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It Binds All Things

Published 22 September 2017 | Star Wars: Destiny

It Binds All Things

Announcing Three New Dice Binders for Star Wars™: Destiny

"The Force is what gives the Jedi his power. It’s an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together."
     –Obi-Wan Kenobi

Whether you're an aspiring Jedi or Sith Lord, you can soon signal your command of the Force from the moment you first sit down to the table. Just tap into the power that binds the galaxy together, and bring new order to your games of Star Wars™: Destiny.

Fantasy Flight Games is proud to announce the upcoming release of three new Star Wars™: Destiny Dice Binders!

Wield the Force

Able to secure up to 44 dice and 44 sleeved cards, each of these custom Dice Binders features a bold depiction of one of the Star Wars galaxy's most notable figures and offers protection for all the dice and cards from your favorite Destiny deck.

The binder's plastic tray arranges your dice in rows that make them easy to identify and access. No more digging around in a pile of dice; just pluck the die you need as soon as your character, upgrade, or support hits the table!

Meanwhile, the binder's cover suggests your power and resourcefulness, even as it conceals the secrets of your deck. Will you pull your dice out of your binder in the same surprising fashion as the bounty hunter Boba Fett whips different weapons out of his Mandalorian armor? Will you fill your deck with tricks and bluffs strong enough to make you as bold as Princess Leia? Or will you channel your best Darth Vader, cruelly setting down each new die you pluck out of your binder on the table before you in full view of your opponent, strangling his or her hopes of victory?

The choice is yours, and the variety amid these Dice Binders allows you to represent your hopes, fears, or mercenary aspirations.

A More Civilized Age

"An elegant weapon for a more civilized age."
     –Obi-Wan Kenobi

Even as your games of Star Wars: Destiny bring the characters, vehicles, and combats of the Star Wars galaxy to life on your tabletop, these upcoming Dice Binders carry your Star Wars gaming experiences one step further.

Immerse yourself in the galaxy's action and adventure. Inspire yourself with a stunning depiction of your favorite character. And feel the Force flow through you as you find every card and die immediately at your command.

These Dice Binders are scheduled to arrive at retailers in the fourth quarter of 2017. Head to your local retailer to pre-order yours today, or place your pre-order with our webstore.

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© & ™ Lucasfilm Ltd.

Unlimited Power

Published 22 September 2017 | Star Wars: Force and Destiny

Unlimited Power

Announcing the Sourcebook for Mystics in Star Wars™: Force and Destiny

“Luminous beings are we, not this crude matter.”
   –Yoda, The Empire Strikes Back 

Fantasy Flight Games is excited to announce Unlimited Power, an all-new sourcebook for Mystic characters in the Star Wars™: Force and Destiny roleplaying game. 

The moment Luke heard his uncle call Ben Kenobi a "wizard," the Star Wars galaxy became one of magic and mysticism, and the Mystic is a fundamental part of both Star Wars and the Force and Destiny roleplaying game. Unlimited Power, the new sourcebook for Mystic characters, greatly expands options for Mystic characters in your campaign. New Force powers will offer untold advantages and tie your characters even more deeply to the mysterious energy that binds the galaxy together and the ancient practice of alchemy enters your games of exploring the deeper mysteries of the Force.

A Mystic's goal is to be an ally and partner to the Force, never its master. By allowing the Force to flow through them, the they are able to unlock unlimited potential and discover their destiny in the galaxy. Between the Jedi and the Sith, you already know there is no definitive Mystic realization, and Unlimited Power introduces three new specializations to join the Makashi Duelist, Advisor, and Seer options already available. 

More than just a sourcebook for Mystic players, Unlimited Power includes three new species tuned in to the Force, new equipment, adventure ideas to allow your Game Master to weave mysticism into your campaign, and plenty of new lore to expand your galaxy.

Mysteries of the Galaxy

To know the galaxy will never be completely known may be the most important lesson of the Mystic, allowing him or her to focus on what they can do now to better understand the Force. No two Mystics will follow the same path, but many find themselves in similar places. In addition to the Advisor, Seer, and Makashi Duelist, players can now specialize as an Alchemist, Magus, or Prophet.

While the Jedi Order never embraced alchemy as enthusiastically as the Frangawl Cult on Bardotta or the Nightsisters of Dathomir, it is not known whether they associated the dark side with the alchemical process of binding the Force to physical objects. All the better for the Alchemist, who decide for themselves whether to use their creations for the light or the dark. They extend Force alchemy beyond lightsaber construction and can create medicines—or poisons.

The Magus wraps themselves in a similar controversy: seeking out or even embracing so-called forbidden knowledge to commune with the Cosmic Force. Unrestricted by the Jedi Order and defiant of the Galactic Empire, a Magus searches the galaxy for knowledge of the Force, confident they can alter reality, perhaps even create life, if only they know enough. 

In times of crisis, beings look for a shining light amid the darkness, and in Force and Destiny, the Prophet is that light. By directly interacting with people, the Prophet spreads the word of the Force not to convert directly but simply to inspire hope. They help interpret the will of the Force for others, though some have found the rule of the Galactic Empire a perfect time to use their proselytizing for more selfish ends.

Dangerous Crafts

The Force is a powerful ally, but even those who struggle to connect with it can benefit from its strength. While the lightsaber and the holocron might be immediately recognizable as tools of Force users, there are relics of the tradition that channel the Force in different ways. Unlimited Power introduces new weapons, armor, gear, equipment, vehicles, and starships that are either tied to the Force directly or frequently used by Mystics and their fellow adventurers. 

The Force has always guided civilizations as they developed, and many cultures understood their relationship to the Force through mysticism. The Tholothians are able to see glimpse the Living Force through their Hometrees while the Thisspiasians have deeply integrated their pomp and ceremonies with the Force. Many less benign societies have successfully bent the Force to more violent ends; the Sith were known to infuse swords with the power of the dark side, for instance. Weapons like a "lucky" blaster or Semblan Obsidian Dagger could put the Force in the hands of an average smuggler or soldier.

A selection of focuses, fetishes, and figurines exist to help ground the young Mystic, shutting out distractions and allowing them to focus on and channel the Force. Thisspiasian Puzzle Rings were created to introduce students to the Force, as they can only be untangled by interacting with the Force. Now characters who focus on them might find themselves briefly connected to the Force and subject to visions. Your own Mystic might prefer a Vision Cube or a Vurk Meditation Orb.

When combat comes to the campaign, your lightsaber wielders will appreciate a new selection of pommel attachments, including a Walking Stick Hilt Disguise, Tholothian Heartwood Hilt, and Thisspiasian Stabilizing Coils. A pair of new lightsaber crystal options could tie your campaign to the Nightsisters of Dathomir as well, with a tainted crystal that has been soaked in the waters of the dread planet.

Be Guided by the Force

Star Wars: Force and Destiny brought the Mystic to your gaming table, and Unlimited Power aims to bind those characters more deeply to the Force than ever before. Give more options to your Force users and allow them to become closer to the Jedi (or Sith) that inspired their relationship with the Force. Even the Consular or Guardian can benefit from the Sith Pain Harness or a Heartwood Blaster introduced among the new equipment. Check back on our website for more information and previews of what's in store when the Mystic explores the deeper secrets of the Force.

Open your campaign to new adventure with Unlimited Power (SWF52), arriving in Q2 of 2018, and pre-order with your local retailer or from our website here!

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I Am No Jedi

Published 22 September 2017 | Star Wars: Imperial Assault

I Am No Jedi

Preview the Imperial Assault Ally and Villain Packs for Maul, Ahsoka, and Emperor Palpatine

Darth Vader: “Anakin Skywalker was weak. I destroyed him.”
Ahsoka Tano: “Then I will avenge his death.”
Darth Vader: “Revenge is not the Jedi way.”
Ahsoka Tano: “I am no Jedi.”
     –Star Wars Rebels

Three powerful Force users will soon make their Imperial Assault debuts in the three Ally and Villain Packs coming with the Heart of the Empire expansion. But for all their strength in the Force, there's not a single Jedi among them.

Associated with the Heart of the Empire expansion, these Ally and Villain Packs transform your campaign into a more dynamic and tactile experience. With these packs, you can replace the tokens for Maul,   Emperor Palpatine,  and Ahsoka Tano with detailed plastic figures. And their new side missions afford you greater use of your Heart of the Empire map tiles, even as they provide you the opportunity to bring these powerful Force users directly into the action of your campaign.

Simultaneously, these Ally and Villain Packs have plenty to offer your skirmish games. They come with powerful abilities that represent their connection to the Force, plus an array of command cards that introduce additional ways to harness the power of the Force, as well as to capitalize upon other tactical advantages.

The Power of the Force and Heart of the Empire

The power of the Force—and the desire to control more of this power—lies at the very heart of Heart of the Empire.

As the campaign opens, you learn that a team of Rebels has gone missing shortly after having informed the Alliance that the Imperials on Coruscant appear to be looking for a mysterious artifact, which the Empire hoped to use as a weapon. Then, after the Rebellion sends a new team of heroes to pursue the lead, you and your friends launch into action.

What begins as a simple firefight between Rebel heroes and a patrol of Stormtroopers, however, quickly escalates as the heroes learn the mysterious artifact is somehow connected to the mystical energies of the Force. And if the heroes had any doubts that the Force truly exists—or that the artifact could be connected to it—they are quickly dispelled as multiple lightsaber-wielding figures cross their paths.

Maul, Emperor Palpatine, and Ahsoka Tano all play their parts in Heart of the Empire, but these new Ally and Villain Packs allow you to expand those roles as you see fit. First, the figure packs allow you to replace these characters' tokens with a much more imposing set of sculpted plastic figures. Then, they make it possible to bring these characters into additional missions.

Each of these Ally and Villain Packs comes with a new side mission that you can fold into your Imperial Assault campaign—either as part of your ongoing Heart of the Empire adventures or as part of any other campaign. Win your mission, and you'll be able to bring the associated Force user into play during future missions, even when that character isn't scripted to appear.

As a result, these Ally and Villain Packs allow you to color your campaign with some of the most powerful Force-related abilities in the game—Maul's Double-Bladed Fury, Ahsoka Tano's Force Leap, or Emperor Palpatine's Force Lightning. And while they may not tilt the campaign fully and irrevocably in your favor, they'll certainly help.

Wielding the Force in Battle

As impactful as these Force users and their Force powers can be in your campaign games, they can make an even greater impact in the fast, heated battles of your skirmish games. Not only is each of these characters a powerhouse in his or her own right, but they all come with their own handful of command cards that allow you to strengthen your whole skirmish army with the powers of the Force.

Maul, Seeker of Vengeance

Sustained by Rage, Maul is an ultra-aggressive brawler and the first Force user to appear in the game's Mercenary faction. Although he is unable to recover any of the health he loses, Maul presents the game's first guaranteed activation; even if he's received enough damage to be defeated, Maul cannot be defeated until after he's activated in a round.

In a game that demands both players keep a close eye to every last point they can gain, the impact of this ability cannot be understated—whether it's simply because Maul's almost always guaranteed his chance to lash into foes with the red, yellow, and green dice he gains from his lightsaber and Double-Bladed Fury, or because it allows you the chance, in a tight match, to grab the last of your forty points before your opponent can score the seven points Maul would otherwise represent.

Even after he's suffered enough damage to be destroyed, Maul's rage sustains him, and he can try to cut down Obi-Wan to claim the Jedi's victory points before the Rebel player can claim Maul's.

Maul can further Wreak Vengeance with his command cards. There are five in the Villain Pack, and in addition to Wreak Vengeance, you'll find two more cards to boost your Brawlers— Looking for a Fight and Face to Face —as well as Deathblow and Chaotic Force.

As a Force-themed command card that can be used in any Mercenary list—and not just by one loaded with Force Users— Chaotic Force is particularly interesting. As a former Sith Lord, Maul understands that the Force flows through all things and binds them together, and this command card allows him to exploit that fact in any army loaded with Relentless Hunters or cards like Under Duress —the strain you deal will be far more damaging than the strain you take.

Emperor Palpatine, Sith Master

The most powerful man in the galaxy, Emperor Palpatine typically advances his agenda from the shadows, using others to do his dirty work. But when the time for action comes, the Emperor is arguably the deadliest foe you could ever imagine.

With his built-in Pierce 3 and melee attack of red and green, the Emperor can dish out damage to even the most heavily armored units. And if your opponent hopes to avoid the Emperor's attacks by staying at distance, he or she will be disappointed to learn how little the Emperor is constrained by his limited speed of "3." With his Force Lightning ability, Emperor Palpatine is able to damage and Weaken foes with a terrifying consistency, especially when you consider the fact his damage completely ignores his target's defenses.

But it's the Emperor's ability to manipulate a battle from behind the scenes that is most powerfully presented by his Emperor and Tempt abilities, as well as through the assortment of command cards introduced in his Villain Pack. Emperor allows Palpatine to influence your skirmishes like a puppet master, perpetually threatening to target your opponents with attacks from nearby E-Web Engineers,   Probe Droids,  and AT-DPs.  Of course, Palpatine's Emperor ability lends even greater value to the powerful attacks of elite units like BT-1,   The Grand Inquisitor,  and Darth Vader.  And while he's goading them to attack, Palpatine can make their strikes even more effective with his Tempt ability.

Not only can the Emperor grant BT-1 an extra attack, but he can boost the droid's lethality with a damage power token as well!


Palpatine's command cards amplify these powers by extending their range—with Unlimited Power —and to coordinate them. For example, you might play Prepared for Battle to assign a token to a nearby ally before using Emperor to command that ally to attack. You might even play Dark Energy to thrust some unfortunate Rebel next to Darth Vader in anticipation of the damage he'll do once permitted to strike with the Emperor ability.

Meanwhile, if Emperor Palpatine is heading an army with a limited number of powerful figures, Corrupting Force can help even the odds against lists that hope to swarm you with a horde of weaker figures. A point or two of damage won't break a character like Emperor Palpatine, Darth Vader, or Maul, but it may very well leave other units like Gideon Argus,   C-3PO,   Imperial Officers,  and Weequay Pirates —on the verge of death, and easily finished off by a single use of Force Lightning.

Ahsoka Tano, Rebel Instigator

Forced to confront such powerful dark side Force users as Emperor Palpatine and Maul, the Rebels on Coruscant will be more than delighted to welcome Ahsoka Tano and her talents to their cause. With her Twin Sabers and Vigor, Ahsoka Tano brings the sort of determination and energy that just might help the Rebels win their battles—whether on Coruscant or another planet.

A Force User, Leader, and Spy, Ahsoka is capable of playing a range of roles within your army, but no matter how you intend to factor her talents into the larger composition of your army and command deck, you'll find her eager to contribute—always ready to leap into melee and press the attack.

With both Vigor and Force Leap able to modify her movement—separately or in combination—Ahsoka is far faster than her speed of "4" would suggest. The truth is that her speed is much closer to six or eight, depending whether or not you want to store a token. This means her melee attacks are also far deadlier than they would initially appear, especially when you factor in her Twin Sabers ability.

Because she can cross the battlefield so quickly, Ahsoka can direct her melee attacks wherever they're most effective, rather than slicing at the nearest foe simply because it's closest. This means she'll be calling her own shots, rather than reacting to your opponent's positioning of his or her units.

Ahsoka can bolster your forces even more by drawing upon the abilities made possible through her five new command cards.

  • With Force Push,  Ahsoka or your other Force User could pull an enemy into reach of your melee combatant, thrust Diala Passil into position between two enemies she could strike with her Sarlacc Sweep, or fling an enemy combatant just far enough away from one of your wounded units that you'll have a chance to heal before the enemy strikes.
  • Force Jump allows Ahsoka to move as many as thirteen spaces in a turn, in combination with Force Leap and Vigor, or it allows someone like Obi-Wan to rush to the enemy with unexpected speed.
  • Balancing Force introduces a measure of healing that's only symmetrical if your opponent has three damaged figures that you haven't already finished off.
  • Fool Me Once takes advantage of Ahsoka's Spy trait and breaks the loops created by Leia Organa and command cards like Targeting Network.
  • Finally, while Ahsoka's signature command card, Right Back At Ya!,  doesn't strengthen any of your other units, it still strengthens any army that Ahsoka joins. Playable any time your opponent declares an attack against Ahsoka, the card deals a free point of damage, much like Luke Skywalker's Jedi Deflect ability, except that it's not restricted to ranged damage and Ahsoka can increase the damage to three points if she spends a token during the attack. So long as this card is in your hand or command deck, then, your opponent has to think carefully about declaring attacks against Ahsoka, and that fact can give you a psychological advantage in your battles.

When the three damage Ahsoka could deal him with Right Back At Ya! could destroy him, The Grand Inquisitor has to think twice about attacking her.

Wield the Force

"For my ally is the Force, and a powerful ally it is."

Star Wars wouldn't be the same without the Force and its mystical influence upon the galaxy. Neither would Imperial Assault. The game distinguishes its units through their unique abilities, their class cards, and the command cards available to them in the skirmish game, and the game's Force Users feel decidedly different than other units.

Now, as we look forward to Heart of the Empire, we can look forward, too, to the release of three new Ally and Villain Packs that harness the Force and its energies, using it to defend their allies or attack their foes. When Maul, Emperor Palpatine, and Ahsoka Tano arrive, how will you make use of their connections to the Force?

Share your thoughts on our community forums. Then head to your local retailer to pre-order your copies of the Maul Villain Pack (SWI47), Emperor Palpatine Villain Pack (SWI48), and Ahsoka Tano Ally Pack (SWI49) today!

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Represent Your Clan

Published 21 September 2017 | Legend of the Five Rings LCG

Represent Your Clan

Seven Legend of the Five Rings Playmats Are Now Available

Toturi opened his eyes. On the far side of the tent, rising above the broken lion figurine on the floor, the Lion Clan mon flapped in a gentle breeze, golden and glowing in the firelight in fierce splendor.
–Mari Murdock, The Price of War

The world of Rokugan is wracked by conflict. Dark forces are stirring in the Shadowlands and tension builds between the clans—political machinations in the courts and skirmishes on the borders. Momentous events are brooding on the horizon, which will shape the fate and future of the Emerald Empire for years to come. In this time of trouble, a samurai’s clan is of paramount importance.

In just a few weeks, you can enter the world of Rokugan through the Legend of the Five Rings: The Card Game Core Set. Before you show up to your first tournament or weekly game night, however, you’ll want to make sure everyone knows which clan you’ve sworn to fight for. To that end, Fantasy Flight Games is proud to announce seven new Legend of the Five Rings playmats from Fantasy Flight Supply, now available on our website or at your local retailer!

Who Do You Fight For?

Whether you’re playing at the Fantasy Flight Games World Championships, or just around your kitchen table, these Legend of the Five Rings playmats are perfect for protecting your cards from stains or spills. Each playmat features stunning art of your chosen clan’s champion and the clan’s mon, proudly proclaiming who you support among the seven Great Clans of Rokugan!

The Crane Clan are the Left Hand of the Emperor, a potent political force. Their clan is filled with artists, courtiers, and duelists, and as you fight alongside Doji Hotaru, you can lead the Crane to greatness.

As the Crane Clan is to politics, so the Lion Clan is to the field of battle. With massive armies and master tacticians, the Lion are well accustomed to dominating the martial aspects of Rokugan. Their newly risen Clan Champion is Akodo Toturi, and his wisdom may aid you on the field of battle.

From their mountain monasteries and strongholds, the Dragon Clan watches the rest of Rokugan—carefully considering and intervening at the proper time. As a clan of mystics and monks, the Dragon may seem strange to other Rokugani, but they will follow their Champion, Togashi Yokuni, wherever he leads.

The Crab Clan defends the Wall that protects Rokugan from the evil of the Shadowlands. With the great Hida Kisada standing like a stalwart bulwark at your side, few opponents would dare to assault your defenses.

The spiritual guardians of the Emerald Empire are none other than the Phoenix Clan. Shugenja are common among this clan, communing with the kami to maintain elemental balance in the world. Their Champion is Shiba Tsukune, newly chosen by the Soul of Shiba to lead their clan.

The Unicorn Clan has dwelt in Rokugan for over two hundred years, yet for many, they are still regarded as outsiders with strange traditions. Their clan may face troubling times ahead, but with their meishōdō “name magic” and their Champion, Shinjo Altansarnai, they are ready to face the world.

If any clan is the true power behind the Chrysanthemum Throne, it is the Scorpion. Their Champion, Bayushi Shoju, holds massive influence over the courts of Rokugan—and few would dare to cross him. As the Scorpion, you will do what others will not… all for the good of the Empire.

Choose Your Clan

Seven clans, seven options to pledge your allegiance. Order your favorite playmat online through our website or at your local retailer, and prepare for Legend of the Five Rings: The Card Game to release in a few weeks!

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Join the Brotherhood

Published 21 September 2017 | A Game of Thrones: The Card Game

Join the Brotherhood

The Brotherhood Without Banners Is Available Now

“I held a castle on the Marches once, and there was a woman I was pledged to marry, but I could not find that castle today, nor tell you the color of that woman's hair. Who knighted me, old friend? What were my favorite foods? It all fades. Sometimes I think I was born on the bloody grass in that grove of ash, with the taste of fire in my mouth and a hole in my chest.”
–Beric Dondarrion, A Storm of Swords

In Westeros, the Great Houses are everything. Your House determines your culture, your values, your allegiances—and though a lord or lady may rebel or betray their House, they are forever condemned for their oath breaking. In such a world, the brotherhood without banners stands apart. They follow no Great House—instead, they fight for the innocent, the smallfolk, and the memory of a murdered king. Will you be counted among their number? Or will you play and die in the game of thrones like every other House?

The Brotherhood Without Banners—the sixth Chapter Pack in the Blood and Gold cycle for A Game of Thrones: The Card Game—is now available at your local United States retailer! Within this expansion, you’ll find sixty new cards, including a new agenda evoking the brotherhood without banners, and the leader of that forgotten fellowship, Beric Dondarrion. As new economic options and bestow cards round out the Chapter Pack, the Blood and Gold cycle comes to a thunderous conclusion.

Controlling the Game

As Beric Dondarrion and his outlaws enter the game for the first time with The Brotherhood Without Banners (The Brotherhood Without Banners, 119) agenda, other factions pursue their own interests in controlling the game of thrones—especially House Martell.

House Martell often excels when reacting to their enemies' actions: biding their time, taking vengeance for any slight, and moving carefully to control and outmaneuver their rivals. They receive several more tools in The Brotherhood Without Banners, beginning with Dornish Spy (The Brotherhood Without Banners, 115). This character adds another piece to the Martell theme of icon removal—removing challenge icons from enemy characters and stopping them from even participating in challenges.

With cards like Nymeria Sand (The Road to Winterell, 35) and Attainted (The King’s Peace, 55), Condemned (No Middle Ground, 77), and Imprisoned (True Steel, 116), you can lock down plenty of your opponent’s challenge icons—but chances are good that a few will still slip through. Fortunately, you can just ambush the Dornish Spy into play: when this character enters play, you can remove a challenge icon of your choice from a character until the end of the phase! And because this character only costs three gold, you can recur it with Flea Bottom (Oberyn’s Revenge, 98) to get the same effect again.

The Martells most often win by controlling their opponent—but one of the greatest dangers is that your opponent will rush to victory, claiming additional power on characters with renown. Killing these characters isn’t always possible, especially if they’re protected by duplicates or cards like Bodyguard (Core Set, 33) and Iron Mines (Calm Over Westeros, 92). In those circumstances, you’ll be glad to have Locked Away (The Brotherhood Without Banners, 116). Locked Away is an attachment that can be attached to any of your opponent’s characters—and when the next marshaling phase begins, that character is returned to your opponent’s hand, no matter how many saves he has in play. Of course, your opponent has an entire round to remove Locked Away, but if he can’t, he faces a significant loss as his most important character is returned to his hand.

Over the past few months, we’ve also seen a rising alliance between House Martell and House Baratheon—combining the control and stall elements from both factions to devastating effect, and even claiming the North American Championship at Gen Con Indy 2017. That deck receives a powerful tool in King's Blood (The Brotherhood Without Banners, 108).

This attachment, like Locked Away, needs to stick around for a little while to have its effect. It can only be played on a Bastard or King character… but fortunately, both Baratheon and Martell have plenty of Bastards. King’s Blood reads, “Plot Action: Kneel attached character and sacrifice King’s Blood to discard X power from each opponent’s faction card. X is the number of gold King’s Blood has.” Joining the Vanguard Lancer (Core Set, 57) as another way to remove power from your opponent’s faction card, King’s Blood is a powerful tool to slow the game down until you have full control.

A Flaming Sword

With the release of The Brotherhood Without Banners, the choice is yours. Will you connive and scheme in the shadows with the Great Houses or fight for a higher ideal with the knights of the hollow hill?

Pick up your copy of The Brotherhood Without Banners (GT21) at your local retailer 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.

Finding the Harmony

Published 21 September 2017 | Star Wars: Force and Destiny

Finding the Harmony

Consular Specialization and Signature Ability Decks Are Now Available

“Close your eyes. Feel it. The light…it’s always been there. It will guide you.”
   –Maz Kanata, The Force Awakens

The life of a Force user in the time of the Galactic Empire is a dangerous one; not only is there no Jedi Order to guide you, the Empire has prioritized the eradication of those who could pose a threat. It is in these times of great conflict that the Consular is most needed, attempting to bring insight and peace wherever she may go. Whether a diplomat negotiating an end to planet-wide war or an advisor brokering a trade agreement between local businesses, the Consular uses her abilities and proficiency with the Force to bring balance and impart knowledge on those she encounters. 

Three new Star Wars™: Force and Destiny™ Specialization Decks and one new Signature Ability Deck are available now, preparing you to think on your feet when negotiating as an Arbiter, instructing students as a Teacher, or offering razor-sharp insights as an Ascetic. Each Specialization Deck includes twenty cards, with each card corresponding to a single talent for the given Consular Specialization so players and GMs can quickly reference necessary rules and keep the focus where it belongs: adventures in a galaxy far, far away.

Disciples of Harmony

Players were introduced to the Consular career in the Star Wars: Force and Destiny core rulebook, with the Healer, Sage, and Niman Disciple specializations, but the Disciples of Harmony sourcebook doubles those options with the addition of the Ascetic, Arbiter, and Teacher specializations. These negotiators, educators, and peacemakers are located all over the galaxy, and while diplomats like Princess Leia Organa and Jedi Masters like Qui-Gon Jinn prove that the Consular can be incredibly high-profile, just as many concern themselves with everyday affairs. 

  • Arbiter: Whether keeping an eye on local politics to avoid butterfly-effect-like repercussions on a grander scale or actually negotiating peace between warring worlds, the Arbiter believes that there must always exist a peaceful resolution to conflict.
  • Ascetic: Having given up all but the most basic of necessities, the Ascetic has attuned herself to the Force and sharpened her insight to offer tightly focused solutions that may not be as obvious to those concerned with more worldly matters. 
  • Teacher: Years of experience have led this Consular to one of the most noble pursuits, teaching and enhancing the innate skills of others. The Teacher helps to guide those with a sensitivity to the Force in the hope that they may one day surpass her.

Each of these three specializations features a vastly different set of talents, detailed in full in Disciples of Harmony as well as in their respective Specialization Decks. All Consular characters should look to the Signature Ability Deck, breaking down the new Consular Signature Abilities, Unmatched Negotiation and Much to Learn.

Choose Your Path

Perhaps you are a seasoned Sage, Healer, or Niman Disciple seeking a new direction, or you could simply be a new Consular unsure of which specialization suits you. There is no Jedi Order to guide you, to illuminate your path toward a great destiny; it is up to you. With a Consular Specialization Deck and a Consular Signature Ability Deck, you can literally take your destiny into your hands. Each deck includes stunning art along with its talent and ability descriptions, helping bring the atmosphere of the Star Wars galaxy to your gaming table. 

Pick up your Consular Specialization and Signature Ability Decks today!

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© & ™ Lucasfilm Ltd.

Astral Alchemy

Published 20 September 2017 | Mansions of Madness Second Edition

Astral Alchemy

A Scenario Preview for Streets of Arkham

"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far." 
H.P. Lovecraft, The Call of Cthulhu

The forces of darkness have left the mansions behind and now take to the Streets of Arkham! In this new expansion for Mansions of Madness: Second Edition, four new investigators unite to solve three mysteries and confront the monsters that haunt the once tranquil Massachusetts town. Beautifully illustrated map tiles and components bring the world of H.P Lovecraft to life, transporting players through space and time to Arkham Massachusetts at the height of the roaring twenties. With previously unseen corners of the city to explore and new items in their arsenal, players will be better equipped, if not ready, to confront dangers both temporal and spiritual and save the citizens of Arkham.

In the first of three scenarios, beasts from beyond the stars stalk the shadowed halls of Miskatonic University. The academic elite have called upon Arkham’s bravest investigators to push back the astral abominations and restore peace to the school. With a level four difficulty, this 90-120 minute scenario challenges players to quickly solve the spectral mystery before their strength and sanity wear thin. Fantasy Flight Games is pleased to offer you a preview of the Astral Alchemy scenario from the Streets of Arkham Expansion for Mansions of Madness Second Edition!

A Plea for Aide

A message is delivered to your door, written in a neat hand for all its urgency.

Arkham is not safe. There is a threat approaching from the stars and I need your help to prepare. Meet me at the Science Building tonight or else we are all doomed. –Doctor Delphinia Bell

You recognize the name. Doctor Bell is the rising star of Miskatonic University’s Department of Alchemy. However, the fact that she would reach out to you is strange, seeing as you have never actually met the famed scientist. Her note is vague, but you know far too much of Arkham’s dark side to ignore her claims. One thing is certain—the stakes have been raised in the fight for the mortal lives of Arkham.

As you gather supplies, a rumble builds underneath the earth, shaking the street lamps and raising a cloud of dust. This trembling of the ground is unlike any earthquake you have felt before. When the ground settles, you rush out to find your answers at Miskatonic University, and hope you are not already too late.

A Curious Concoction

You arrive on the Miskatonic University campus late at night, when most people are fast asleep. The quiet night blankets the campus, softening the edges of the buildings with starlight, as your hunt for answers begins. If you succeed, Doctor Bell may reward you with access to the alchemy department’s latest creations, but if you fail, the lives of Arkham may be forfeit.

As your team of investigators traverses the grounds, you may find that your mortal bodies are ill prepared to face the dangers at hand. Luckily, the alchemy department of Miskatonic University has been developing new, strange concoctions in the form of elixirs. When facing threats beyond your understanding, these chemical concoctions may be the only thing that stand between you and your certain demise. You may find these brews scattered about the University’s laboratories, or gain one as an effect. They can then be dropped, picked up, or traded like any other item. Or, do you dare to take a drink yourself?

Elixirs give you the unique ability to improve a chosen skill by one, a change marked by placing improvement tokens on your investigator card. No skill can be improved more than once with an elixir, but you may use this unique opportunity to help balance a character’s abilities or make them too powerful to deny in a given area. However, consuming an unknown substance involves a certain amount of risk; there is no telling what side effects these chemical potions may induce, but desperate times call for desperate measures.

Elixir cards are double sided and have an unknown effect described on the back. When you drink one of these concoctions, you must immediately flip the elixir card and resolve the effect for good or ill, and the card is no longer considered an item. This is steep price to pay, but with the growing threat to your lives, the risk may well be worth the reward.

A City to Defend

As the citizens of Arkham sleep, blissfully unaware of the danger that threatens their slumber, only you stand between them and the creatures that thirst for their blood. Will you force back the monsters that approach across the blackness of space, or will the stars burn your mind and cost you your life? The ultimate mystery of the galaxy’s secrets awaits you. Explore Miskatonic University, protect Dr. Bell, and help her save Arkham from the darkness that hides behind the stars!

Look for the Streets of Arkham Expansion (MAD25) at local retailer or online in Q4 of 2017!

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In the Garden of Lies (Part II)

Published 20 September 2017 | Legend of the Five Rings LCG

In the Garden of Lies (Part II)

Read a New Short Story Set in the World of Legend of the Five Rings

In the lands of the Scorpion, no secret is safe. Previously in Marie Brennan’s “In the Garden of Lies (Part I),” the Scorpion Clan’s Yogo Hiroue led the Dragon Clan’s Kitsuki Shomon into one of his deadliest traps: a conversation. Yogo Hiroue excels in manipulation, but what does he want out of Kitsuki Shomon? To what end is he guiding their conversation in the Garden of Lies?

Fantasy Flight Games is proud to present “In the Garden of Lies (Part II)” by Marie Brennan, a new short story set in the world of Legend of the Five Rings. The story can be downloaded here (1.5 MB) and is a direct continuation of the story that began two weeks ago. “In the Garden of Lies (Part II) continues the interaction between the Dragon and Scorpion Clans, as well as examining the motivations of Yogo Hiroue.

Subtle Machinations

Check back every other week for additional Legend of the Five Rings stories, and be on the lookout for games in the Legend of the Five Rings universe, including Legend of the Five Rings: The Card Game.

Choose your clan and purchase the Legend of the Five Rings: The Card Game Core Set (L5C01) when it releases in the fourth quarter of 2017!

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The Free Folk

Published 20 September 2017 | A Game of Thrones Catan

The Free Folk

Previewing the Wildlings of A Game of Thrones Catan: Brotherhood of the Watch

“Free folk don't follow names, or little cloth animals sewn on a tunic," the King-Beyond-the-Wall had told him. "They won't dance for coins, they don't care how you style yourself or what that chain of office means or who your grandsire was. They follow strength. They follow the man.”
  –Mance Rayder, A Dance with Dragons

As a Brother of the Night’s Watch, your mission is to improve the failing infrastructure of the Gift to feed your ambition of becoming the new Lord Commander. The fierce competition of your comrades makes this no simple task, and all the while Tormund Giantsbane runs amok, robbing you of resources. What’s worse, rangers tell you that wildlings are stirring north of the Wall. The clans gather their forces of wildlings, climbers, and giants as they move south to stage their attack. Now, as you continue to build within the Gift, you must also assemble your patrol and protect Westeros from these ruthless raiders.

To prepare you for the battle that awaits, Fantasy Flight Games offers you a peek beyond the Wall at the wildlings of A Game of Thrones Catan: Brotherhood of the Watch!

Unbroken, Untamed

The free folk are known to live as small scattered bands in the North, only causing minor trouble, but with the depleting numbers of the Night’s Watch, the wildling threat grows stronger with each passing day. In A Game of Thrones Catan: Brotherhood of the Watch, the wildlings begin in the farthest reaches of the North, the Frostfangs. Throughout the game, certain actions, like building a settlement, will cause wildlings to gather in greater number by revealing their tokens, each of which are marked with the wildling’s clan and type. Once the tokens are revealed, these savage ruffians start to migrate through their camps as they march towards the Wall.

The camps are divided into three clans: Ice River, Cave People, and Hornfoot. At the start of each player’s turn, they roll three dice: two six-sided dice to determine resources, and one twelve-sided die to determine wildling movements. Wildlings then move along the trails that connect the camps when the number of the twelve-sided die matches that of the trail marker.

Wildlings are not known for their peaceful, cooperative natures. If the camps in a clan area get too crowded, they will abandon caution and rush the Wall. But even if their numbers remain low, the march continues. All too soon, the warbands arrive in clearings at the base of the Wall where they wait until their gathered forces can execute an assault upon the Night’s Watch. When there are more wildlings in a clearing than guards on that section of the Wall, then they breach the Watch’s defenses and enter the Gift.

Attacking the Wall

These battles are bound to produce casualties. When a wall breach occurs, any guard in the 1 space of the wall section under attack must be removed and returned to his commander. The other guards that occupy the wall then move down to fill the vacancy. After this, the wildlings rush the wall and any who do not encounter a guard break through to raid the Gift.

Unfortunately for the Night’s Watch, the free folk have more than just numbers acting in their favor. In addition to regular wildlings, their ranks are filled with climbers and giants. Once they reach the Wall, the skillful climbers are able to slip past guards and invade the Gift unopposed. Meanwhile, giants can take out a guard defending the Wall and return him to his commanding player. However, in doing so they become weakened and must return to the Frostfangs to regain their strength before marching towards the Wall again. After a successful attack by the wildlings, players must move the token on the Breach Marker up by one. If the Breach number reaches three, the game ends.

The giant destroys the blue guard and then returns to the Frostfangs.

Once in the Gift, the new wildlings follow Tormund’s lead and act as robbers, blocking production in any hex they fill. Each wildling who makes it across gets their own hex to occupy, hoping to take as much from the Crows as possible. Their presence makes it increasingly difficult for the brothers of the Night’s Watch to gather the resources needed to fulfill their mission of improving the Gift’s infrastructure. If their numbers within the Gift reach eight or more, the land becomes completely overrun and only an alternate form of victory remains.

The key mission of the Night’s Watch is to defend the land of Westeros. If wildlings take hold of the Gift, the brotherhood cannot delay their decision any longer and must choose a new Lord Commander immediately. In this crisis, the brother most capable of leading the Order is clearly the one with the most guards loyal to his command. In the case of an alternative victory, the player who has the most guards left standing on the Wall after the wildlings attack is the victor. If two players have the same number of guards, then the player who earned the most victory points by improving the Gift claims the coveted title.

Uphold Your Vows

Journey to the North. Defend the realms of man, rise above your rivals, and become the new Lord Commander!

Watch for the wildlings in A Game of Thrones Catan: Brotherhood of the Watch (CN3015) in Q4 of 2017!

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© 2017 Fantasy Flight Games & George R.R. Martin. A Game of Thrones is a TM of George R.R. Martin. Copyright © 2017 Catan GmbH and Catan Studio, LLC. Catan and the ”Catan Sun” mark are trademark properties of Catan GmbH ( All rights reserved.

Hidden Thorns

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

Hidden Thorns

Preview the Tyrell Intrigues of House of Thorns

The wrinkled old lady smiled. “At Highgarden we have many spiders amongst the flowers. So long as they keep to themselves we let them spin their little webs, but if they get underfoot we step on them.”
–George R.R. Martin, A Storm of Swords

An outward show of chivalry and honor may impress the naïve, and for House Tyrell, it’s a useful façade. It buys them the love of the smallfolk and leads political rivals to underestimate them—but beneath the surface, the Tyrells are as cunning as House Lannister or House Martell. They simply know how to hide it better.

The House of Thorns deluxe expansion for A Game of Thrones: The Card Game brings a verdant garden of new options to the table for House Tyrell. In our last preview, we looked at the Knights of House Tyrell and how you can challenge your opponent to joust for victory. Today, we turn our attention to the more devious side of House Tyrell for a look at how their intrigues grow in House of Thorns!

A Cunning Ploy

Shadowy dealings may seem alien to the knightly valor on display at a tournament, but the Tyrells are equally prepared for a contest of words or for a joust. In fact, these two worlds are nowhere near as different as the innocent may believe. Anything can happen in battle—and even a mock battle like a joust or a melee can be the perfect breeding ground for the darkest intrigues.

Among the family of House Tyrell, few are better equipped to manipulate the courts than Olenna Tyrell. As Mace Tyrell’s mother and the matriarch of the family, she has the presence and authority to work behind the scenes, orchestrating the ambitions of her entire household and moving her family members like pieces on a board.

In the card game, the new version of The Queen of Thorns (House of Thorns, 4) can enable your schemes by giving you the exact event that you need for any situation—after she’s knelt, you can discard an event from your hand to search your deck for any event, reveal it, and add it to your hand. In other words, The Queen of Thorns invites you to transform one of your events into any other event in your deck—and that can be extraordinarily powerful.

Perhaps you’re making an intrigue challenge with The Queen of Thorns. Your challenge will certainly be more impactful if you can guarantee that you have Tears of Lys (Core Set, 44) to kill one of your opponent’s characters. Or perhaps you know that Dracarys! (Core Set, 176) is a threat, so you search your deck for The Hand's Judgment (Core Set, 45). Or, you could set up a future challenge by grabbing Lady Sansa's Rose (The Road to Winterfell, 24). When you add in The Queen of Thorn’s insight keyword to replenish your hand, you can threaten your opponent with events on demand.

There are plenty of impactful events to draw on, both neutral and loyal to House Tyrell, but The Queen of Thorns has a special affinity for her signature event, Hidden Thorns (House of Thorns, 24). Hidden Thorns simply forces your opponent to choose and discard two cards from his hand after you win an intrigue challenge by five or more STR—thinning your opponent’s hand with an ability similar to Wardens of the West (The Road to Winterfell, 30). The difference, however, is that if you control The Queen of Thorns, you can immediately return Hidden Thorns to your hand instead of discarding it. With The Queen of Thorns and Hidden Thorns together, you can destroy your opponent’s hand and vanquish it again whenever they replenish it.

The Emissary of the Hightower (House of Thorns, 11) gives you another way to get the most out of your events after you play them. This character can be ambushed into play, and whenever she enters play, you can choose an event in your discard pile. Until the end of the phase, you can play that event once as if it were in your hand! Perhaps you want to threaten a powerful event like Put to the Sword (Core Set, 41), forcing your opponent to play around it. Or perhaps you just want the utility of having a copy of The Hand’s Judgment on call. Either way, Emissary of the Hightower is highly useful—and her “enters play” effect works naturally with Flea Bottom (Oberyn’s Revenge, 98).

Though events are some of the most surprising and “flashy” effect in the game, they’re not the only tricks that the servants of House Tyrell employ in the hidden war of politics that runs throughout A Song of Ice and Fire. Another hallmark of House Tyrell is removing those who oppose them from challenges—pushing them out with cards like Highgarden (Core Set, 192) or Offer of a Peach (Ghosts of Harrenhal, 84). This theme also receives support in House of Thorns, beginning with Maester Ballabar (House of Thorns, 14).

In most circumstances, Maester Ballabar won’t participate in your challenges. Instead, he’ll stay on the backlines, waiting to help your other characters push their challenges through. Maester Ballabar reads, “Action: During a challenge in which you control a participating character, kneel Maester Ballabar to choose a character with the lowest STR among participating characters. Stand that character and remove it from the challenge.” With House Tyrell’s penchant for increasing STR, your opponent will have to commit a significant number of characters if he wants to even win the challenge.

Finally, you can gain a similar effect with Queen of the Seven Kingdoms (House of Thorns, 20). This attachment can be given to any of your Ladies, and from that point forward, your opponent will never have easy decisions to make during challenges. That’s because, at any point, you can stand the attached character and remove it from the challenge to choose any other participating character, stand it, and remove it from the challenge as well! Whether you use this to foil a powerful attacker like Ser Gregor Clegane (The King’s Peace, 49), or to feint with your own characters and pull them out after your opponent defends, Queen of the Seven Kingdoms brings an unprecedented level of manipulation to the challenges themselves.

The Power Behind the Throne

When an overt show of strength is not enough, the Tyrells are not above turning to intrigue. Join us in our next preview for a closer look at a neutral champion card included in this expansion, designed by Ryan Jones!

House of Thorns is planned to release late in October. You can pre-order House of Thorns (GT29) at your local retailer 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.

A Phantom of Truth

Published 19 September 2017 | Arkham Horror: The Card Game

A Phantom of Truth

Announcing the Third Mythos Pack in The Path to Carcosa Cycle

"He was a slender man, and his face was as white as his coat was black."
     –Robert W. Chambers, In the Court of the Dragon

Fantasy Flight Games is proud to announce the upcoming release of A Phantom of Truth, the third Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game! You can pre-order A Phantom of Truth here today; then, read on for more details!

Months after The Yellow King played at the Ward Theatre, your investigation into the strange events surrounding the play has left you with more questions than answers. You've encountered Cultists, Lunatics, and Monsters. You've uncovered horrific Schemes of untold scope. And you've witnessed Terrors that may or may not have been Omens of greater perils.

All these things brought you, recently, to pay a short visit to Arkham's asylum. And now you've walked out, wondering what to make of everything that you've seen. So where do you go for answers when your world's tilting into madness?

The answer: Paris.

In A Phantom of Truth, you and your fellow investigators make your way across the Atlantic. Tormented every night by vivid dreams of an alien world—with black stars, twin suns, shattered moons, and twisted spires—you decide not to grapple with your Doubts and Convictions in Arkham, but to pursue whatever truth might lie behind the play.

This is why you head to Paris; you hope to gain some answers from the play's director, Nigel Engram.

Doubt and Conviction

As we mentioned in our announcement of The Path to Carcosa, your investigations into The King in Yellow will eventually lead you into the sort of madness and confusion that force you to wonder what's reality and what's delusion. You may even find yourself wondering if the definitions of madness and sanity are as clear as you previously thought.

With that in mind, The Path to Carcosa campaign makes use of the new mechanics for Doubt and Conviction that we previewed in "A Mind Is a Terrible Thing to Lose," our look at the new scenarios from The Path to Carcosa.

But what does your Doubt or Conviction do for you? Apart from check marks on your campaign log (pdf, 1.8 MB), what are they? These questions—and their answers—begin to emerge more fully throughout A Phantom of Truth.

The first thing you'll learn is that it's still not clear whether it's better to operate like a skeptic rooted in Doubt or to trust your instincts and move forward with Conviction. Nor is it certain that your Doubt is always the sign of a curious mind; there may be times your Doubt is strictly a form of uncertainty rooted in madness—your inability to distinguish the real from the unreal, or the truth of things from their illusions.

It's almost as if there's some terrible, malevolent force at work—guiding you, beckoning you, pulling you forward. And it's possible that your search for Nigel Engram may take a backseat to your desperate scramble to hold onto whatever shreds of sanity remain to you. And, here, is your Doubt your salvation? Or are you better off following your Conviction?

In A Phantom of Truth, these questions matter immensely, and you'll need to find the right answers, lest you end up a Lost Soul (A Phantom of Truth, 227) in a very foreign land.

Focus on the Familiar

In addition to its scenario, A Phantom of Truth supplies you with twenty-two player cards (two copies each of eleven different player cards) designed to help you stay grounded and make progress in your campaign. Among these, you'll find a handful of higher-level cards that recall the familiar, including a couple of fan favorites from the Core Set.

One of these is the .45 Automatic (A Phantom of Truth, 190)—a wonderful Weapon to have in hand when you're beset on all sides by fear and foes.

While this powerful handgun has been a Guardian staple since the game's debut, the two experience points you'll pay for the upgraded version in A Phantom of Truth are well rewarded by an extra Combat icon, the ability to ignore the retaliate keyword, and by an invaluable one-point boost to your Combat with every shot you fire. All of which may be handy should you find yourself stalked by strange, winged Monsters in the Gardens of Luxembourg .

Similarly, fans of the Rogue class will find their Pickpocketing (A Phantom of Truth, 195) more powerful and profitable than ever. Like the .45 Automatic, Pickpocketing reappears as a Level 2 card that gains several advantages over its Level 0 counterpart.

For your experience points, you are rewarded with the Fast keyword, which immediately gives you an action for your troubles. Next, you gain an extra Agility icon. While this Agility icon won't likely benefit you much the first time you draw your Pickpocketing—since you'll most likely want to put the Talent into play—the extra icon on your second copy of Pickpocketing could easily prove the difference between the success or failure of a critical evade attempt.

That extra icon might even prove the difference between a standard success or a success by two or more that allows you to trigger the full benefits of your upgraded Pickpocketing. Instead of merely granting you an extra card draw when you evade an enemy, Pickpocketing now allows you to choose between a card draw or a resource—or, if you succeed by two or more, allows you to gain both a card draw and a resource.

Together, these newly upgraded cards represent just one of the many different ways you might spend the experience you gain during The Path to Carcosa campaign, but it's one that might appeal to those investigators who are either already meeting with great success—as well as those who have been severely terrified and traumatized by all they have seen.

In this latter case, sticking with the familiar may provide you the opportunity you need to increase your chances of success, without the unnecessary complications associated with the development of all-new tactics.

Draped in Mystery

Is this, at last, the path that will lead you to the truths behind The King in Yellow?

Your trip to Paris is fated to be eventful, but will you find the man for whom you're looking? Or will someone—or something—find you instead?

Take the next step deeper into the mysteries of The Path to Carcosa. A Phantom of Truth (AHC14) is scheduled to arrive in the fourth quarter of 2017. Head to your local retailer to pre-order your copy today, or click here to pre-order yours from our website!

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

Invoke Thy Name

Published 18 September 2017 | Arkham Horror: The Card Game

Invoke Thy Name

Retailers: Pre-Order Your Invocation Kits Today

Arkham Horror: The Card Game has enthralled players around the world since its release last year, serving them with unique experiences and chilling memories as they dive into the conspiracies and mysteries of Lovecraftian Horror. Starting December 16th, you can bring the fun and horror to your store and kick off a weekly Arkham Horror: The Card Game night or attract new players to the game with Invocation Kits!

Retailers interested in hosting an in-store Invocation Event can pre-order one or more Invocation Kits by contacting their local distributor now (product code OP042). Each kit contains support for up to four players, so stores should pre-order more kits based on the number of players expected to attend.

Each Invocation Kit includes four Daisy Walker alternate art cards, four Daisy Walker tokens, and four gorgeously horrific playmats featuring Eixodolon’s Pet. One of each of these prizes should go to every attendee of your event.

A New Way to Play

In addition to the fantastic prizes, Invocation Kits offer a new twist to Arkham Horror: The Card Game gameplay: Ultimatums. With these, you can challenge your most experienced players, forcing them to reevaluate strategies and discover an entirely new level of madness.

Before players begin play, whether it be a single scenario or an entire campaign, they must choose one or more Ultimatums. Each Ultimatum is a restriction, limitation, or additional rule that makes the game harder for that group of investigators. Groups are not forced to choose any particular Ultimatum, and the choice of which Ultimatum(s) to enable must be unanimous among all investigators in the group. Once enabled, the choice is permanent throughout the duration of the event. With these new tools at your disposal, you can shake up weekly events and challenge your most veteran investigators!

Below is a sampling of the Ultimatums included in Invocation Kit:

  • Ultimatum of Dread: Do not skip the mythos phase during the first round of each game.
  • Ultimatum of Chaos: Each player’s starting deck of 30 non-signature, non-weakness cards must be selected at random from among all eligible options in that player’s collection.
  • Ultimatum of Induction: Investigator decks can only contain level 0 cards. Investigators cannot earn or spend experience.
  • Ultimatum of Finality: Campaign Mode only. If an investigator is defeated by physical damage, they are killed. If an investigator is defeated by mental damage, they are driven insane.

Ultimatums are a great way to give players a new experience or start a weekly campaign. However, if you decide to use the Invocation Kit to draw in newer players, do not introduce them to Ultimatums until they’ve become hardened investigators!

Order Your Invocation Kits Now

Each participating store can pre-order Invocation Kits (product code OP042), which include everything they need to support up to four players per kit. Make sure your local store pre-orders their Invocation Kits by Friday, September 29th, and remind them to order a number of kits based on the number of players they expect to attend.

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

Pointed Questions

Published 18 September 2017 | Star Wars: Age of Rebellion

Pointed Questions

Preview the Interrogator Specialization and More from Cyphers and Masks

The battles that spies fight are often chosen by the enemy. Almost entirely across the board, their goal is to covertly gain access. Spies may spend their entire professional lives in situations where discovery means death because that is where the targets are. Computer networks. Assassination targets. Classified locations. Even secrets that only exist inside someone’s actual brain. Were it easy to get to these things, spies would be unnecessary.

Cyphers and Masks, an upcoming sourcebook for Star Wars™: Age of Rebellion, expands the scope of responsibility and capability of the Spy career for both players and gamemasters.

Cold Blooded Hunters

Strikingly strange in appearance, the Melitto are a surprising oddity. While their bodies are shaped in an appropriately bipedal humanoid form, the front of their head, where one would expect to find a face, is covered with solid, opaque plates of chitin. Instead of eyes, Melitto study their surroundings through scent, vibrations, and electrosensitivity.

The homeworld of the Melitto, Li-Toran, is remarkably inhospitable to most species in the galaxy. Constant volcanic activity, violent storms, and dark clouds of toxic gasses make the world too hazardous for most industry, trade, or exploration. As such, the Melitto culture has had very little interference from outsiders.

Their social system is itself highly insectile. Hives are controlled each by a queen and her younger female servants who in turn control the numerous male workers who gather food, build the physical hive structure, and even battle other hives. When a hive population grows too large or food becomes scarce, female servants—called myrmitrices—travel to a new location to begin a new hive with their male myrmites. Individual myrmitrices control their own stable of myrmites, and after struggling with one another for the chance to be queen of the new hive, myrmites whose myrmitrix has been defeated and slain are not assimilated into this hive. Instead, they become hiveless ronin. Most ronin leave Li-Toran to find their home among the stars to become expert hunters and thieves. Some are rumored to have founded their own ‘hive,’ a community of ronin in the underground caves of their planet which answers to no queen.

Many would think that the inability to see would put Melittos at the mercy of their surroundings, but in fact the opposite is true. Melitto characters begin with a free rank of the Perception skill, and they never take penalties to Perception or combat checks due to darkness or vision-related environmental factors. As most Melittos encountered in the galaxy are of the male ronin variety, they have an innately higher than average Brawn rating which is a natural extension of their being bred for manual labor and combat duties.

We Have Ways of Making You Talk

While some spies dedicate their entire careers to never being seen, the Interrogator specialization centers around personal contact. Interrogators directly interact with their targets to extract the information they require. These methods are sometimes brutal, and sometimes so gentle the target isn’t even aware. Their expertise in social conflicts is not merely used offensively, though, and Interrogators are also able to train their allies to protect themselves from probing questions and even resist varying degrees of torture.

While some social specialist characters prefer to use Negotiation or Charm to come to a mutually beneficial agreement, the Interrogator is most often going to utilize the Coercion and Deception skills because their strategy is one of control. They are like a verbal and psychological pugilist, using the Know Their Weakness talent to downgrade the difficulty of social checks against their target, softening them up for assault. And while the Nobody’s Fool talent provides great protection for themselves in these social conflicts, Interrogators truly shine when their opponent is already against the ropes.

Three talents in the final tier of the Interrogator’s talent tree combine with incredible efficacy. First, we’ll begin with Pressure Point, which on its own may seem somewhat out of place. Pressure Point allows the character to substitute strain for normal wound damage when making Brawl checks. This is followed by Exhaustive Questioning. When a captured enemy is targeted by a social check, the Interrogator may lower the target’s strain threshold and also inflict strain by spending  . These two strain-centric talents are capped with the finishing move of Made You Talk.

By making an opposed social check, the Interrogator and their group gain a significant bonus based on the type of enemy that was made to talk. The roll to achieve this feat is any social skill check, meaning that the Interrogator may determine that using Deception to trick the target into accidentally revealing their secrets will be more effective than using Charm to get on their good side. Where the other two talents come into play is that for every 2 strain that has been inflicted so far in the encounter, the Interrogator gains cumulative boost dice to their check. This talent can produce some remarkably tense roleplaying scenes, but the nature of clandestine warfare is rarely pleasant.

Uncover and transmit the Empire’s most sensitive information when Cyphers and Masks (SWA53) releases at your local retailer in Q4 2017!

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© & ™ Lucasfilm Ltd.

Forest Guardians

Published 18 September 2017 | Runewars Miniatures

Forest Guardians

Previewing the Aymhelin Scions of Runewars Miniatures Game

The Loremasters sing of the first sentient trees of the Aymhelin awakening shortly after the arrival of the elves, roused from the slumber of newborns by the most ancient songs of the Latari. The elves stirred some unknown joy in the mysterious hearts of the forest, giving movement to the roots and boughs and trunks of the woods. The elves became enamored of these Finwalyn, or forest children, whose beauty instilled in the Latari hope that not all was lost after their fall.

Now, as threats arise in the realm of Terrinoth, the Latari must leave the safety of Aymhelin behind to defend the land. When they do so, they will take the strength of the forest itself with them and unleash nature’s fury upon their foes. Fantasy Flight Games is pleased to offer you a closer look at the Aymhelin Scions Unit Expansion for the Latari Elves Army Expansion of Runewars Miniatures Game!

Gripping Vines

The Aymhelin Scions’ thick bark is strong enough to withstand weapons of steel, stones, and bone. The many limbs and roots of the Aymhelin Scions offer them the unique ability to catch any enemy who gets too close, cutting off their hope of escape. When the Scions collide with an enemy or an enemy collides with them, that enemy receives one immobilize token. With the low cost of 14 for one unit, the Aymhelin Scions are the easiest siege units to field in all of Terrinoth. They also have the choice of three available upgrade types, even if a player only sends out two of the forest guardians.

The Scions’ strength comes from their arcane link to the environment, with a defense equal to the number of stable energy runes in play plus one. When put on the offensive, these devastating Deepwood defenders roll one red and one blue die when participating in a ranged attack, and one red and two blue dice in a melee. This offers them a high probability of rolling two surge icons that they can spend to inflict one stun token on an opponent, thereby limiting their movement without the use of their modifiers.

Steady as Sunlight

During times of great need, Elven wealdcallers will expedite the process of the Scions’ awakenings by singing songs of movement and the dawn. On their first steps after awakening, the Scions’ power is erratic as they grow wild and unchecked. Over the course of ages, these saplings will mature into lumbering giants of great of strength and size, and even greater of prowess in battle.

The Aymehlin Scions are incredibly versatile, with the ability to either engage enemies in devastating melees, or use their deep roots to perform ranged attacks. They may not have the speed of the Leonx Riders, but their movement is steady and deliberate with initiatives falling between three and six. Their link to nature also influences their movement—the Deepwood defenders’ earliest movement action corresponds directly to the number of natural energy runes on the battlefield. If luck is with the Latari, the Scions’ movement, and their enemy’s retribution, will be swift.

Taking Root

The Aymhelin Scions Unit Expansion includes two unpainted Scion figurines and two siege movement trays to house them. Players who add these forces to their army may choose to customize them with the characteristics of the season, or of the region where they first awoke. The deep red of the Bloodwood is evident in the leaves and bark of the Bloodwood Scions who are said to drink the blood of downed allies through their roots to enact vengeance upon their foes. Conversely, on the edges of Lithelin itself grows one of the most beautiful and rare groves of the Scions. Beneath the peaceful boughs of the Aymhelin, their whitewood almost seems to glow in the starlight.

In addition to these figurines, this expansion includes a collection of tokens and eight available upgrade cards to strengthen your Latari army. The Scions may take hold of enemies with their Vicious Roots as either a melee or ranged attack. If the defender is at range 1-3, a player commanding the Latari may discard the card and receive one immobilize token. If he or she does so, the defender discards all boons and then receives one immobilize token. The Scions’ can also take advantage of their high wound threshold with the use of Cursed Signets.  This upgrade allows the Scions to suffer wounds in place of banes. If there are a high number of stable energy runes in play to strengthen the Scion’s defense, this upgrade can keep the saplings fighting while still keeping them at a relatively low risk.

A Powerful Alliance

Should the forces of darkness choose to threaten the Latari, they had best be prepared to confront the fury of nature itself. When Aymhelin Scions arise to defend their Elven brothers and sisters, nothing can stand in the way of their victory!

Preorder the Aymhelin Scions Unit Expansion (RWM18) at your local retailer today!

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TM & © 2016 Fantasy Flight Games.

Craft Your Character

Published 15 September 2017 | Genesys

Craft Your Character

Learn How to Create a Character in the Genesys Roleplaying System

The  Genesys Roleplaying System is one of the most versatile and adaptable roleplaying systems ever, putting you in the shoes of characters from any setting you can imagine. From a gritty battlefield to the far-flung fantastical future, the setting is in your hands. But how do you go about creating a character that feels unique to your setting, deeply personal to you in a game that’s all-encompassing? Luckily, today, Genesys Designer Sam Stewart is taking us step by step through the process of character creation, giving us a glimpse into one of the most robust mechanisms in the Genesys Roleplaying System.

Your First Steps

Sam Stewart: Character generation in Genesys is simple and straightforward, consisting of seven basic steps. Let’s take a look at each of them. 

Step 1: Create Your Character’s Background

Once you’ve got a basic concept in mind, your first step is inventing a background for your character. After all, to develop who your character is, you need to know where they come from! 

Your character’s background is going to depend a lot on what kind of setting you’re using for your game. So we kept the process very free-form, and simply ask you some questions during this step. You don’t have to answer them all (or any of them), but they give you a good starting point when working out your character’s history.

Step 2: Select an Archetype or Species

This step is where you decide whether your character is a plucky human, a sneaky elf, or a raging cat-monster from the Sigma Stellar Cluster. This choice is important both because it defines a lot about your character’s personality and life, and also establishes a base for the characteristics and other attributes that define your character mechanically. 

Needless to say, your choices are going to depend a lot on what setting in which you’re playing. Fantasy and space opera settings are often going to have tons of fantastical non-human options to choose from, while in a modern day setting, you and your friends are just going to be playing humans. 

So for the core system, we provide four different archetypes of humans for you to use when building your character. The first is the brawny laborer. This archetype focuses on being strong and tough, though they have less mental fortitude than other archetypes. The second is the brilliant intellectual, who is as smart as the laborer is strong, but trades some toughness to do so. The charming aristocrat is a smooth social operator who is a little less physically strong than the others, but otherwise eminently capable. Finally, the average human is a very balanced archetype who is probably the most customizable of the bunch.

Different settings may introduce other archetypes or species which can add to this list, or even replace it. But before we move on, one of the most interesting things about the different archetypes and species is that most start the game with some sort of unique ability that further defines them. Let’s look at two examples:

The average human has Ready For Anything. Once per session, they can take a Story Point from the game master’s pool and add it to the player’s pool. Though this seems like a pretty minor ability, Genesys has a lot of powerful abilities fueled by Story Points. This ability ensures the character can always use them at the critical moment. 

The laborer has Tough As Nails. Once per session, they can spend a Story Point immediately after suffering a Critical Injury, see the result, and then count the result as the weakest Critical Injury instead. Since Critical Injuries are what kills, maims, or hampers your characters, this ability ensures that the laborer keeps going when everyone else gives up.

Step 3: Choose a Career

Careers are what your character does in the game world. They may be literal jobs (such as a character whose career is Soldier and is a member of a military organization) or they may define your character’s role in society (such as a Socialite character who is a member of a noble house). 

Careers provide your character with career skills. In Genesys, a character can buy ranks in any skill you like. However, career skills are skills that are cheaper for your character to advance than other, non-career skills. This means that careers tend to guide your character’s development, but they don’t lock it into a pre-set mold. 

We provide two types of careers in Genesys. The first are general, role-based careers that are suitable for any setting. The second type are some examples of setting-based careers that only fit into a few different settings. After all, you’d seldom see a Starship Captain in a steampunk setting, any more than you’d see a Wizard in a modern or futuristic setting (unless you’re running an urban fantasy game, of course).

Our list of setting-based careers isn’t exhaustive. The intent is to cover some of the most interesting choices, while providing a starting point if you want to create your own careers. 

Step 4: Investing Experience Points

Every character starts with a budget of experience points, and this is where you’re going to get the chance to spend them. This is where you get to flesh your character out, mechanically. 

Experience can be spent to improve your character’s characteristics, buy ranks in skills, and purchase talents. We’ll talk more about some of the talents and skills you can find in Genesys later.

Step 5: Determining Derived Attributes

This is a bookkeeping step. Based on your choices in the previous steps, you’re going to calculate your character’s wound and strain thresholds (how many wounds and strain they can stuff before they’re incapacitated), their defense (how hard they are to hit), and their soak value (how much damage they can shrug off). 

Step 6: Determine Character Motivation

Motivations are a big part of characters in Genesys. Not only do they guide you in roleplaying your character, they can also have a major impact in how your character interacts with others. Playing to one of a character’s Motivations can make it a lot easier to convince a character to do something. Likewise, working against a Motivation can make things a lot harder! 

There are four types of Motivation; Desire, Fear, Strength, and Flaw, and your character has one of each. Your character may fear commitment and have a bad habit of lying to people. However, they can rely on their strongly idealistic nature to help them find their true desire, a sense of belonging with others. 

We’ve provided some general examples of each type of Motivation, but there’s nothing stopping you from inventing your own! In the end, we wanted Motivations to serve as the thing your character is working towards and the thing they run away from, and their greatest strengths and weaknesses that may help or hinder that goal. As long as your own Motivations fall into those categories, your character should work just fine.

Step 7: Choose Gear, Appearance, and Personality

And so we finally reach the last step in character creation. As with Step 1, this step is more focused on narrative and descriptive choices than mechanical ones. The one exception is purchasing starting gear. Your character gets 500 currency that they can use to buy personal items. What they can buy depends on the setting you’re playing in, of course.

So there you have it; how to create a character in Genesys in seven easy steps!

Craft Your Story

With a firm understanding of how to create your character, you are well on your way to starting your adventure in the many worlds of Genesys.

Start your journey by pre-ordering Genesys (GNS01) from your local retailer or from the Fantasy Flight Games website here

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© 2017 FFG

New Nightmares in Middle-earth

Published 14 September 2017 | The Lord of the Rings LCG

New Nightmares in Middle-earth

Three New The Lord of the Rings Nightmare Decks Are Now Available

Dark clouds gather west of the Grey Havens, and the seas lash upon the shore—their waves glinting orange and red while flames rise from the ruins of the Elvish fleet. It is a nightmarish scene—one you almost feel you've already witnessed—but you have no time to search for phantom memories. The Corsairs are sailing away…

Three new Nightmare Decks are now available for The Lord of the Rings: The Card Game!

When it was first released, the Dream-chaser cycle of Adventure Packs gave fans their first chance to brave the high seas and hidden isles west of Middle-earth. Following immediately upon the scenarios from The Grey Havens deluxe expansion, the Dream-chaser cycle thrust players into the fiery aftermath of a raid on the Grey Havens that was led by the Corsairs of Umbar and their captain, Sahír.

From the wreck of the Elvish fleet, the cycle carried players across the waves, where they and their heroes pursued Sahír and his ship, the Stormcaller. They boarded Corsair ships, battled a terrifying sea creature, and found their way to remote jungle island where they discovered an ancient temple and its Undead guardians. The journey was one of adventure, exploration, and discovery—thrilling and horrifying in equal measure… And now that balance is about to skew heavily toward the horrifying!

As with all Nightmare Decks, the three new Dream-chaser Nightmare Decks introduce new encounter cards and rules that replace and modify key parts of the original scenarios. The result is a darker and deadlier version of the original adventure—one that comes with greater challenges, refreshed themes, and all-new twists and turns!

For more information about the challenges and surprises these Nightmare Decks bring to your games, we turn to developer Matthew Newman.

Flight of the Stormcaller Nightmare Deck

In Flight of the Stormcaller, the heroes chase after Captain Sahír’s ship, the Stormcaller, out from the Grey Havens and along the western coast of Middle-earth.

One of the most interesting parts of this scenario was that it introduced two separate quest decks—one that tracked the heroes’ progress, and one that tracked that of the Stormcaller. To win, you had to either catch up with the Stormcaller and destroy it, or complete the Stormcaller’s current quest stage before it could slip out of your grasp. Additionally, these two alternate routes to victory were complicated by your need to correct your heading during the Sailing tests that were first introduced in The Grey Havens, as these aimed to slow you down so you wouldn't catch up to the Stormcaller too quickly.

In Nightmare Mode, the decisions you make while questing and Sailing are tougher than ever before, as the Nightmare Deck introduces several effects that push you off-course while new locations and enemies capitalize on your failure to keep your heading. Meanwhile, the Stormcaller has become faster and will race ahead from one stage to the next at an alarming pace.

As an example, the treachery Sahír's Getting Away! (Flight of the Stormcaller Nightmare Deck, 8) illustrates many of the difficult decisions into which the Nightmare Deck will push you. In addition to placing progress on the Stormcaller’s quest stage, the treachery forces you to choose between shifting your heading off course and adding a whopping eight threat to the staging area!

And while too much threat in the staging area will prevent you from catching up to the Stormcaller and completing your quest, the chase becomes even deadlier if you head off-course. You'll have to be wary of Sharp Jetties (Flight of the Stormcaller Nightmare Deck, 5) that hinder your progress and deal damage to your ships, and you'll have to watch out for Corsair ships like the Tide-runner (Flight of the Stormcaller Nightmare Deck, 3) which seem to be everywhere all at once. The result is a tense journey that will test your speed, your combat prowess, and your navigational skills all at once.

The Thing in the Depths Nightmare Deck

One of my personal favorites from the Dream-chaser cycle, this scenario is really two scenarios in one. As the story opens, our heroes board the Stormcaller and battle to take control of the ship. But before the battle is won, a monster from the depths of Belegaer emerges and catches the Stormcaller in its many thrashing tentacles. These arms are each separate enemies that grapple with parts of the ship, and when they are destroyed, they deal damage to The Thing in the Depths (The Thing in the Depths, 49).

Despite the fact that the titular Creature is meant to be an all-consuming, nightmarish threat, the first part of this scenario is often considered more difficult because it hits players hard right when they are weakest—before they have armed themselves and built up their armies of allies. Accordingly, my primary goal with this Nightmare Deck was to infuse the second half of the scenario with a real Nightmare Mode level of difficulty, making the fight against The Thing in the Depths even more engaging and challenging.

Three new effects on the Nightmare Setup card (The Thing in the Depths Nightmare Deck, 1) enhance the difficulty of Stage 3, each in their own way.

First, a new Forced effect causes The Thing in the Depths to attack each player the moment it first emerges from the depths. This offsets some of the momentum you may have gained after taking control of the ship during Stage 1.

Another effect automatically reveals new locations to put into play if, at the beginning of the quest phase, there are fewer locations than the number of players. This ensures there will always be a healthy number of locations to which Tentacle enemies can grapple.

Finally, at the end of each refresh phase, any Tentacle enemies in play automatically resolve their grapple keywords. This forces players to defeat every Tentacle enemy that enters the staging area each round, lest enough of them grapple a location that they destroy the Stormcaller entirely.

Of course, the Nightmare Deck also introduces a number of deadly new Tentacle enemies like the Crashing Arm (The Thing in the Depths Nightmare Deck, 7), as well as a new treachery card, Deep Maelstrom (The Thing in the Depths Nightmare Deck, 8), that threatens to drown players in encounter cards!

Temple of the Deceived Nightmare Deck

A fan-favorite scenario, Temple of the Deceived really played to the Dream-chaser cycle's themes of exploration and discovery with the introduction of an “Island Map,” in which the island's locations are laid out in a grid that gives the scenario a unique sense of scale and perspective. It was only natural that the Nightmare Deck continue to toy with this defining element.

However, instead of designing new Lost Island cards to be shuffled in with the quest’s original locations, we created six new double-sided Edge of the Temple locations. And instead of challenging you to traverse four columns of Lost Island locations before you reached the final column of Temple of the Deceived locations, the Nightmare Mode version of the scenario features three columns of Lost Island locations, followed by two columns of these new Edge of the Temple locations. Only after traveling through all these columns can you finally reach the final column of Temple of the Deceived locations.

This lengthens your heroes’ journey through the jungle, but it also allows us to ramp up the difficulty of the new Nightmare Deck locations since they are always located farther from your starting location—meaning you'll have plenty of time to get ready for them before you face their dangers!

The scenario's enemies have also received a considerable boost. The original scenario featured some pesky, but manageable Undead enemies that were designed to slow your progress more than they were meant to be lethal. The new enemies, however, like the Cursed Soldier (Temple of the Deceived Nightmare Deck, 6) are far more powerful.

Importantly, these enemies also play around with the core mechanic of the scenario—its map—as do most of the cards in this Nightmare Deck. For example, Call of the Curse (Temple of the Deceived Nightmare Deck, 8) is a treachery that powers up every Undead enemy in play, making it much stronger if you face it as you're nearing the end of your quest.

Since almost all of the encounter cards in this Nightmare Deck refer to the Island Map in some way, with their effects often changing based on your heroes' position, the scenario offers a unique play experience, changing and evolving depending how deep you and your heroes have traveled into the jungle!

Brave the Uncharted Waters

The three new Dream-chaser cycle Nightmare Decks now available may build upon the existing scenarios from Flight of the Stormcaller, The Thing in the Depths, and Temple of the Deceived, but you would be foolish to act as though nothing had changed. Your old strategies may not work. Your landmarks may have disappeared. Nothing can prepare you for the dangers you'll face amid all the nightmare challenges of these new scenarios.

Will you still dare set foot aboard the Dream-chaser and sail in pursuit of Sahír and the artifact he's stolen?

Be a hero. Head to your local retailer or our webstore to order your copies of these Nightmare Decks today!

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

Assault on Dol Guldur

Published 14 September 2017 | The Lord of the Rings LCG

Assault on Dol Guldur

Retailers: Pre-Order Your Fellowship Event Kits Today

Each year, fans of The Lord of the Rings: The Card Game have two unique opportunities to explore more of Middle-earth and play their favorite cooperative card game. One of these prized opportunities took place recently at Gen Con 50 in Indianapolis. However, the other will take place worldwide in local stores as part of our annual Fellowship Event later this year! Players who attend these events are treated to a new scenario and the chance to play with people beyond their usual group. Starting December 9th, up to 12 players take the fight to Sauron in Assault on Dol Guldur, a scenario so epic it is available in 2017 only at Gen Con and to stores for the 2017 Fellowship Event!

Each event has a different alternate art card for players, but only the in-store Fellowship Event offers players the unique Fellowship 2017 playmat! Retailers interested in hosting an in-store Fellowship Event can pre-order one or more Fellowship Event Kits by contacting their local distributor now (product code OP050). Each kit contains support for up to three players, so stores should pre-order more kits based on the number of players expected to attend.

Each Fellowship Event Kit includes three copies of Assault on Dol Guldur, three Galadriel alternate art cards, and three gorgeous playmats featuring a map of Middle-earth.

A Word From the Developer, Caleb Grace

In Assault on Dol Guldur, players join the host of Lórien in a direct attack against Sauron’s Mirkwood stronghold taken straight from the appendix for The Return of the King. This unique scenario can be played by 1-4 players in Standard Game Mode or 3-12 players in Epic Multiplayer Mode. Only one copy of Assault on Dol Guldur is required to play Standard Game Mode, while three copies are required for Epic Multiplayer Mode. The scenario includes two double-sided setup cards, one for each mode, that players use to play the game in the desired fashion.

In Epic Multiplayer Mode, a group of 3-12 players are divided into three teams, and each team has its own encounter deck, quest deck, and staging area. Each team begins the game at their own stage one, but when everyone advances to stage three of Assault on Dol Guldur, they will find four different stage threes to choose from. Each one represents a different part of the siege, and only the team at that stage can make progress on it. In this way, each team is dependent on the others to do their part in order to win the battle and defeat the scenario.

Even though all three stages are interconnected, each one counts as its own game. So a card ability at one stage cannot affect the game state at another stage, unless it specifically says it does. Because each stage is its own game, two players at different stages can use the same unique card. That means players only need to coordinate their heroes with the other players on their team, not the entire group.

Of course there’s more to it than that: Each stage comes with its own risks and rewards, making the decision of which stage three each team chooses to quest at a compelling and important choice. To add to the richness of that choice, each stage three has a corresponding Dol Guldur location and Lieutenant enemy. Each Dol Guldur location cannot be explored unless the players are at the matching stage, and each Lieutenant enemy brings a danger of its own.

Order Your Fellowship Event Kits Now

Each participating store can pre-order Fellowship Event Kits (product code OP050), which include everything they need to support up to three players per kit. Make sure your local store pre-orders their Fellowship Event Kits by Wednesday, September 27th, and remind them to order a number of kits based on the number of players they expect to attend.

Note: All attendees at the Gen Con Fellowship Events received an alternate art Celeborn card. The alternate art Galadriel cards and Fellowship 2017 playmats are exclusively for the Fellowship Event Kits.

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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 Play Has Just Begun

Published 14 September 2017 | Arkham Horror: The Card Game

The Play Has Just Begun

The Path to Carcosa Is Now Available for Arkham Horror: The Card Game

"Along the shore the cloud waves break,
The twin suns sink beneath the lake,
The shadows lengthen
In Carcosa."

     –Robert W. Chambers, The King in Yellow

The lights dim. The curtain rises. The players take the stage. And the show begins.

The Path to Carcosa expansion for Arkham Horror: The Card Game is now available at retailers everywhere, and with it, the strange play, The King in Yellow has come to Arkham.

The show has come all the way from Paris, and Arkham's socialites are all eagerly looking forward to its debut.

You, however, have discovered some more troubling news: the play seems to leave a trail of disasters in its wake. Disappearances. Suicides. Delusions. Insanity. While you don't know how the play has garnered such a connection to the macabre, you are certain that something must be done. Someone must uncover the truth.

That someone is you.

Learn More from Our Previews

While the darkest events surrounding The King in Yellow remain shrouded in mystery, you needn't begin your investigations into The Path to Carcosa completely ignorant of the horrors you might face. The expansion's announcement and previews offer valuable clues to its various challenges, its six new investigators, and the unique play styles they bring to the Arkham LCG®.

  • Our announcement of the expansion addressed its new scenarios and themes, thrilling a good number of fans with the promise of nefarious cultists, masked villains, corrupting influences, and supernatural realms. It also introduced the game's first neutral investigator, the actress Lola Hayes (The Path to Carcosa, 6), who subverts all our existing expectations of class affiliation by switching from class to class as easily as she can move from one role to the next.
  • "A Mind Is a Terrible Thing to Lose" explored some of the challenges you might face, as well as the ways The Path to Carcosa campaign amplifies the game's psychological horrors by introducing the new "hidden" keyword, along with consequences for your growing Doubt or Conviction.

All together, these articles should offer you a variety of leads to follow along your investigation. Use your knowledge of the scenarios and their horrors to properly steel your nerves. Explore the new investigators and the deckbuilding options they provide you. Dabble with the new Spells. Practice your new Talents. And consider how to make the most of your investigator's unique strengths, while avoiding the situations that would penalize you most should you draw your weakness.

Enjoy the Show

The King in Yellow has come to Arkham, and this is a performance you definitely won't want to miss. So purchase your ticket and find your seat. We hope you enjoy the show…

If you're lucky, you might even retain your sanity.

Head to your local retailer today to pick up your copy of The Path to Carcosa (AHC11)!

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

A Galactic Council

Published 13 September 2017 | Twilight Imperium Fourth Edition

A Galactic Council

Preview the Status and Agenda Phases of Twilight Imperium Fourth Edition

"Here on Mecatol Rex, the Galactic Council is growing in influence once more, while civilizations new and old, are re-colonizing the neighboring systems abandoned during the Dark Years."
   - Mahthom Iq Seerva 

A new age of twilight has dawned and the great factions of Twilight Imperium Fourth Edition are scrambling to become the dominant force in the galaxy.

While large armadas will be essential to your galactic conquest, you will also need the silver tongue of a politician to come out on top. A game of Twilight Imperium Fourth Edition will not only see players do battle with their enemies, but work hand-in-hand with their direct rivals in a galactic council to enact laws that propel their climb to greatness while pushing down those who would oppose them.

Today, we’re previewing the agenda and status phases of Twilight Imperium Fourth Edition. These phases occur after the action phase, allowing players the opportunity to vote on new laws and climb closer to domination by scoring objectives and refreshing their command tokens.

A Brief Respite

The status phase sees factions refresh themselves for the battles to come, advancing the options to claim victory and pushing the old galaxy further into its new, and violent, age.

The first thing that occurs is that players are allowed to score objectives. A player may score one public objective and one secret objective they achieved during the turn. This can be the most harrowing moment of the game—if a player reaches ten victory points, the game is immediately over.

Once players have claimed objectives, a new one is flipped over, able to be claimed during the next round. This steady stream of new objectives will give your empire direction as they continue their conquest throughout the galaxy.

During the status phase, players claim objectives and make their way up the objective tracker before flipping over a new objective.

Players then refresh their fleets by redistributing command tokens, repairing their ships, and gaining new action cards to influence the flow of the game. Planets that were used to construct fleets are also refreshed, available for use during the upcoming agenda phase.

Players also have the opportunity to rearrange the command tokens on their command sheet, giving them ability to shift their focus on the fleet, tactics, or strategy pool. The status phase is an opportunity to evaluate your position among the factions and decide on the best course of action to proceed forward.

Galactic Laws

After a player has claimed Mecatol Rex as their own, the agenda phase takes place after the status phase of a round. The galaxy does not run on its own, and though countless factions are vying for domination, they must come together as a galactic council to enact rules and laws for the galaxy they govern.

The agenda phase begins with a card being flipped from the top of the agenda deck. These cards will present players with a choice. It could be selecting a player to receive a victory point, or it could be a question of banning a certain type of technology. The powerful Publicize Weapon Schematics can act as a great equalizer, either granting everyone the ability to research the powerful War Sun, or harming those who have already taken that step. Meanwhile, Shard of the Throne sees the galactic council elect a player to receive one victory point. However, this point is fluid, and can be taken by a player who wins combat against the card holder. These cards represent important decisions, and drastically impact the flow of the game.

Each player, starting with the player to the left of the speaker, casts votes for a single outcome. When players vote, they may exhaust any number of their planets, each one contributing a number of votes equal to its influence.

During the agenda phase, players can exhaust planets to gain votes equal to those planets influence value. 

During this period, players are free to negotiate transactions among each other, perhaps trading valuable promissory notes or trade goods in exchange for votes. Every player can negotiate a maximum of one transaction with each other player during the agenda phase. If a vote is important to you, be prepared to pay. If a deal can be resolved immediately, it is known as a binding deal and players are locked in to their promises. Deals that must be fulfilled later in a turn, like a non-aggression pact, are not binding and can be broken with no gameplay repercussions.

When voting for the first agenda card, you must be cautious with how many planet cards you exhaust, because immediately after the first vote is resolved a second card is flipped, which may prove to be even more vital. The voting process is repeated one more time, except many planets will no doubt be exhausted from the first vote. This can leave players scrambling to make transactions to force the second vote to go their way. It will take a shrewd sense of politics to navigate these laws and allow your faction to come out above the rest in a game of Twilight Imperium Fourth Edition.

Dominate the Galaxy

Though the massive fleets that make their way through the galaxy are the backbone of galactic conquest, clever politicking and diplomacy are the brains. Every vote can inch you closer to your objective, sitting upon Mecatol Rex as the rightful rulers of the galaxy. Are you sly enough to negotiate your way to victory? Find out in the fourth quarter of 2017 when Twilight Imperium Fourth Edition is released.

Claim your Objective and pre-order Twilight Imperium Fourth Edition (TI07) from your local retailer or from the Fantasy Flight Games website by clicking here!

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GM Guide: Making Characters Memorable

Published 12 September 2017 | The Force Awakens Beginner Game

GM Guide: Making Characters Memorable

Guest Writer Bryan Young on Bringing Your NPCs to Life

"They're my friends. I've got to help them."
     –Luke Skywalker

Details bring characters and their stories to life. Characters without details are like skeletons. They may have some shape, but they're dead. They can't move. And you can't really tell one from the other. But once you flesh them out with details, they quickly become able to move you.

We recognize something fundamentally human in the young Tatooine farmboy who dreams of joining the Rebel Alliance to escape his planet's barren wastes and embark upon adventure amid the stars. We get a kick out of Han Solo not because he's a helpful smuggler and pilot, but because he projects a cocksure attitude and talks about how he completed the Kessel Run in under twelve parsecs, even though his modified freighter looks like a hunk of junk. And we respond to Darth Vader's presence with immediate fear and respect because a wealth of details suggest his terrible powers—his imposing stature, confident stride, masked helmet, deep voice, measured speech, and even the strange, wheezy sound of his suit's life support.

Physical details are important, but even more so are behavior quirks and the relationships these characters have with others. And just as these details helped us connect to the characters and conflicts of a galaxy far, far away, so can they enrich our games of Age of Rebellion, Edge of the Empire, and Force and Destiny.

No matter what your characters are doing, your Star Wars™ roleplaying sessions are bound to prove more entertaining when they're set amid a galaxy full of three-dimensional characters with lives, challenges, and desires of their own.

So how do you fill your games with these Non-Player Characters (NPCs)? That's the question that guest writer Bryan Young explores in today's look at our Star Wars roleplaying games.

Guest Writer Bryan Young on Fleshing Out Your NPCs

When you’re looking to Game Master one of the pre-written adventures for any of the Star Wars roleplaying games, you'll find the cast of characters you'll get to play has already been taken care of for you. But when you’re running a game of your own design, all of those characters will have to come directly from your own head. So how do you invent the details that will bring them to life?

When I’m running a game, I like to come up with a few random details for each of my Non-Player Characters (NPCs) so I know exactly how to play them. The details I try to keep are simple and progress naturally as I think about how they interact with the players and the story.

Who Are They?

In a game I’m running, there’s a mechanic the players could deal with. Naturally, to make the mechanic feel more Star Wars, I made this mechanic a Rodian and gave her her own story. I did this because I believe it helps make the world feel more real when the NPCs have their own lives moving in the background of the game.

Her name was Leota. Her specialty was making modifications that the Empire might consider… illegal. Fake transponders. Illicit weapons. Extra shields. Even cloaking devices. So long as the price was right.

That was all the info I needed for the first session in which she appeared, but I had the idea that Leota owed debts to a number of people and might have bounty hunters coming after her at odd times. This was an idea I kept tucked in my back pocket in case I needed an idea for future sessions. At any point, if the characters came back to see her, this backstory could lead them into an interesting mystery.

Perhaps, they'd find bounty hunters hassling Leota when they showed up. Or maybe the bounty hunters would have abducted her.

Then I started to think about what her connection to the players might be. Did she trust them? Or did she think they were going to burn her, exposing her to Imperial attention? I opted for a mix of the two.

These bits gave me enough information to be able to interact with the players. You’ll still have to do plenty of ad-libbing when you’re talking in your NPC’s characters voice, but at least you’ll know where they’re coming from as a starting point.

Where Are They Headed?

These few rough points are all you really need to consider for each major NPC—name, appearance, role, motive, relationship with the PCs. And once you get used to bringing NPCs to this level of detail, making up new NPCs on the fly will be no problem.

Say there is a bounty hunter at the mechanic’s hideout. What’s he like? Is he a Zabrak with a vendetta? Or is he an Imperial loyalist working for the sector Moff. Maybe there’s a piece of one player character’s backstory that hooks into having a bounty on his or her head, too, doubling the trouble for the characters.

All it takes is a few questions and you’re ready to go:

  • What's the NPC's name?
  • What does this NPC look like?
  • How does this NPC typically operate?
  • What does this NPC want?
  • What does this NPC's presence in a scene mean for the PCs?

Given this list, I keep a list of names handy for whenever I have to come up with a new NPC. Nothing breaks the tension of the game more than when the Game Master has to stop and think up a name for the character the players are currently interacting with. I’ll write down ten or fifteen names and what species they’d belong to… just in case. This is one Game Master trick that always comes in handy.

Where Can Your NPCs Take You?

Hopefully, these tips about handling non-player characters will help you flesh out your game.

All it takes is asking questions and coming up with enough of a story for you, as the Game Master, to do some riffing. You just need to know enough about your NPCs to help your players visualize them and enjoy interactions that flow naturally.

Once you get that down, your games will be much more exciting and detailed, and your players will feel like you’ve dropped them in a Star Wars galaxy that is fully realized and in which every character they encounter has his or her own exciting story.

When he's not making life difficult for his friends' small band of Rebels, Bryan Young is a writer, podcaster, and gamer. He writes regularly for and Star Wars Insider, and hosts the Star Wars podcast Full of Sith. You can follow him on Twitter @Swankmotron.

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