai gives you a tool to remove characters from a challenge.

Yunkai reads, “Bestow (4). Action: During a challenge in which you are the attacking player, kneel Yunkai and discard X gold from it to remove each character with STR X or lower from the challenge (X cannot be 0). Then, if you win the challenge, place 2 gold from the treasury on Yunkai.” Suddenly, cards like Daenerys Targaryen (Core Set, 160), Astapor (The Fall of Astapor, 54), and A Dragon Is No Slave (Guarding the Realm, 34) have a new way to rule the game. You no longer need to reduce a character’s STR to zero. If you can drop their STR low enough, you can simply remove these characters from the challenge, letting you force whatever challenge you like as the attacking player. Even better, Yunkai has a way to reload itself, so long as you win the challenge. Still, if your opponent finds a way to win the challenge and keep you from placing more gold on Yunkai, this location can become useless… so you’ll need to weigh your choices carefully!

Conquering Essos

The continent of Essos is yours for the taking—but the Iron Throne in King’s Landing is your true objective. With the new cards included in Favor of the Old Gods, you can take your forces across the Narrow Sea and launch your assault.

Pick up your copy of Favor of the Old Gods (GT26) at your local retailer or online through our webstore today!

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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.

Seal the Ultimate Gate

Published 15 February 2018 | Eldritch Horror

Seal the Ultimate Gate

Masks of Nyarlathotep Is Now Available for Eldritch Horror

“A sense of monstrous guilt was upon the land, and out of the abysses between the stars swept chill currents that made men shiver in dark and lonely places. There was a daemoniac alteration in the sequence of the seasons[...], and everyone felt that the world and perhaps the universe had passed from the control of known gods or forces to that of gods or forces which were unknown.”
H.P. Lovecraft, Nyarlathotep

There is very little light in the cavern, and you’re certain that he hasn’t noticed you following him. You shiver as the silhouette of Nyarlathotep himself stands before the round, dark pool of liquid not more than twenty feet from where you are hiding. For a moment, he looks like a normal man as he sets the tips of his fingers to the surface of the pool. A sour-smelling phosphor seeps out from his touch and spreads across the liquid. The sickly light deepens shadows and casts a lurid sheen into the dank corners of the cave. Voices echo on all sides as the water ripples and flexes, and you can see Nyarlathotep’s form shift and flow effortlessly from one grotesque visage to the next. Its head snaps, stretches, and gibbers at each shadow in its turn. You lose track of how long the barrage of uncanny sound continues, when suddenly, silence reigns. Acutely aware of your labored breathing, you try to calm your fraying nerves and remain hidden. “It won’t matter, you know,” says Nyarlathotep crisply, and your mouth goes dry. It's hard to tell in the darkness, but you're sure he’s looking directly at you. “You can struggle and rage against their arrival, but they will come. Your world is forfeit… but I will savor your pathetic efforts.” With that, you can just see the figure Nyarlathotep bend bonelessly and slip into the inky pool as you sprint towards the cavern’s exit.

When the Ancient Ones have occasionally turned their attention to our tiny corner of the universe, it has often been due to a small subset of wrongheaded worshippers calling out to the cosmos for power. Now, the stars have aligned to amplify this call in Masks of Nyarlathotep, the newest expansion for Eldritch Horror, now available at your local retailer or online through our webstore!

Chaos Sown and Reaped

After aeons of playing mankind like a mad puppeteer, Nyarlathotep’s plans are finally coming to fruition. The heavens will soon align to allow passage for all manner of horrific creatures to emerge into our world. The investigators will need to stop many different cults from gathering arcane artifacts and tearing open holes in space and time, granting access to long vanished Mystic Ruins. Nyarlathotep continues to draw strength as his followers unwittingly worship his many aspects, and each one will require the investigators to engage a series of dangerous Adventures.

As these horrifying creatures pour through the gates, new investigators like Sefina Rousseau and Father Mateo rise to meet the tide of oncoming monstrosities. As these fresh faces join the fold of those who stand against the darkness, investigators both old and new can develop new strengths with the Personal Stories included in Masks of Nyarlathotep. Personal Stories give investigators a chance to adapt to the threats they face or else become permanently hindered by the horrors they’ve endured. Paying close attention to each investigator’s Personal Story can grant you the advantages they offer in fighting back against the minions of the Ancient One.

The Gods Descend in Force

The investigators have defended our fragile world from terrible threats before, and each Ancient One nearly consumed the planet as a brave few stood against such immense power. As Messenger to the Outer Gods, Nyarlathotep knows that the time is ripe for all manner of otherworldly powers to focus on our humble world, and he has worked among us for centuries to prepare the way for his kin. Nyarlathotep’s many aspects gain followers around the world—are these cults feeding Nyarlathotep himself by unknowingly serving one of his many aspects, or do they strive to draw the attention of yet another otherworldly force? Either, or both, could be true.

In Masks of Nyarlathotep, a new campaign mode is introduced that pits the investigators against a multitude of titanic threats, one after another, as the cultists and Ancient Ones work to open the Ultimate Gate. In a campaign, players will take on six sequential Ancient Ones, and failing to seal away any one of the creatures means that the world is lost. Each upcoming Ancient One influences the battle against the current threat, increasing the intensity of the struggle against the encroaching darkness. Two Preludes are used to set up each game in a campaign. One Prelude represents the threat of the current Ancient One, while the second heralds the looming horror on the horizon that must be sealed away in the next game.

Two Prelude cards are active during a campaign game, raising the stakes for an added challenge.

As the investigators face this barrage of cataclysmic forces, they must conserve their energy if they hope to stop the opening of the Ultimate Gate. Many of the effects of the struggle against each Ancient One carries into the battles to come. Devastated cities and devoured investigators do not re-emerge if destroyed in a previous game of a campaign. Savvy investigators will know to seek out the Rewards from each investigator’s Personal Stories, and fight fiercely to keep the world intact for as long as they can.

The Ancient Ones are often appealed to as unknowable and godlike entities, spawned aeons ago and powerful beyond human measure. As always, the investigators will be hard-pressed to defeat even one of these beings, and Masks of Nyarlathotep brings new Unique Assets,  Spells, Items, and more to help battle these new and terrible threats. This expansion also includes two new Ancient Ones, five new Investigators, a new Mythos Deck, and new Other World and Encounter Cards.

Stop the Crawling Chaos

Nyarlathotep must be stopped. If the Crawling Chaos is able to guide his kin to our world from beyond the stars, then mankind is doomed.

Join the struggle to silence the Messenger of the Outer Gods and pick up Masks of Nyarlathotep (EH09) at your local retailer or our webstore today!

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The copyrightable portions of Eldritch Horror are © 2013 Fantasy Flight Publishing, Inc. Eldritch Horror and Fantasy Flight Supply are trademarks of Fantasy Flight Publishing, Inc. Arkham Horror is a registered trademark of Fantasy Flight Publishing, Inc.

Attack on Dol Guldur

Published 15 February 2018 | The Lord of the Rings LCG

Attack on Dol Guldur

The 2017 Fellowship Event Scenario Is Now Available

“In the midst upon a stony height stands Dol Guldur, where long the hidden Enemy had his dwelling. We fear that now it is inhabited again, and with power sevenfold. A black cloud lies often over it of late.”
–Haldir, The Fellowship of the Ring

Ever since Sauron established Dol Guldur as his stronghold after his return to Middle-earth, the haunted fortress has been a source of dark power and death. Its very presence poisoned the Greenwood, and as the War of the Ring raged on, the acolytes of the Dark Lord used the fortress as their base while they launched relentless assaults on the realm of the Elves. Now, the time has come for the reign of darkness to end.

Attack on Dol Guldur, the epic standalone scenario pack for The Lord of the Rings: The Card Game that was featured at Gen Con 50 and the 2017 Fellowship Event, is on sale now at your local retailer or online through our website here!

Break Their Defenses

Rally your heroes for a battle with the servants of Sauron in Attack on Dol Guldur! This standalone scenario for The Lord of the Rings: The Card Game transports you and your company of heroes to the dangerous Wilderlands, where you have the chance to align yourself with the great host of Lórien as they fight to free those held in the Necromancer’s dungeons and drive back the dark forces that seek to consume Middle-earth. Your quest begins in the Golden Wood, fighting back a long-prepared assault by the armies of Dol Guldur. But even if you succeed in defending the realm of the Elves, you know that it is only a matter of time before the dark forces strike again. In order to protect the fair woods and those who reside there, you must cross the mighty River Anduin and take the battle to the Hill of Dark Sorcery itself.

Launching a siege on the fortress will prove no simple task. Through Sauron moved his seat of power to Barad-dûr after the attack of the White Council, the fortress of Dol Guldur remains a stronghold of dark sorcery. The halls of the Necromancer are protected by a swarm of Orcs, Trolls, and other evil Creatures, all led by Sauron’s four Indestructible Lieutenants who you will encounter at various points throughout your quest. These enemies cannot be destroyed, even if they suffer damage equal to their hit points. The only way to defeat them is to tear down the fortress that provides them with this unnatural power.

Among these denizens of darkness, you will face a powerful enemy in the form of Chieftain Morlug (Attack on Dol Guldur, 12). As a Lieutenant of Sauron’s army, this Uruk commander never fights alone. When Chieftain Morlug attacks you, you must discard cards from the encounter deck until an enemy is called forth and, with the insatiable bloodlust that defines Sauron’s forces, they immediately engage you in battle.

Beyond the enemies who defend it, the fastness itself is a threat. Dol Guldur has its own attached treat dial that acts as a siege tracker throughout the battle, displaying the strength of Dol Guldur, which you must overcome before you can defeat Sauron’s Lieutenants. When Dol Gulur’s city strength falls to zero, each Lieutenant loses their Indestructible keyword.

Call in Reinforcements

Attack on Dol Guldur originally premiered at Gen Con 50 and was later featured as a favorite at the 2017 Fellowship Event. This scenario is designed to embrace Fellowships of every size, whether you wish to campaign with a small band of elite fighters or strike with the force of a great host. This scenario pack features two forms of gameplay with both Standard Game Mode and Epic Multiplayer Mode. Standard Game Mode supports one to four players and can be played with a single copy of Attack on Dol Guldur. Otherwise, with three copies of the scenario pack, you can support an incredible three to twelve player game and launch an assault on the fortress from multiple fronts.

As separate parts of a single siege, each team must face their challenges alone, as each stage acts as its own game. Card abilities on one stage cannot affect the battle unfolding at another stage, but those on separate stages may use the same unique cards if they so choose. Epic Multiplayer Mode divides your heroes into three teams playing different stages simultaneously, each facing their own set of challenges with a separate encounter deck as they work together to defeat the evil that awakens in the halls of the Necromancer once more.

You will need every ally you can gather if you wish to overcome the treachery of the dark fortress with its Power Sevenfold (Attack on Dol Guldur, 27). Even with its dread master absent, executing an attack on the Necromancer’s fortress is certain to fill the hearts of your outnumbered comrades with sense of dread, equipping this encounter card with the Doomed 1 keyword. When revealed, each player must choose to either search for a Dol Guldur location and add it to the staging area, or find an Orc enemy and immediately engage it in battle.

If, in the heat of battle, the last player at any stage is defeated, the siege fails and the entire group loses the game. If, however, at the end of the round Dol Guldur’s city strength is zero and there are no Lieutenants left to defend it, the fortress is captured and your heroes are victorious. While you may fight, defend, and quest separated from your allies, you are united by honor, by fellowship, and by the desire to bring Sauron’s reign to an end.

Restore Hope

Throw down the walls of Dol Guldur. Lay bare the pits, free the condemned souls within the dungeons, and break Sauron’s hold on Middle-earth!

Pick up Attack on Dol Guldur (uMEC74) at your local retailer today or on the Fantasy Flight Games website here!

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

See to It Personally

Published 14 February 2018 | Star Wars: Legion

See to It Personally

Demo Star Wars™: Legion at Select Retailers, Starting March 8th

"See to it personally, Commander. There’ll be no one to stop us this time."
     –Darth Vader, Star Wars: A New Hope

Are you excited for Star Wars™: Legion? Are you counting down the days until its release? Are you anxious to sample the gameplay or get a closer look at the minis?

If your answer to any or all of these questions is "yes," then you're in luck. Early demos of Star Wars: Legion will be available at participating retailers starting March 8th!

The heroic miniatures game of riveting infantry combat in the Star Wars galaxy, Star Wars: Legion is full of battle-ready troopers, blazing-fast speeder bikes, towering walkers, and iconic commanders. The game's rules are easy to learn, but they open the door to rich tactical and strategic possibilities. You'll command your troops, navigate the fog of war, and draw upon the power of the Force.

With its detailed miniatures and dramatic ground battles, Star Wars: Legion promises to be one of the year's biggest releases. Attend a demo and you'll see why. Check our list of participating retailers to see if there's one near you!

What Can You Expect?

If you find your way to a demo of Star Wars: Legion, you'll get a chance to look at the miniatures, hold them, and inspect their sculpts. You'll also get a good taste of the game. These demos teach you how units move and attack, although you won't necessarily dive into all the available actions. And you'll get a chance to sample the brutal back-and-forth energy of combat, whether or not you dig deeper into the tactical options provided by cover and suppressive fire.

Even if you just have five mintues for the basic demo, there's a lot to be said for getting your hands on the game's physical components and learning how quickly enemy forces can move into firing position. You don't need your Jedi or Sith commander to be fully decked out with an array of Force powers to get a sense for how devastating his lightsaber can be in the thick of a melee.

Still, while these demos are geared primarily toward offering players their first physical and visceral experience of the game's miniatures and pacing, you might yet find a chance to explore more of the game's possibilities. Each station will include a copy of the Learn to Play rulebook, and you might be able to play through the game's Learning Battle.

Those of you who will have already downloaded and read through the Learn to Play rulebook might even be able to talk to your retailer about scheduling an opportunity to play a full skirmish, using the forces available in the Core Set and gaining a richer appreciation of their strengths and weaknesses.

Reports from the Front Lines

With its iconic soldiers, Force-wielding commanders, heavy weaponry, and epic infantry combat, Star Wars: Legion promises to be one of the year's biggest games. And the demos at participating retailers are your chance to get your hands on Legion before it explodes onto the miniatures wargaming scene everywhere.

Whether you just get the basic five-minute overview, dive into a learning battle, or play through a whole Core Set skirmish, your demo will give you a chance to hold the miniatures, move your units, and sample the combat. Just be sure to check our list of participating retailers to find the demo nearest you, or talk to your favorite local game store about getting added to our growing list!

Then use the official hashtags—#StarWars #Legion—to share your thoughts, and let us know what you enjoyed.

Demos at select retailers begin on March 8th. Stay tuned!

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The Sword and the Spirits

Published 14 February 2018 | Legend of the Five Rings Fiction

The Sword and the Spirits

Announcing a New Novella for Legend of the Five Rings

Rokugan. A land where honor is stronger than steel. Here, the samurai of the seven Great Clans serve the Emperor as warriors, courtiers, priests, and monks. They live—and die—by the tenets of Bushidō.

Shiba Tsukune wasn’t supposed to become the Champion of the Phoenix Clan, but their ancient sword chose her. Trained as a samurai warrior, she was to be the bodyguard of Isawa Tadaka, a powerful shugenja—and the man she loved. Although her new duties have drawn them apart, she refuses to stand by and watch as Tadaka falls to the darkness within him.

Tsukune follows Tadaka north to Cliffside Shrine, home of the Kaito family, where he must investigate the mysterious death of a prominent priestess. All around them, the shrine shows signs of decay and desecration, and the wards that have bound an evil demon for centuries are fraying. What secrets are the Kaito family keeping? And can Tsukune save Tadaka from descending down a dark path before it’s too late?

Fantasy Flight Games is proud to announce The Sword and the Spirits by Robert Denton III, a new novella set in the world of Legend of the Five Rings and featuring two exclusive alternate art cards for Legend of the Five Rings: The Card Game. You can pre-order this novella from your local retailer or on our website today!

The Sword and the Spirits focuses on the Phoenix Clan’s investigation into a mysterious elemental disturbance and the secrets of a vassal family in the mountains. Sent to investigate a murder, Isawa Tadaka and Shiba Tsukune stumble upon an ancient conspiracy.

At over 100 pages, The Sword and the Spirits is the deepest dive into Legend of the Five Rings lore yet, and will be released alongside Disciples of the Void, the Phoenix Clan Pack for Legend of the Five Rings: The Card Game. In addition, you can learn more about the mysteries of the Phoenix and explore the land of Rokugan from the viewpoint of the most mystical Great Clan—not only with the novella, but with a full-color insert detailing the history of the Phoenix Clan, the Kaito family, and its darkest secrets.

Ancient Tradition

The Sword and the Spirits will also feature two alternate art cards for Legend of the Five Rings: The Card Game!

The first, Kaito Kosori,  is an alternate art version of a card debuting in Disciples of the Void, and marks the first time a character from the Kaito family makes an appearance in Legend of the Five Rings: The Card Game. Kaito Kosori honors her family’s tradition of skill with a bow while also exemplifying the Kaito family’s mystical elements. While you are participating in an air conflict with at least one character, Kaito Kosori can contribute her skill to the conflict from your home area—essentially giving you a free skill boost to tip a conflict in your favor. Furthermore, as a Shugenja, Kaito Kosori synergizes well with the multitude of Spells found in Disciples of the Void.

The Sword and the Spirits also features an extended art version of the iconic Ofushikai,  the sword that chose Shiba Tsukune as Phoenix Clan Champion. Ofushikai offers guidance to its wielder, which can only be one of your unique Phoenix characters, and it grants a powerful ability when it's wielded by a Champion. As an Action during a conflict in which its wielder is participating, you may move a participating character home and prevent them from attacking for the rest of the phase! Since Ofushikai contains the Ancestral keyword, it will be a constant presence on your battlefield, and it's an attachment that your opponent will always have to beware: for both its skill boost and its ability.

Ofushikai is not included in Disciples of the Void, and is instead a preview of things to come. Because of this, Ofushikai will not be legal for Legend of the Five Rings: The Card Game tournament play until it is officially released in an upcoming Dynasty Pack later this year.

Frozen Memories

What mysteries does the Kaito family hide? Can Isawa Tadaka solve the mystery of the priestess's death, and can Shiba Tsukune save Tadaka from his own darkness?

Find out in The Sword and the Spirits (L5N01), available for pre-order now from your local retailer or our website!

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Save the Dream

Published 13 February 2018 | X-Wing

Save the Dream

Announcing X-Wing Wave XIV

“Save the Rebellion! Save the dream!”
–Saw Gerrera, Rogue One

The Death Star is nearly complete—and it’s time for battle to be joined in the skies above Jedha, Scarif, and Eadu. Fantasy Flight Games is proud to announce the two expansion packs that make up Wave XIV for X-Wing!

  • Saw’s Renegades Expansion Pack
  • TIE Reaper Expansion Pack

With these two new expansion packs, you’re drawn directly into the breakneck starfighter conflicts of Rogue One and the beginning of the Galactic Civil War. You may fly with Saw and his partisans, willing to fight for freedom from the Empire at any cost. Or, you may join up with the Galactic Empire and ferry your elite troops into combat in a TIE reaper. No matter which side you support, the starships and upgrades of X-Wing Wave XIV take you into frantic battles for the survival of the Rebellion and the destruction of the Empire’s ultimate weapon.

You can pre-order your own copies of the Saw’s Renegades Expansion Pack and the TIE Reaper Expansion Pack at your local retailer or online through our website today! Then, read on for more information.

Saw’s Renegades Expansion Pack

Take the skies with Saw Gerrera and his renegades with the Saw’s Renegades Expansion Pack! Rather than introducing completely new ships to the game, this expansion follows in the vein of the Rebel Aces Expansion Pack and the Heroes of the Resistance Expansion Pack by introducing new versions of existing ships already in the service of the Rebel Alliance. In this case, you’ll find two new ship miniatures—a U-wing and a T-65 X-wing, both pre-painted in the stunning black-and-white paint scheme of Saw Gerrera’s freedom fighters.

Though the ships may be functionally the same as the ones included in previous expansions, the Saw’s Renegades Expansion Pack offers an assortment of ship cards featuring pilots from Saw’s motley band of warriors—or even Saw Gerrera himself, flying his powerful U-wing into your battles. Along with new ship cards for both the T-65 X-wing and the U-wing, you’ll find an arsenal of fifteen new upgrade cards, equipping your squadrons with any number of unusual tactics or system upgrades.

For example, you may load one of your U-wings with the new Targeting Scrambler included in this expansion pack. In order to devote your pilot to using the Targeting Scrambler, you’ll need to give up the chance to fire this round, taking a weapons disabled token for your own ship. In exchange, however, you can choose any ship at Range 1-3 and give it the Scrambled condition. Then, when the ship that’s been Scrambled would attack your ship at Range 1, it loses any ability to modify its attack dice! If you’re using your U-wing or another ship to coordinate the battle, you may want to keep it alive for as long as possible. Scrambling the targeting systems of incoming attackers is just one way to keep your starships around for a few more turns.

With these ten ship cards and fifteen upgrade cards, plus the maneuver dials, tokens, and rules included in this expansion pack, the Saw’s Renegades Expansion Pack gives you everything that you need to take the fight to the Empire!

TIE Reaper Expansion Pack

Engineered as a high-performance troop transport for in-atmosphere missions, the TIE reaper also made its debut in Rogue One. Equipped with advanced ailerons for precise atmospheric maneuvering, thick armor plating, powerful laser cannons, and the capacity to carry elite infantry, this menacing vessel struck fear into Rebel forces across the galaxy.

Any TIE reaper that you choose to fly in your squadron packs a potent strike, rolling three attack dice as its primary weapon attack. A TIE reaper is not especially agile, leaving it with only a single defense die, but with six hull and two shields, these starships are durable enough to stick around on the battlefield. In fact, TIE reapers bring something quite special to your Imperial X-Wing squadrons. This ship bears the unusual jam action that lets you jam nearby ships and prevent them from using a focus, evade, or target lock—opening a wealth of tactical opportunities when you’re building your squad or flying into battle.

Due to its primary nature as a troop carrier, it makes perfect sense that the TIE reaper has two crew upgrades as its upgrade slots. You may choose to fly  Emperor Palpatine himself into combat in a TIE reaper, or you may use it as it was first deployed in Rogue One: to carry Director Krennic’s Death Troopers into combat. Death Troopers take up both of the TIE reaper’s crew upgrades, but they give you an undeniable reward for coming into close combat. The Death Troopers card reads, “After another friendly ship at Range 1 becomes the defender, if you are inside the attacker’s firing arc at Range 1-3, the attacker receives 1 stress token.” By dumping more stress onto your opponent’s ships, you’re limiting their options and giving yourself a better chance of coming out victorious.

In the TIE Reaper Expansion Pack, you’ll find the pre-painted TIE reaper miniature, four different ship cards, eleven upgrade cards, a maneuver dial, and all the other tokens that you need to bring the Empire’s deadliest troopers into the heat of battle.

I Will Not Fail

From the low-flying infiltration of the Imperial base on Eadu, to the frantic starfighter battles in the skies above Scarif, X-Wing Wave XIV takes you into some of the most desperate and dangerous action of Rogue One. Choose your side, get your pilots to their ships, and take to the skies!

You can pre-order the Saw’s Renegades Expansion Pack (SWX74) and the TIE Reaper Expansion Pack (SWX75) at your local retailer or online through our website today!

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Knights of Fate

Published 12 February 2018 | Star Wars: Force and Destiny

Knights of Fate

Announcing the Warrior Sourcebook for Force and Destiny

From the earliest days of its inception, the Jedi Order has defended even the farthest reaches of the galaxy from chaos and darkness. Often equipped with little more than their legendary lightsabers and a lifetime of training, Jedi Knights defended the weak and vulnerable by the strength of their arms when the avenues of wise guidance and diplomacy fell short. For thousands of years, these champions of the light struggled tirelessly for justice and peace.

Fantasy Flight Games is proud to announce Knights of Fate, a new sourcebook for Force and Destiny, focusing on the Warrior career and providing new specialization trees, species, gear, and narrative components to bolster the masters of battle in your campaigns.

You can pre-order Knights of Fate at your local retailer or online through our website, then read on for more information!

Whispers of War

The galaxy is in turmoil. The strength and enlightenment of the Jedi has been replaced by the cold steel of the Empire. The purge of the Jedi extinguished a beacon that had illuminated society for thousands of years, fostering peace, exploration, and growth. However, in this difficult age, the path to true peace is beset by lies, paranoia, and isolation. These are not foes that Warriors are often prepared to face.

At least not alone.

A Warrior’s role in their party is not merely a vehicle for violence. Warriors are a safeguard against the countless dangerous environments of the galaxy that require a guiding light. An ancient Sith temple may hold vast repositories of forgotten knowledge, but a Mystic could not hope to overcome the prowling, corrupted beasts that have claimed the vacant structure. A Sentinel may successfully identify and track down a violent street gang harassing innocent civilians, but they may be ill-equipped to handle the gang’s collection of heavily armed sentry droids. A Guardian might establish contact with the leader of a Rebel cell and decide that speed is more important than discretion in their mission to evacuate with a defecting Imperial governor. Scenes and encounters such as these highlight the Warrior’s prowess while tying the struggle to non-combat story threads.

In Force and Destiny, Warriors must frequently confront the inherent moral conflict of violence. To them, peace is not merely the absence of strife but the presence of justice and order. But the power that manifests itself so plainly in the Warrior is also their greatest danger. The Warrior must be ever-vigilant to protect their thoughts and intentions from the deception of the dark side. The fear and anger that can go hand-in-hand with battle may be a deadlier foe than any weapon forged by hand.

Why We Fight

Knights of Fate lends new meaning to your Warriors’ battles by introducing a new list of character Motivations. These Motivations, while certainly valid for any character, exemplify the active, goal-oriented nature of Warriors. Listed as Challenges, these Motivations can be better recognized as goals.

The Liberation motivation, for example, might put your character directly at odds with the Empire, a Hutt crime syndicate, or other oppressive organizations such as slave traders. Acceptance can be hard to find in a galaxy hostile to Force users, and a character with this Motivation may see carving out their personal space as an analog for diminishing distrust in the population at large. Those who wish to attain the heights of the fabled fighters of the past exemplify the Recognition Motivation.

Advanced Training

Wielding both deadly weaponry and the Force is a responsibility that should not be taken lightly. The temptations of the dark side have swayed even the most stubborn minds and the galaxy still suffers for it. Knights of Fate includes an arsenal of new equipment, droids, and vehicles perfectly suited for Warriors, as well as new options for campaign rewards such as titles and allies. Three brand new species enter the game, along with new specializations for Warriors—including one focused on Mace Windu’s contentious Vaapad lightsaber fighting style!

Join us soon for more previews of what Knights of Fate will bring to bear on your games of Force and Destiny!

Look for Knights of Fate (SWF46) in the second quarter of 2018 and pre-order your copy at your local retailer or online through our website today!

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Commander's Orders

Published 9 February 2018 | Star Wars: Legion

Commander's Orders

Preview the Command Cards of Star Wars: Legion

“Fire at will, Commander.”
–The Emperor, Star Wars: Return of the Jedi

Two iconic characters like Luke Skywalker and Darth Vader are born commanders—forged by fate, nature, and experience to lead others into battle or on difficult missions. Yet while both may fill a similar role on the battlefield, they could scarcely be more different. Luke, a selfless hero of the Rebellion, calls upon his Jedi training and knowledge of the living Force to illuminate a path forward. Darth Vader, on the other hand, is consumed by the dark side and its teachings of anger, hatred, fear, and ruthless independence. Both Luke Skywalker and Darth Vader are commanders of your armies in Star Wars™: Legion, and each has a unique approach that only they can bring to the table.

Over the last few weeks, we’ve taken a closer look at the armies of the Galactic Empire and the Rebel Alliance in the Star Wars: Legion Core Set. Before that, we looked at the game’s challenging, innovative command system built on command cards and issuing orders a select few of your units. Today, we bring those two aspects of gameplay together for a closer look at Darth Vader and Luke Skywalker’s unique command cards in Star Wars: Legion!

The Star Wars: Legion Core Set comes out on March 22nd, along with eight supplemental expansions! You can pre-order your copies at your local retailer or online through our website today; then, read on for more information.

Baseline for Command

In Star Wars: Legion, each player will have a hand of seven carefully chosen command cards. These command cards must be selected before the game begins, as part of building your army. (We’ll take a closer look at army building in a future preview of Star Wars: Legion!) At the beginning of the round, you’ll secretly choose one of your command cards and reveal it at the same time as your opponent. These command cards determine which player has priority for the round and how many orders you can issue to your units—for a much more detailed overview of the command system, you can read our preview here!   

Four of the command cards included in the Core Set are neutral, and can be used by any army, regardless of faction. These cards are: Ambush, Push, Assault, and Standing Orders. Each of these neutral command cards is quite straightforward. A faster card, like Ambush, gives you a better chance of winning priority, but only allows you to order a single unit. On the other hand, a card like Assault is slower, but lets you issue orders to three units! The exception is Standing Orders. This command card is slowest of all and only orders one unit… but you can return it to your hand at the end of the Command Phase. All other command cards can only be used a single time during the game. If you don’t want to potentially waste one of your command cards by playing it too early, Standing Orders can let you keep all of your command cards and bide your time.

The neutral command cards can make a useful foundation for your army’s command structure—but the more critical and impactful command cards come from your commanders. Every commander in Star Wars: Legion has three personal command cards that come with him. So long as that commander is included in your army, you have the option to use his command cards: just one more way to bring the spirit of your commander into your games.

Power of the Dark Side

Darth Vader’s power as a warrior cannot be overstated. Between his mastery of the dark side and his skills with a lightsaber, Darth Vader is capable of cutting through dozens of Rebels with uncanny ease—as we’ve already seen in the final scenes of Rogue One. Still, Darth Vader is also a potent commander, using tactics honed during the chaos of the Clone Wars, and those strategies are reflected in Darth Vader’s three personal command cards.

Perhaps Darth Vader’s greatest weakness in your games of Star Wars: Legion is his low speed, which can make it difficult for him to come into range to use his lightsaber to devastating effect. Darth Vader’s fastest command card, Implacable, offers you a way to counter this. When playing Implacable, you have a very good chance of going first, letting you rush forward with Darth Vader and charge into the fray. In fact, to your opponent, it might seem like Darth Vader is unstoppable—at the end of his activation, Darth Vader can suffer a wound to shuffle his order token into the order pool, gaining a second activation when you draw his order token. Though he can only take one action on his second activation, that’s more than enough for Darth Vader to move and attack with his Relentless ability.

While Implacable brings the spotlight of the battle onto Darth Vader, you can focus on the rest of your army with New Ways to Motivate Them. After all, Darth Vader is perfectly willing to make an example of a few troopers in order to inspire greater results from the rest of his army. New Ways to Motivate Them lets you issue orders to two trooper units, and whenever one of those units would activate, it may suffer a wound to perform one free action! Losing a figure from your unit is never easy, but if it means your units can move, aim, and fire in a single activation, the impact could be more than worth it.

Finally, you can bring the true power of the dark side to bear against your opponent with Master of Evil. While this is Darth Vader’s slowest command card, it gives you the most orders: issuing orders to Darth Vader and two other units. Master of Evil instantly grants Darth Vader a dodge token, keeping him ready to Deflect any incoming laser bolts. In fact, the sight of Darth Vader can be so daunting that your enemies may turn and flee as soon as he comes near. Master of Evil also forces each enemy trooper unit within Range 1-2 of Darth Vader to take three suppression tokens when he activates. As we saw in our combat preview, suppression tokens can force enemy units to cower in fear and lose actions—or even break and flee for the edge of the battlefield.

Both Luke Skywalker and the Rebel Troopers unit will take three suppression tokens when Darth Vader activates because of Master of Evil.

Return of the Jedi

Like Darth Vader, Luke Skywalker comes with his own complement of three command cards, beginning with Son of Skywalker. If you need to send Luke Skywalker leaping into combat to cut down an AT-ST or a squad of Stormtroopers before they can activate, Son of Skywalker is the perfect command card. It gives you a great chance at winning priority, and after Luke Skywalker performs his first attack, he can immediately perform an additional attack. Of course, the downside of this card (as with Implacable) is that you can only issue an order to your commander, leaving the rest of your army without orders at the beginning of the round. Still, the amount of damage that you can pump out with two attacks from Luke Skywalker at the top of the round can certainly outweigh the lack of direction for the rest of your army.

You may use the power of the Force to protect the other units in your army with Luke Skywalker’s second command card, My Ally Is the Force. This command card can issue orders to any two trooper units, and when those orders are issued, your units also gain a dodge token. Dodge tokens make your units more difficult to hit, and the Rebel Troopers' Nimble ability makes them a natural target for My Ally Is the Force.

Luke grants dodge tokens to two units of Rebel Troopers with My Ally Is the Force.

Luke Skywalker’s final command card is Return of the Jedi, and in many ways, this card is a reflection of Darth Vader’s Master of Evil card. Return of the Jedi is also a slower command card that lets you issue orders to Luke Skywalker and two other units. It immediately grants Luke Skywalker a dodge token, activating the Deflect ability that he shares with Darth Vader. The difference is that whereas Darth Vader inflicts fear by dumping suppression tokens on enemy units, Luke Skywalker’s heroic presence lets you inspire your own troops. Whenever Luke Skywalker activates with Return of the Jedi, your nearby troopers can remove a suppression token, keeping morale high and your soldiers ready for action.

Pick Your Strategy

You may swear your allegiance to the Galactic Empire and smash freedom wherever you find it. Or, you may take up arms with Luke Skywalker and Rebel Alliance, fighting to kindle the flame of hope once more. No matter which side you choose, your commands are integral to claiming victory in your games of Star Wars: Legion.

Look for the Star Wars: Legion Core Set to release alongside eight expansions on March 22nd! You can pre-order your copies at your local retailer or online through our webstore today.

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The King in the North

Published 9 February 2018 | A Game of Thrones: The Card Game

The King in the North

A Champion Card Preview for A Game of Thrones: The Card Game

“There sits the only king I mean to bow my knee to, m'lords,” he thundered. “The King in the North!”
–George R.R. Martin, A Game of Thrones

Across the many cards of A Game of Thrones: The Card Game, you’ll find dozens of traits on your characters, locations, attachments, events, plots, and agendas. King is just one of those many traits, but a new champion-designed card coming in Favor of the Old Gods will lend that trait the weight and majesty that it so richly deserves. (You can pre-order your own copy of Favor of the Old Gods at your local retailer or online through our website today.)

Today, we invite 2015 Joust World Champion Jakob Hultman to the stage, where he’ll share a few of his thoughts on designing his champion card for A Game of Thrones: The Card Game.

Jakob Hultman on His Champion Card for A Game of Thrones: The Card Game

Before I started playing the first edition of A Game of Thrones: The Card Game, I had never played in a card game tournament. In fact, I’d never played any game competitively. But something stirred in me from the moment my brother Samuel gave me my first Core Set. It evolved into a bloodthirst to experience the thrill of winning tournaments in a game (and a world) where failure is not an option.

From winning the first Regional Championship in Sweden in 2013 to taking the Melee title in Stahleck in 2015, I experienced the rise and fall of powerful agendas, unbelievable combos, and a restricted list that grew longer than the greatest of beards. All leading up to the ultimate year in the first edition of A Game of Thrones: The Card Game—the last one.

Alongside my travel companion Andreas, I decided to make the most of that last year and give the game the send-off it deserved. We traveled to Spain, England, Denmark, Germany, and last but not least, the United States and the World Championship Weekend to compete in the only game that matters. (I have probably traveled more with Andreas than I have with my wife, yikes!) Throughout the intense, Olympic-like preparation window before Worlds, I had approached the testing sessions with a firm mindset on what I would play. My deck was Stark No Agenda, a deck that heavily consisted of tutoring effects with a lot of one-off characters and events, giving me every opportunity to find what I needed in dire situations. When it comes to deckbuilding I have always been drawn to finding ways to use player skill and tough, well-timed choices over having a rigid game plan.

But no matter how much I tweaked the deck, it persistently lost to a deck I couldn't get my head around: Greyjoy Dark Wings, Dark Words, built by my friend Björn. It turns out that if you give Greyjoy a consistent draw engine, you can build a deck with cards like Plunder or Euron's Enforcers… cards that people point at and say, “That's a bad card,” or “Where did you find that binder-fodder?” With the consistent draw of Dark Wings, Dark Words, not only did those cards work wonders, they could catch the best players so off-guard that they could single-handedly turn games in your favor. I quickly changed sides and started tweaking the Greyjoy deck to a semi-control / rush-on-demand deck until I felt it could win against anything—hard to beat that feeling!

Things went pretty well and I ended up winning the Joust tournament, which not only brought honor and glory, but the privilege to work alongside Danny Schaefer to design a card for the game. This time I wanted to honor one of the best effects in the first edition of the game—a plot card called Burning Bridges. The reasoning behind this was partly that I've always enjoyed semi-control effects in all kinds of decks. Having temporary spot control or a way to lock down a player’s options has always been my cup of tea, even if I'm running a rush or aggressive deck.

I was also drawn to this design because the best mind games in a Joust match come when choosing plots, so a plot card was an easy choice this time. The Nedly part of the effect was rewarding players that play and control Kings. The power and authority of having a King in play, or the punishment and stultification for lacking one, would be vital for the round in which my plot is in play. Thus, The King in the North (Favor of the Old Gods, 80) came to be.

In a way, The King in the North can shape and reshape how metas evolve and turn to different factions and archetypes of decks.

  • Whenever Night's Watch or Martell become prevalent in the meta game (two factions that lack in-faction Kings), just turn to The King in the North and say, “Let's slow down here, shall we?”
  • Getting tired of bellicose Greyjoy players getting trigger-happy and playing Valar Morghulis (There Is My Claim, 80) when they've filled up their location base with Iron Mines (Calm Over Westeros, 92)? Call upon The King in the North. Hard to get your men down to those mines without a King!
  • Is your opponent trying to deny your triggers with Winterfell (Wolves of the North, 17)? You can’t say no if you don't have a King.
  • Is your opponent trying to make a timely save with the otherwise-so-lovely Beric Dondarrion (The Brotherhood Without Banners, 117)? Show them what The King in the North has to say about that.

Shutting down all triggered abilities can be good enough in many circumstances, but when you have a King and your opponent doesn’t, you can choke them out and keep them from playing the game they had planned. Meanwhile, you can trigger as many of your own effects as you want. Fair, isn't it?

The possibilities are close to endless and I'm eager to finally have a go-to option in my plot deck to solve difficult situations and possibly even turn games around by following my King into battle. I hope you’re excited for this card too!

Jakob Hultman is a founding member of the Swedish meta, holding a World Championship title in Joust and a European Championship title in Melee. He wears a beard at all times and is pretty bad at describing himself in general.

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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.

Nephren-Ka Is Born Anew!

Published 8 February 2018 | Elder Sign

Nephren-Ka Is Born Anew!

Omens of the Pharaoh Is Now Available for Elder Sign

“A fiendish and ululant corpse-gurgle or death-rattle now split the very atmosphere—the charnel atmosphere poisonous with naphtha and bitumen blasts—in one concerted chorus from the ghoulish legion of hybrid blasphemies. My eyes, perversely shaken open, gazed for an instant upon a sight which no human creature could even imagine without panic, fear, and physical exhaustion.”
   –H.P. Lovecraft, Under the Pyramids

You’ve heard that the desert’s heat can play some terrible tricks on the mind. You desperately hope that the scene in front of you is one of those tricks, an illusion you can simply deny and forget. The air swims and shimmers all about the edges of your vision, as the sands before you bulge with the subterranean passage of innumerable slithering abominations. Spindly horrors with dozens of chirping, chittering mouths skitter between the yawning crypts that line your path on either side.

The entrance to the Lightless Pyramid is swarming with the awful minions of Nephren-Ka, but thankfully their attention is elsewhere. A booming howl, equal parts triumph and pain, abruptly bursts from every gaping passageway that leads deep within the ruins, and the gathered throng of monstrosities rushes underground. They vanish beneath the sand, and, in the strained and uncomfortable silence that follows, you almost convince yourself that it had been a trick of the heat. Almost, but not quite. You brace yourself for the descent even though you fear that you are too late, and Nephren-Ka has truly returned to Egypt...

The time has come to set out into the land of Egypt and attempt to stop the rise of the dreaded Nephren-Ka, the Dark Pharaoh from an age long since passed from the memory and recorded history of mankind. Omens of the Pharaoh, an expansion for the cooperative dice game Elder Sign, is now available at your local retailer or online through our webstore!

The Forgotten Seal Weakens

Banished from our world in ages past, an ill-fated expedition has accidentally begun to weaken the forces that once sealed away the otherworldly and brutal Dark Pharaoh. Based on the Dark Pharaoh expansion for the Elder Sign: Omens app, the investigators must find a way to stop the return of the horrifically cruel Nephren-Ka. Centuries ago, the people who suffered under this monstrous despot have wiped nearly all knowledge of his reign from the annals of human history, and now Nephren-Ka seeks to once more inflict his foul and unnatural tortures upon the land of Egypt and beyond.

Nephren-Ka strains against the bonds that once sealed him away, and the pressure of his presence is a palpable force on the investigators. As the Doom Track fills, Dark Pharaoh special adventures must be completed to keep the Ancient One at bay. The investigators will need to work quickly and carefully to gather the supplies they need from the streets of Cairo. Once they’re well-armed and prepared, the investigators will want to seek out the powerful Elder Signs locked away in Hidden Chambers deep within the bowels of the ruins surrounding Dashur. The investigators will need to risk their sanity and delve deep into Dashur in order to gain the means to stop Nephren-Ka, but they must balance that with the need to retreat to Cairo when the ruins prove to be too taxing on both body and soul. Traveling between these two locales will be crucial to the fight against the Dark Pharaoh’s return.

Ancient Power Buried in Ruins

While the expedition into the ruins may have caused the Ancient One to stir after centuries of sleep, there is still much to be gained by examining the clues buried within the archaeological site. The Expedition scenario card allows investigators to gain advantages by placing tokens won from their encounters. Researching the Dark Pharaoh through these ancient clues will perhaps uncover more about the source of his foul and unnatural power.

The original site of the dig isn’t the only place where the investigators can look for help. Powerful Relics can be found in the bustling streets of Cairo and the ruins beneath Dashur. These artifacts can increase the investigators’ chances when facing the creatures that have managed to slither into the streets and sands of Egypt. Relics can commonly be used to refresh your pool of available dice when attempting to complete a task or destroy a monster, and some of these mysterious items can be paired to unlock an even greater advantage in the fight against Nephren-Ka.

If you've already explored the dusty streets of Cairo and the foreboding ruins of Dashur, you can bring the power of Relics and the presence of Dark Pharaoh to your other Elder Sign adventures by using the Exhibit side of the Expedition scenario card when the investigators have returned to the streets of Arkham. The Omens of the Pharaoh expansion also features its own new Mythos deck, six new investigators, four new Ally cards, and three new Ancient Ones.

The Dark Pharaoh Rises

The people of Cairo speak in hushed and hurried whispers, the land surrounding the necropolis of Dashur feels ripe with foul eldritch energies, and the investigators must once more stop the looming threat of a horror thought long-dead! Are you up to the challenge of facing this ancient evil?

Pick up Omens of the Pharaoh (SL20) at your local retailer or from our webstore today, and see if you can stop the rise of Nephren-Ka!

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The copyrightable portions of Elder Sign are © 2011-2013 Fantasy Flight Publishing, Inc. Elder Sign, Arkham Horror and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc.

Our Roads Go Together

Published 8 February 2018 | The Lord of the Rings LCG

Our Roads Go Together

The Crossings of Poros Is Now Available

"I will stop it!'" he boomed. "And you shall come with me. You may be able to help me. You will be helping your own friends that way, too [...] Our roads go together."
   –Treebeard, The Two Towers

Safety is almost within reach. You are weary and hunted, your journey through Harad has been long and difficult, but the end is nearly in sight. You have not come this far only to fail now. The Crossings of Poros, the sixth and final Adventure Pack in the Haradrim cycle for The Lord of the Rings: The Card Game, is on sale now at your local retailer or online through our website here!

Throughout this cycle, which first began in The Sands of Harad, you have survived a tragic shipwreck and journeyed through the southernmost regions of Middle-earth, confronting sandstorms, Southrons, and the forces of Mordor itself, all with the hope of one day seeing your home once more. Continuing the theme of unlikely friendships that runs throughout the Haradrim cycle, this Adventure Pack offers you sixty cards (three copies of twenty distinct cards), including a new hero and an unlikely ally, to expand your adventures in Middle-earth as you seek to return your rescued allies to the safety of Gondor. Filled with Orcs, Traps, and enemies from Harad, this pack brings the Haradrim cycle to its thrilling conclusion.

The Road to Gondor

The Crossings of Poros continues your journey through the dangerous Southern reaches of Middle-earth following your daring rescue of the prisoners trapped in the dungeons of Mordor and subsequent escape. You have risked your life to protect the remnants of a Haradrim tribe and now you find yourself on the run from the agents of Sauron as you seek the safety of Gondor. But your journey is far from over...

The Crossings of Poros begins in the midst of your Flight to Gondor (The Crossings of Poros, 157). You have escaped the dungeons of Cirith Gurat with the rescued members of your Haradrim ally’s tribe, but you still have a long way to travel. The Orcs will soon begin searching for their missing prisoners, if they have not started already, and now those who you fought to save are slowing you down. Will you take to the desert where the way is clear, but you are exposed to the searching eyes of your enemies? Or will you head to the Mountains of Shadow which offer cover, but the treacherous terrain will prove slow going for your weakened allies?

Hold Back the Storm

In our last article, we examined the dangers that await you in your final crossing from Harad to Gondor. But the question remains as to who will lead you through what may prove the most perilous part of your quest. Indeed, to make this dangerous crossing, you will need to call upon heroes and allies who possess the bravery to defy the reach of Mordor and protect the people in your care. Embracing the theme of unlikely friendships, The Crossings of Poros introduces players to a new Ent hero and a Hobbit ally. The noble Ent  Quickbeam (The Crossings of Poros, 135) has a reputation as the hastiest of all the Ents. Once, he answered another Ent’s question before he had even finished it. Now, you may add this hero to your fellowship as you struggle to return to refuge in Gondor. Quickbeam is not one to stand idle in times of conflict, even if his will to fight puts him at risk. As an action, you may deal two damage to Quickbeam to ready him.

Quickbeam’s willingness to fight may be considered brave by some, but rash by others. As he only possesses five hit points, using his ability would cut his health nearly in half. Still, some of the negative aspects of this ability can be countered by looking to past experience for the answer. Quickbeam can fortify himself by drinking an Ent Draught (The Treason of Saruman, 9) to increase his hit points by two. Quickbeam's haste may put him in harm's way, but in your most desperate hour, you will have no time to delay.

Up Sprout a Little Folk

Far from the forests of Fangorn, Quickbeam would quickly lose heart if forced to journey this desolate province alone. Luckily, the Ent may find an ally and friend in the Hobbit Halfast Gamgee (The Crossings of Poros, 136), one of the Shire’s finest hunters and cousin to the famous Sam Gamgee (The Black Riders, 2). Though this is Halfast’s first appearance in The Lord of the Rings: The Card Game, this may not be the first time that Halfast and Quickbeam have encountered one another. The young Hobbit claimed that once, as he was hunting in the Northfarthing, he witnessed a large tree-like thing walking. Few believed his story, saying that he often saw things that were not there, but Halfast’s belief in a world beyond his own may be what saves him in this journey so far beyond the safety of the Shire.

Unlike many Hobbits of the Shire, Halfast is a naturally curious wanderer. He finds interest in any corner of the world. While the Hobbit may become easily distracted, this can work in your favor when you bring Halfast into play. The cost to play this ally is reduced by one for each side quest in the victory display. Then, after Halfast Gamgee enters play, you may add one resource to a hero’s resource pool as Halfast contributes anything he has found in his wanderings for the good of the fellowship. With these two loyal companions in your band of heroes, there is no force in Mordor that can stop you from returning to the hearth that calls to your heart.

Homeward Bound

The Haradrim cycle is drawing to a close, but your final trial may prove to be your greatest. Unite your heroes and allies to protect your freed friends, lead the Haradrim to the sanctuary of Gondor, and find your way home again.

Pick up The Crossings of Poros (MEC61) at your local retailer today or on the Fantasy Flight Games website here!

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

The Battles to Come

Published 7 February 2018 | Star Wars: Legion

The Battles to Come

The Shape of Star Wars™: Legion Organized Play

"All troops will debark for ground assault."
     –General Veers, Star Wars: The Empire Strikes Back

The troopers feel it before they hear it—a deep rumble in the ground. Then, the sound of heavy mechanical footsteps. The forest is too dense and the night is too dark to see the walker, but there's no mistaking its approach. Quickly, the troopers don their helmets and give their rifles one last check. They take their positions in the trenches, knowing conflict is imminent…

Star Wars™: Legion is nearly here!

The Core Set and the initial offering of eight expansions are due to arrive at retailers on March 22nd. That means you'll soon be able to get your hands on the game's detailed miniatures and dive into its heated infantry battles. You'll build your trooper squads, paint Darth Vader, rally the Rebels behind Luke Skywalker, and send your speeder bikes to flank the enemy.

On battlefield after battlefield, you'll fight to tilt the Galactic Civil War in your favor. And to help you find those battlefields, we offer Star Wars: Legion Organized Play!

Countless Battlefields. Countless Potential.

The Organized Play program for Star Wars: Legion adds to your enjoyment of the game by helping you find other players and new places to play.

You can meet with friends for group painting sessions, experiment with new armies, enjoy campaign play, rally your Rebel friends against a team of Imperials, and band together with your fellow Imperials to crush the Rebellion. You can take a shot at exclusive rewards while quenching your thirst for competition. You can even join other players in your area for the game's Launch Weekend and enjoy a variety of fun activities, help establish your store as a Rebel Base or an Imperial Outpost, and walk away with some early prizes!

The Organized Play program for Star Wars: Legion is robust—designed to enhance your game experience, whether you're primarily a casual player, a hobbyist, or a serious tactician singularly focused on planetary conquest. The scope of Star Wars: Legion Organized Play accommodates all these mindsets, and it even starts ahead of the game's release—with early demos at select retailers!

The Organized Play program opens with five different facets, which we will cover more in the weeks to come.

  • In-Store Early Demos. Beginning March 8th, two weeks before the official release, select retailers will offer demos of the game, where you can see the miniatures and learn the basics of movement and combat. (More details to follow on February 14th.)
  • Launch Weekend. Immediately upon the game's release, from March 22nd to March 25th, participating retailers will host three Launch Weekend activities, rewarding participants with commemorative prizes and the opportunity to claim the store for either the Galactic Empire or Rebel Alliance. (More details to follow on February 26th.)
  • Legion at AdeptiCon. AdeptiCon will be hosting its own Launch Weekend activities, along with a series of other activities that make the convention an exciting opportunity for players looking to dive into Legion head first and bring their experiences back to their local communities. (More details to follow on March 5th.)
  • In-Store Events. The in-store events at your local game store are the foundation of Star Wars: Legion Organized Play. Show up, participate, and play. These events kick off with the Star Wars™: Legion Recruitment Kit, which offers you the flexibility to run a weekly league, single-day events, or casual gaming. (More details to follow on March 12th.)
  • Championship Events. There are many ways to enjoy your Legion battles, and players looking to test their skills against the galaxy's best commanders will enjoy Championship Events. These large, spirited events offer top-level competition, as well as a path to the Star Wars: Legion World Championships! (Details to follow in April.)

Join the Ranks

From the Core Worlds to the Outer Rim, the Galactic Civil War leaves no planet unscathed. So join the other soldiers supporting your cause. Deploy to your battlefield. Bring order to the galaxy as a soldier for the Galactic Empire, or fight for freedom as a member of the Rebel Alliance. The choice is yours, but take a side.

The Star Wars: Legion Core Set releases on March 22nd, with early demos starting March 8th, and you can stay informed of all the latest Star Wars: Legion Organized Play news by following us on Twitter at @FFGOP.

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Kampala Ascendent

Published 7 February 2018 | Android: Netrunner LCG

Kampala Ascendent

Announcing the Final Data Pack in the Kitara Cycle for Android: Netrunner

As the pressure rises on Lake Victoria, the never-ending conflict between corps and runners continues to explode. Both sides must pull out new tools and dedicate themselves to the cause in order to gain the upper hand. Which side will you choose?

Fantasy Flight Games is proud to announce Kampala Ascendent, the sixth Data Pack in the Kitara Cycle for Android: Netrunner The Card Game now available for pre-order from your local retailer or our website!

Kampala Ascendent completes the Kitara Cycle, bringing many of its themes full circle. Prepare to find many cards that supplement the tools found and established in the Revised Core Set, such as an Anarch breaker that keys off of virus counters and a Criminal event that empties the corp's credit pool while filling your own. This Data Pack also introduces fresh ideas to the game, like a piece of hardware that lets you spend a single click to gain a credit and two cards, an operation that can eliminate three of a runner’s clicks in one turn, a new Jinteki identity that invites the runners into their servers, and much more.


Runners are always looking for the most efficient rig. There is an arms race to find hardware that improves your rig—sometimes even if it means hurting yourself in the process. Now, this search may have reached its zenith. Zer0  (Kampala Ascendent, 101) allows you to suffer one net damage to gain a credit and draw two cards once per turn. This is incredible click efficiency at the cost of discarding a random card thanks to the net damage. Cards like MaxX  (Order and Chaos, 29) and Earthrise Hotel  (The Source, 120) have proven time after time that the ability to draw extra cards at the start of a turn can be a huge boost to the runner, fueling their economy and giving them plenty of ways to attack the corp. As far as hardware goes, Zer0 is a very consistent engine that only asks you to take a small risk—and Anarchs are well accustomed to taking larger risks than that.

Zer0 can provide consistency and help you slowly develop a hand and credit pool that can help you take the corp down. Of course, sometimes you don’t have time to slowly gather credits. This where another piece of hardware, Flame-out  (Kampala Ascendent, 109), comes in handy. The hardware can host a single program, and nine credits placed on Flame-out when it is installed. You can use these credits to pay for using the program, but it comes with a steep cost. When a turn in which you used these credits ends, you must trash the hosted program. While trashing an icebreaker can be a heavy cost, the ability to have nine credits ready for use with a powerful AI breaker like Atman  (Creation and Control, 40) can change the momentum of the game in your favor. Installing Flame-out on an early turn and waiting until the corp tries to advance an agenda before installing an AI icebreaker can provide an easy path to agenda points.

Corporate Machinations

To the public, Mti Mwekundu  (Kampala Ascendent, 114) is a biopharmaceutical corporation that studies viral and bacterial diseases, developing vaccines and treatments. However, the branch has a darker, more malicious side, and it uses the information that it collects for far more nefarious means.

Mti Mwekundu is a powerful Jinteki identity that lets the runner bypass your defenses in exchange for suddenly installing a piece of ice from your hand and forcing the runner to approach it. If you keep a well-stocked hand, your options for ice open up with the identity’s abilities. You may notice that an opponent does not have a killer, so you choose to install a deadly sentry. Without a fracter, any barrier you put out will likely stop the runner cold. While Mti Mwekundu invites runners to access their servers, they always have one last trick up their sleeve to ensure that this run might be their last.

One of the new pieces of ice that you may put down is Mlinzi  (Kampala Ascendent, 115), a powerful and expensive new sentry. At five strength and with three disruptive sub-routines, the runner will have to invest heavily in their icebreakers to avoid serious damage. With the potential to deal out six net damage or discard nine cards from the stack, Mlinzi is an incredibly disruptive piece of ice. While the cost is expensive, rezzing Mlinzi will ensure the runner must think carefully before running your servers.

Though the Weyland Consortium thrives on high advancement cost agendas like the massive Government Takeover  (Order and Chaos, 6), it can be difficult to successfully protect them. They often take multiple turns to advance and any installed card with a wealth of advancement counters is immediately suspicious. Now, Weyland gains a new tool to confuse their opponents in the form of False Flag  (Kampala Ascendent, 120). When the runner accesses False Flag, they receive one tag for every two advancement tokens on the card. Normally, this would be a decent ambush, but it comes with an additional advantage. If you manage to put seven advancement tokens on False Flag, you may use a click to place False Flag in your score area as an agenda worth three points. This puts the runner in a very difficult situation; if they run the card they may end up facing a bunch of tags and fatal meat damage. However, if they let it sit, they are letting you gain three agenda points which could mean the difference between victory and defeat.

Ascend to the Stars

With Kampala Ascendent, you're bringing your journey into the SSL to its end with a bang, whether it’s flaming-out with an all-out run into corp servers or ensuring the runner never invades your territory again. Kampala Ascendent gives you the tools you need to influence the entire SSL. What will you do with this power?

See the Kitara Cycle through and pre-order Kampala Ascendent (ADN55) from your local retailer or from our website!

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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2018 Fantasy Flight Games. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2018 Wizards.

The Specters of War

Published 7 February 2018 | Legend of the Five Rings LCG

The Specters of War

New Legend of the Five Rings Fiction for the Toshi Ranbo Season

"You are ready for war," observed Toturi. Again, the Crane only nodded. "The Emperor forbids war between the Great Clans."
     –Lisa Farrell, The Specters of War

Tensions between the Great Clans of Rokugan are on the rise!

The Toshi Ranbo season of the Kotei series for Legend of the Five Rings: The Card Game is now well underway, and we've already seen a number of samurai earn the honored title of Hatamoto for their performances at PAX South in San Antonio and WarpCon in Cork. We've seen deft political maneuvering and astonishing displays of military prowess. And yet… the fate of Toshi Ranbo remains undecided.

A focal point for the tensions between the Crane and the Lion—and between the Lion and the Unicorn—Toshi Ranbo is a strategic military location for the whole of northern Rokugan, and your participation in the season's Kotei can help steer the city's fate. But it's not just the Crane, the Lion, and the Unicorn who have a vested interest in the city.

As illustrated by today's new work of fiction, Lisa Farrell's The Specters of War (pdf, 664 KB), each and every one of the Great Clans has an interest in Toshi Ranbo.

The Emerald Champion's Dilemma

In The Specters of War, Lisa Farrell pursues the tensions surrounding Toshi Ranbo from the perspective of Akodo Toturi, the newly appointed Emerald Champion. These tensions are nothing new to Toturi, as he has already fought the Crane—and witnessed his brother's death—on the plains outside the city.

Nonetheless, Toturi's marriage to Isawa Kaede has led him to understand there is more at stake than the military brinkmanship between the Lion, Crane, and Unicorn Clans. Kaede's dreams have been haunted by the restless spirits she claims walk through the fields outside Toshi Ranbo, searching for something unknown. Meanwhile, there are rumors of new veins of jade—rumors certain to draw the attentions of the Crab.

Indeed, it seems that each of the Great Clans has an interest in Toshi Ranbo:

  • The Crab want to take advantage of the jade mine recently located nearby, which would go a long way toward replenishing their depleted supplies needed to fight the Shadowlands.
  • The Crane claim the city is theirs because they’ve held it off and on for centuries. Moreover, the Crane know the city grants them their greatest foothold in the north and losing it would leave them strategically open on their northern flank.
  • The Dragon are mysterious as ever, but their descent from the mountaintops indicates an unspoken interest. With the tensions between the Great Clans on the rise, the Dragon might want to eliminate any chance of a rival clan claiming a stronghold so close to their territory.
  • The Lion, as Toturi knows, claim Toshi Ranbo as part of their ancestral territory, and even while Toturi hopes to move toward peaceful resolution, he knows that his brother's death outside the city has motivated others among the Lion to see the city's reclamation as a means of honoring their fallen champion.
  • The Phoenix wish to learn why restless spirits are haunting the battlefield, and have petitioned the Emperor for oversight of the city to give them the time they need.
  • The Scorpion assuredly view the city as the key to tipping power away from the Lion and the Crane… though they would never openly claim anything except their hope to rule the city "on behalf of the Emperor."
  • The Unicorn, like the Crane, are inching dangerously close to war with the Lion, and they want to use the city against the Lion—to forge an alliance with the Crane and to establish a flanking base.

As Emerald Champion, however, Toturi finds himself viewing the matter differently. He is no longer simply the Lion Clan Champion; he is now a servant of all Rokugan, and he hopes to use his role in order to forestall the eruption of war.

But Toturi is still just one man. Even the office of Emerald Champion is limited in its influence, and there are plenty others acting to advance their own causes.

You can be one of these individuals.

Throughout the Toshi Ranbo season, you can earn Glory Points at any Kotei or Grand Kotei that you attend. These points are earned through advancing to the final rounds of the Kotei and Grand Kotei tournaments, and when a clan performs honorably overall. At the end of the season, the most glorious clan will earn the Toshi Ranbo season's most important prize: a new card granting them control of the season's namesake city!

Who Will Claim Toshi Ranbo?

The Toshi Ranbo season is now fully underway. The year's first Grand Kotei is scheduled from March 9th to March 11th in Paris. Then, we will launch into a string of battles that are bound to reshape the conflicts of Rokugan.

Who will claim Toshi Ranbo? Read The Specters of War (pdf, 664 KB) to review all that's at stake. Then, make your plans to attend one of our Kotei series events for Legend of the Five Rings: The Card Game so that you can do your part in seizing the northern stronghold for your clan!

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