Fantasy Flight Games

 

Fantasy Flight Games

Finding the Spark

Published 14 June 2019 | Star Wars: Destiny

Finding the Spark

Preview Leaders and Troopers in Spark of Hope

“In every corner of the galaxy, the downtrodden and oppressed know our symbol and they put their hope in it. We are the spark that will light the fire that will restore the Republic. That spark, this Resistance, must survive. That is our mission.”
   –Vice Admiral Amilyn Holdo, Star Wars: The Last Jedi

Pre-order your own copy of Spark of Hope boosters at your local retailer or online through our website today!

Through every generation of the Star Wars galaxy, leaders have provided a spark of hope to their soldiers and tacticians. It’s these troopers who believe in their cause, and fight to ignite the spark of hope against overwhelming odds, or search the galaxy looking to extinguish the spark before it can grow.

Join us today as we preview leaders and troopers in Spark of Hope, a new set of boosters for Star Wars™: Destiny!

Spark of Hope continues the themes found in Convergence, while introducing new ways to defeat your opponents in Destiny’s epic duels. Look for diceless characters to fill out your team, a new form of Lightsaber mastery, and an emphasis on subtypes like Jedi, Sith, leaders, and troopers.

Lighting the Spark

While regimes like the Empire and the First Order rally their troops around fear, rebels rally around their leaders and the purpose they provide to a galaxy in turmoil. During the darkest hour of the Resistance, Vice Admiral Amilyn Holdo (Spark of Hope, 75) provided a spark of hope to rebels on the run. In Star Wars: Destiny, Holdo can still provide that spark when all seems lost, allowing you to ready a vehicle after she is defeated, or playing one at a discounted cost with her special symbol. This can allow you to utilize new vehicles like the B-Wing (Spark of Hope, 86) to ignite the spark of hope and find victory with overwhelming firepower.

Holdo becomes even more valuable if she is equipped with the Admiral  (Spark of Hope, 136) title, an expensive upgrade that can see you activating your characters and vehicles multiple times a turn provided you roll its special symbol. While it is an expensive investment, You Are In Command Now (Spark of Hope, 132) provides a discount to these resource-heavy titles that can drastically shift the course of a game.

Holdo is a leader that stands out from the rest, willing to do whatever it takes to protect a small band of rebels from complete destruction. She even went so far as to perform a Lightspeed Assault (Spark of Hope, 81) to save the last remnants of the Resistance. This event requires great sacrifice, but a  Firm Resolve (Spark of Hope, 87) can ensure your band of heroes has a chance against overwhelming forces. With some clever setup, you may even be able to Take Control (Spark of Hope, 85) of an opponent’s vehicle and use that for your lightspeed assault, softening the blow to your own forces while dealing heavy damage to your opponent.

But what's a leader without loyal troopers to follow them into battle? If it wasn’t for the skill and sacrifice of those on the front lines of the battlefield, there would be no victory. The Hoth Trooper  (Spark of Hope, 78) is one of the new diceless characters in Spark of Hope, but can still deal damage to your opponent every time they are activated. At five points, Hoth Troopers can fill out your team, and their resolve and a strong leader can push your team to victory.   

An Endless March of Terror

The villains of the Star Wars galaxy don’t rely on hopes and dreams of the future, instead they find their power in skill and fear. Gideon Hask (Spark of Hope, 21) is a commando in the fearsome Inferno Squad, completing missions with an efficiency seen nowhere else in the galaxy. If Gideon is leading your troopers, he can get the most out of them by rerolling their dice with his Power Action, even if they've already been activated for the turn. Since Gideon is a trooper, this ability can target himself, and allows him to take advantage of several trooper-specific cards in Spark of Hope

Gideon can utilize the AT-RT (Spark of Hope, 134), a vehicle specifically made for troopers on the front line of the battlefield, with a special die filled with modifiers that can freely modify trooper dice. The flexibility offered by this vehicle is second-to-none, simply making any die roll better, regardless of the symbol. 

Mudtroopers (Spark of Hope, 22) can also utilize the AT-RT to great effect. The Mudtroopers allow you to reroll a die showing a blank after you activate the Mudtroopers or a leader character. With two blank sides themselves, the Mudtroopers are the perfect target for their own ability, providing a high level of consistency to your team for just eight points. 

Lighting a New Path

The spark of hope is not an easy thing to ignite. It takes sacrifice, and those willing to do whatever it takes to keep hope alive against those who would extinguish it throughout the galaxy. Will you find a way to ignite the spark with the heroes of the galaxy, or destroy it completely with dastardly villains?

Light a path for the galaxy in Spark of Hope (SWD18), available now for pre-order from your local retailer or our website!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

The Winter World Championships

Published 13 June 2019 | Legend of the Five Rings LCG

The Winter World Championships

Details on the Legend of the Five Rings and A Game of Thrones Worlds

“My skin has turned to porcelain, to ivory, to steel.”
   –Sansa Stark, A Storm of Swords

More Questions?
If you have additional questions about the Winter World Championships, you can watch our livestream here!

Whether you are defending the honor of your clan in the Emerald Empire, or supporting your faction in pursuit of the Iron Throne, this winter you can claim the ultimate prize at the upcoming World Championships for Legend of the Five Rings: The Card Game and A Game of Thrones: The Card Game!

These World Championship events form the pinnacle of competitive Organized Play, drawing in players from all over the world to compete at the highest possible level. In order to dedicate more space than ever to each game, the Legend of the Five Rings: The Card Game Winter Court and the A Game of Thrones: The Card Game World Championship have been separated this year, taking place on their own individual weekends!

Legend of the Five Rings: The Card Game players, you can fight for your clan at the Fantasy Flight Games Center in Roseville, Minnesota from November 6 – 10, 2019. A Game of Thrones: The Card Game players, the battle for the Iron Throne will also take place at the Fantasy Flight Games Center, from February 7 – 9, 2020. This winter, you will have the chance to prove yourself worthy of the title: World Champion.

We'll explore each event in more detail below, but here's a quick overview of the main events at each upcoming World Championship.

Legend of the Five Rings: The Card Game

A Game of Thrones: The Card Game

  • November 6: Last Chance Qualifier
  • November 7: Day 1A
  • November 8: Day 1B
  • November 9: Day 2
  • November 10: Worlds 2020 Qualifier 
  • February 7: Joust 1A, Melee 1A
  • February 8: Joust 1B, Melee 1B
  • February 9: Joust 2, Melee 2

As countless battles are waged across both Westeros and Rokugan, few things are certain amidst the unrest that rules these lands. Despite the ongoing conflicts and political conspiracies, time presses on, the seasons change, and eventually, winter comes. It's during these times of hardship that your people must fight for survival—but there's also the greatest glory to be won!

Can you maintain your honor in the face of your challengers? What will you sacrifice to claim the Iron Throne or to serve your daimyō? Prepare yourself for the chaos that comes with the cold and cut through those who dare challenge you.

For more information on these events, we first look to the Emerald Empire of Rokugan…

Legend of the Five Rings: The Card Game

Whether you favor the churned mud and hard-won glory of the battlefield, or you test your honor in the veiled courts of Rokugan, your struggles for victory ultimately lead you to the Legend of the Five Rings: The Card Game Winter Court. This year, the stakes are higher than ever before—for the first time, the World Championship is invite-only, and you must do battle to even win your seat. If you've already won your invitation to the World Championship, you can claim your reserved seat using this form, with a deadline of October 4, 2019. If, however, you have not won the glory of a seat at the most prestigious event in Rokugan, you'll have one last chance to win your place in the World Championship at the Last Chance Qualifier!

The Legend of the Five Rings: The Card Game Last Chance Qualifier will take place on November 6, giving you the opportunity to win your place among Rokugan's greatest samurai. The Top 64 players in the Last Chance Qualifier are guaranteed to advance to the World Championship (split evenly across Day 1A and Day 1B), with additional seats becoming available if any reserved World Championship seats go unclaimed by their champions. Of course, even if you can't seize a place at the World Championship, there's still plenty for you to do, with side events throughout the weekend, a costume competition, and a World Championship 2020 qualifier on Sunday all available for you to play in.

Tickets for the Last Chance Qualifier go on sale on July 11, 2019 at 2:00 PM CDT (UTC –5), with a fee of $25. If you win your seat in the World Championship and choose to participate, there will be an additional $25 charge.

Once the World Championship proper begins, players will duel across two days, with Day 1A on Thursday, November 7, and Day 1B on Friday, November 8. Both of these flights feed into the highly elite Day 2 on Saturday, November 9, with the champion ultimately winning the title of Shōgun and the chance to influence the story of Legend of the Five Rings forever. Then, before the weekend ends, players will have the chance to contend for seats in next year's World Championship, with a Worlds 2020 Qualifier taking place on Sunday, November 10.

We don't have much to share on the prizes for the Legend of the Five Rings: The Card Game Winter Court at this point, but we'll have much more information on these prizes as we draw nearer to the event. Importantly, the Prize Wall will be returning to this year's Winter Court, and players will be able to use all tickets earned at this year's Winter Court on the Prize Wall! (Koku earned at Kotei events cannot be spent at the Winter Court Prize Wall.)

Are you prepared to duel for the future of Rokugan and uphold the honor of your clan and family? Grab your tickets for the Last Chance Qualifier on July 11, or claim your reserved seat using this form now! And of course, even if you aren't able to join us in person, we'll be streaming the entire event from FFG Live on Twitch and YouTube—so be sure to stop in and join us there to watch the world's greatest Legend of the Five Rings: The Card Game players!

A Game of Thrones: The Card Game

Meanwhile, in the Seven Kingdoms of Westeros, the battle for the Iron Throne rages on, engulfing mighty lords and lowly peasants, spreading from the sands of Dorne to the icy fastnesses north of the Wall. With a full weekend dedicated to A Game of Thrones: The Card Game, players from around the world will have the opportunity to come together and celebrate everything that sets this game apart. Giving A Game of Thrones: The Card Game its own weekend also allows more room for participants, with a total of 360 seats being available. 

The main event for A Game of Thrones: The Card Game (Joust format) will begin on Friday, February 7 for Day 1A and Saturday, February 8 for Day 1B. Representing the factions of the Seven Kingdoms, players will use deadly schemes, cunning tactics, and brute strength to make their way to the Day 2 cut on Sunday, February 9. Running alongside the Joust tournament, players can also participate in the Melee tournament, which also runs with opening flights on Friday and Saturday. Those players who outwit and outperform the rest of the competition at their tables will then meet on Sunday for the final Melee showdown.

In addition to Joust and Melee, there will be a number of side events available for players to participate in throughout the World Championship weekend. The Ironborn-themed multiplayer variant, Kingsmoot, will be available for groups to play, as well as draft pods. Stay tuned for more information on these and other side events!

As well as the chance to dedicate a full weekend to A Game of Thrones: The Card Game, the February event date also gives players the opportunity to pay the iron price for their World Championship entry by waiting to win a Prime Championship before purchasing a ticket. Registration for the A Game of Thrones: The Card Game World Championship begins July 11, 2019, at 2:00 PM CDT (UTC –5), where half of the seats will become available. The other half of the seats will be made available at a later date once the Prime Championships are underway and players have had more chances to win their seat. As has been the case for previous World Championships, a lottery system will be used for selection. The price point for all tickets is $50, but if you have won a reserved seat, you can claim your seat now! The deadline for claiming these reserved seats is January 4, 2020. 

And of course, even if you are unable to attend in person, we'll be streaming the entirety of the A Game of Thrones: The Card Game World Championship with FFG Live on both Twitch and YouTube for you to enjoy!

Winter Is Coming

The winter snows may be falling, but the champions of Rokugan and Westeros are still called forth. Face the elements and strike your enemies down in order to claim your rightful prize!

Join us for the Winter World Championships for Legend of the Five Rings: The Card Game in November and A Game of Thrones: The Card Game in February! It's sure to be full of unforgettable moments, amazing prizes, and incredible players—and we'll have more information to share on these events soon. For now, mark your calendars to get your tickets on July 11, and join us this winter for the pinnacle of Organized Play competition.

Discuss this article
in our forums!

Available Now – June 13th

Published 13 June 2019 | Star Wars: Outer Rim

Available Now – June 13th

Star Wars: Outer Rim Is Available Now

Take a look at the latest products from Fantasy Flight Games, now available at your local retailer! 


Star Wars™: Outer Rim

Take to the stars and become a living legend in Star Wars: Outer Rim, a game of bounty hunters, mercenaries, and smugglers for 1-4 players!

In Outer Rim, you take on the role of an underworld denizen setting out to make your mark on the galaxy. You’ll travel the Outer Rim in your personal ship, hire legendary Star Wars characters to join your crew, and try to become the most famous (or infamous) outlaw in the galaxy!

But it won’t be easy. The warring factions of the galaxy roam the Outer Rim hunting down the scum that have proven to be a thorn in their side while other scoundrels looking to make their mark see you as the perfect target to bring down to bolster their own reputation. Do you have what it takes to survive in the Outer Rim and become a living legend? 

Pick up your copy of Star Wars: Outer Rim at your local retailer today!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Moving in Shadows

Published 12 June 2019 | Legend of the Five Rings RPG

Moving in Shadows

Previewing Shinobi Characters in Courts of Stone

Pre-order your own copy of Courts of Stone at your local retailer or online through our website with free shipping within the continental United States today!

Rokugan is in an age of sudden change. The throne is under threat from malevolent forces both on the battlefield and in the courts, and those closest to the Emperor now have the rare opportunity to make sweeping changes to the course of the Emerald Empire’s future. If you can navigate the web of deadly intrigues that surround the Emperor, you can bring the desires of your Clan to the forefront and secure your power in the years to come.

In the Legend of the Five Rings Roleplaying Game, you take on the role of a citizen of the Emerald Empire working to leave your mark on history and help bring Rokugan into a new age, but how you pursue this end is entirely up to you. The world is wide, and the choices you make may lead you down infinite paths. In the Courts of Stone sourcebook, you find the comprehensive guide to Rokugan’s courts, castles, and keeps, where power is concentrated between a handful of players and where you have the best chance to bring your Clan’s goals to fruition. But will you build your new world with words, or will you turn to more dishonorable means to achieve your ends?

Today, we offer you a closer look at the new deadly schools introduced in the Courts of Stone sourcebook for the Legend of the Five Rings Roleplaying Game— now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!

The Legacy of Bayushi

Courts of Stone offers you a variety of new schools and identities to take on, ranging from noble courtiers to secretive spies and mercenaries. While you may wish to keep to the light, shaping the future with well-placed words and courtesy, a specialist character who is willing to do whatever it takes to achieve their goals may prove invaluable as you pursue power in the Emerald Empire. And there is no clan better equipped or more willing to take the necessary steps for the Emperor than the Scorpion.

The school of warriors founded by the kami Bayushi are known as the Bayushi Deathdealers. Much as the Deer Clan have a dual nature that they must balance, so too are members of this school considered to be both chivalrous bushi and secretive shinobi. These samurai are trained to believe that in combat and in all aspects of life, it is always better to be underestimated. Any aspiring warrior is welcome in this school if they can survive its rigors, but its secrets remain hidden to those who are not cunning and inventive enough to uncover them.

In addition to traditional swordplay, this school specializes in weaponry that embraces the subtle art of combat such as the bow. The school also teaches iaijutsu, offering players a variety of new useful techniques to add to their supply, such as a Deceitful Strike or Cunning Distraction. But students are always reminded that it is merely a tool of power like any other. Every tool has its proper place and uses, and the Bayushi Deathdealer school ensures that its students have the widest arsenal available to prepare them for any challenge they may face.

Dealers in Death

While members of the Bayushi Deathdealer school may rely on all forms of combat to achieve victory, you may also choose to go even further to embrace the shadows and embody one who lives without honor, family or remorse by undergoing Mercenary Ninja Training. These shinobi are masters of the shadows who use their lethal trade to make their fortune, learning techniques that allow them to move Like a Ghost or remove a target with Silent Elimination. Most often hailing from humble backgrounds as commoners, mercenaries act as easily deniable and disposable assets for members of the Great Clans, executing dangerous and dishonorable missions from the shadows without direct links to nobles who would rather have their schemes go undetected. Unlike shinobi who serve the Great Clans, Mercenary Ninjas serve only their own interests, and loyalty can always be bought if a noble can name the right price.

When not otherwise engaged, Mercenary Ninja generally live simple lives. After all, in this line of work, it is best to remained unnoticed in everyday life, and the more people who know about a mercenary’s work, the greater a target they become. As you grow your character’s backstory, you may have this need for secrecy prove a strain on relationships that fill a character’s background, or even with other players, and it is possible for the morality of the job to burden a character or harden their heart. No formal schools exist for such lawless individuals, but some Mercenary Ninja train under a mentor with whom they may forge a special bond, as discussed in our last preview, while others create their own cadres. But can honor still be held when among thieves and killers when loyalty goes to the highest bidder? What stories will you discover moving among those who shun the light?

A World Reborn

Whichever school you choose to embrace, the path of your story is yours alone. The world of Rokugan is opened before you—will you take to the courts, or to the shadows? Choose your path, embrace your destiny, and shape the future of the empire!

Pre-order your copy of Courts of Stone (L5R08) at your local retailer today or online through our website, with free shipping within the continental United States, here! This sourcebook will arrive at retailers in Q2 of 2019!

Discuss this article
in our forums!

Dead of Night

Published 11 June 2019 | Arkham Horror

Dead of Night

Announcing a New Expansion for Arkham Horror Third Edition

Pre-order your own copy of Dead of Night at your local retailer or online through our website with free shipping in the continental US today!

Kate Winthrop pulled the collar of her long coat tight against her neck to ward off the creeping chill of a damp autumn night. With a squeal of tires, a long black car raced by, pursued closely by a police wagon. Kate pressed herself up against the iron railing of the bridge over the Miskatonic to keep clear of the chaos.

She’d read in the papers about the recent upsurge in violent crime and felt the increasing tension all around the city. As the nights grew longer, she noticed a deeper darkness lurking in the shadows around Arkham, and the instruments in her research lab at the university were responding to some influence that she couldn’t observe.

Something was coming.

Fantasy Flight Games is proud to announce Dead of Night, a new expansion for Arkham Horror Third Edition!

In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. This expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, a new monster deck holder, and four new investigators to face these fresh horrors, armed with new spells, items, and allies. 

Shots in the Dark

The gangs of Arkham have a long history of violence, and the peace between the O’Bannions and the Sheldons has always been tenuous at best. In the sweltering summer of 1926, a dark shadow pushes them into savage conflict.

The new Shots in the Dark scenario featured in Dead of Night sees investigators trying to make peace between two warring gangs in the streets of Arkham. You’ll have to deal with O’Bannion and Sheldon forces as you uncover the mystery of why these gangs are on the verge of tearing their rivals—and their city—apart. Maybe you’ll even have the opportunity to pick a side and end the conflict once and for all with a clear winner.

But why are these gangs at each other’s throats? In Arkham, nothing is ever as it seems and some conspiracies are best left unexplored. Do you have what it takes navigate this gang warfare and unravel the deeper mystery?

On the Lam

Dead of Night also includes four new investigators, each providing fresh blood for the horrors of Arkham to consume completely.

“Skids” O’Toole always tried to make decisions that would make his mother proud, but his luck never seemed to hold for very long. Something always went wrong, and each new choice seemed to leave him with fewer options than he’d had before. Then, his mom got sick and “few options” quickly dwindled to “no options.” In prison for robbing a bank to pay her mounting hospital bills, Skids learned just how badly things could go for a guy: his cell mate, ranting about “The Old Ones,” scrawled dozens of cryptic messages on the walls just before he burst into flames. Back on the street, Skids found another way to make his mother proud. Kneeling to lay flowers on her grave, he swore to do whatever he could to keep the world safe from ancient evils.

“Skids” O’Toole knows an opportunity when he sees one, and even at his lowest point can find the inner strength to push beyond his limits and face the horrors infesting Arkham. As a survivor/rogue hybrid, Skids can focus one of his skills whenever he rolls a one during a skill check. With a focus limit of zero, this is the only way Skids can increase his skills by focusing, and serves as a free action whenever the ex-con is down on his luck. But luck and grit aren’t the only tools Skids has at his disposal.

O’Toole is an expert at slipping out of trouble. He begins the game  On the Lam,  letting him give non-epic monsters the slip for a round at the cost of one horror. This allows Skids to stalk the streets of Arkham, avoiding the supernatural horrors bleeding out of every corner, slithering into places other investigators dare not tread.

When selecting Skids as an investigator, you get to choose between two different cards that will help determine your playstyle. Switchblade adds an element of danger to the ex-con, allowing him to deal one damage to a monster whenever you disengage with it. While Skids is not a great fighter, he is an expert at getting away unharmed, and his switchblade gives another level of protection against the encroaching darkness.

If you want to play Skids with a gentler touch, perhaps you can take advantage of his Light Fingers,  which allows you to potentially gain an item in the display when you perform a gather resources action. With a keen observation skill, Skids can often take full advantage of most items in the display. Of course, Skids could end up stuck with the Wanted condition. This condition prevents you from having any reputation talents, and potentially can lead to a run in with the law, something Skids wants to avoid at all costs. But is Skids willing to face his fears if it means saving the world from the impending darkness? What other new investigators are willing to face the darkness and protect the world from ancient unknowable evils?  

Survive the Night

The dead of night is cold and unknowable. Where the deepest secrets of Arkham fester and come to life, where gangs rip each other apart and blood flows through the streets of our fair town. Can the investigators of Arkham Horror unravel the mystery before the world is flooded with thoughts of madness and insanity? You may have survived the horrors of Arkham Horror Third Edition in the past, but the dead of night is just beginning. For more information on this expansion, check out our FFG Live reveal stream here!

Continue your adventures in Arkham Horror Third Edition with Dead of Night (AHB04), available now for pre-order from your local retailer or our website with free shipping in the continental US!

Discuss this article
in our forums!

Long May He Reign

Published 10 June 2019 | A Game of Thrones: The Card Game

Long May He Reign

Announcing the Final Chapter Pack in the King's Landing Cycle

“This is the will and word of Robert of House Baratheon, the First of his Name, King of the Andals and all the rest—put in the damn titles, you know how it goes.”
  –King Robert Baratheon, A Game of Thrones

Pre-order your own copy of Long May He Reign at your local retailer or online through our website with free shipping in the continental US today!

Leave the pages of A Song of Ice and Fire behind to explore the world of Westeros at your will in the King’s Landing cycle for A Game of Thrones: The Card Game! The sixth cycle of the beloved Living Card Game takes a new direction, shifting focus from the linear events that play out in George R. R. Martin’s bestselling book series to the great gathering place where characters from across the saga can cross paths, torn from time to meet in a single place.

Now, the King’s Landing cycle is about to draw to a close with Long May He Reign, the sixth and final Chapter Pack of the cycle—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!

First of His Name

In Westeros, power shifts hands at a rapid pace, but most often it is only exchanged between the few great Houses who have held their lands since Aegon’s Conquest and passed it to their descendants. Long May He Reign focuses on this idea of legacies; the histories of the Great Houses that future generations must uphold and defend. Robert Baratheon once destroyed the legacy of the Targaryens when he nearly wiped their House from the face of Westeros, and in doing so he gained a power and a title that has haunted him, and soon will haunt the realm if it should pass to his children. To reflect this, in this Chapter Pack House Baratheon gains the titular Legacy  Long May He Reign (Long May He Reign, 108), which declares that the King who bears this attachment cannot be killed as long as you continue to dominate power challenges and hold on to this protection. If you can surround yourself with warriors you trust to wear the White Cloak (The Blackwater, 98), your ruler may soon think himself invincible against the dangers of the world. Just take care that pride does not lead to recklessness.

The most trusted of House Baratheon’s allies are the Starks, as loyal as they have been for generations and bound to the Stags of Storm’s End by the friendship of Robert Baratheon and Ned Stark. If you align with Ned and the Northmen, you may give bestow their own Legacy, Blood of the First Men (Long May He Reign, 102), to any of your bannermen to allow them to join a challenge alongside a participating Stark character, even if they do not have the indicated challenge icon. This can add incredible versatility to specialized characters who have high strength, but only a single power icon and help trigger abilities like Put to the Sword (Core Set, 41) that require you to win a challenge by five or more. And—as a non-loyal card—this attachment will make House Stark an ideal ally for any of the Great Houses of Westeros. With the power of the North at your back, there is no challenge you cannot overcome.

A Girl Has No Name

While some nobles in Westeros are obsessed with legacies, honor, and power, others seek merely to escape the confines of duty and embrace their own destiny. Arya Stark (Long May He Reign, 101) never wanted to be a Lady, though she still bears the trait as she has in every version of her card, from the  Core Set  (Core Set, 3) to  Wolves of the North  (Wolves of the North, 7) and  Arya Stark  (The Faith Militant, 81). But in Long May He Reign, Arya regains the stealth keyword and learns the ability to hide in the new shadows area. Arya embraces the shadows both in mechanics and in theme as you now have a chance to shape your story of intrigues and murder by adding the names of any five of your enemies to Arya’s prayer. Once Arya Stark enters play, you place a prayer token on up to five different characters you do not control and for each target you kill, you may draw a card and stand Arya as she becomes reinvigorated by her revenge. But you must still take care to protect the daughter of Ned Stark until her vengeance is complete— if Arya dies, her prayer dies with her.

As Arya tries to run from the fate she was born into, others across the sea struggle to leave behind the fate they chose for themselves. Ser Jorah Mormont (Long May He Reign, 113) once made a terrible mistake, selling men into slavery to pay his debts and then fleeing into exile to avoid the cold justice of the Warden of the North. This ability to outrun death is reflected in Long May He Reign, as when Ser Jorah would be discarded from your hand, he is placed into shadows instead of the discard pile. This can help you maneuver around the effects of cards like Great Wyk (Kings of the Isles, 17) or Hidden Thorns (House of Thorns, 24) and even turn these attacks on your hand into an advantage as once Ser Jorah is in shadows, the cost to bring him into the battle is decreased by one. Once there, the Knight is a force to be reckoned with, able to participate in any challenge with a respectable base strength of four. 

While his love for Daenerys Stormborn is well known, you may choose to tempt him with a Mercenary Contract (Long May He Reign, 114), granting him new access to the Mercenary trait. This would enable the swellsword to stand after a challenge and continue fighting for your cause for the low cost of a single gold. And if you can field Ser Jorah alongside Daario Naharis (The Archmaester’s Key, 14), you can have him fight in every challenge type during a single turn! With such tireless allies on their side, it is only a matter of time before House Targaryen crosses the Narrow Sea and reclaims the Iron Throne.

To Arms!

As the battle for Westeros rages on, it is up to you to decide where your loyalties lie. Will you fight for family, for wealth, for redemption, or for something else altogether—something only you can understand? Whatever your cause, the Iron Throne is the goal. Ready your army and let the battle begin!

Pre-order your copy of Long May He Reign (GT51) at your local retailer today or online through our website here! This Chapter Pack will arrive at retailers in Q3 of 2019!

Discuss this article
in our forums!

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

Trandoshan Terror

Published 7 June 2019 | Star Wars: Legion

Trandoshan Terror

Preview the Bossk Operative Expansion for Star Wars: Legion

“Res luk ra’auf.”
   –Bossk, Star Wars: The Empire Strikes Back

Pre-order your own copy of the Bossk Operative Expansion at your local retailer or online through our website today!

In a galaxy stricken by increasingly brazen “rebellion,” the Galactic Empire has come to rely on the talents of a cadre of infamous bounty hunters to supplement its forces and take down high profile Rebel leaders. Among the most widely feared of these hunters is the cold-blooded Bossk.

Remorseless and brutally efficient, this reptilian warrior has carved himself a reputation equaled only by the notorious Boba Fett. His success is at least partly a result of his unique Trandoshan physiology, which allows him to heal from otherwise deadly wounds at an astonishing rate. When Imperial military commanders have a target in mind, few can equal the raw ferocity and cunning of Bossk. Soon, you can harness the firepower and ferocity of a born hunter with the Bossk Operative Expansion for Star Wars™: Legion.

This expansion features an intricately detailed, unpainted Bossk miniature to expand your Star Wars: Legion collection. Unique among Imperial operatives, Bossk can join your army in two poses: you can depict him brandishing his fearsome Relby-v10 Mortar Rifle, or he can enter battle priming a deadly Dioxis Charge. In addition to the miniature, you'll also find a unit card outlining all of Bossk's abilities, as well as his three signature command cards that let you unlock his full potential. Finally, three upgrade cards round out this expansion, helping you modify Bossk with advanced training or specialized gear.

Join us as we take a look at everything inside the Bossk Operative Expansion!

Reptilian Ferocity

Bossk is a fearsome foe for any Rebel task force. A Trandoshan operating out of his modified YV-666 light freighter—the Hound's Tooth—he has earned a reputation as one of the most effective bounty hunters in the galaxy by facing some of the galaxy’s strongest and coming out on top. When he comes into the employ of the Empire, Bossk thrives far behind enemy lines, pursuing his targets with a single-minded bloodlust. 

Like Boba Fett, this Trandoshan is able to pursue bounties assigned to enemy commanders and operatives and—with his deadly combat skills—Bossk should have little trouble tracking down and defeating his target: securing a key victory for the Empire no matter what other objectives your army may pursue. Not only does his Relby-v10 mortar rifle make him a threat from a distance, it also has the suppressive power to slow down an enemy's retreat long enough for Bossk to close in for a melee attack. When he does, his long claws give him a distinct advantage, letting him pierce through the enemy's defenses no matter what kind of armor they're wearing.  

While his claws are clearly conducive to a career as a bounty hunter, Bossk actually features several other traits that make him a fearsome warrior. Even if an opponent gets the jump on him and lands a few blows, Bossk flies into a rage after taking too much damage, flinging himself into the fray with renewed purpose. Far from an uncontrollable rage, however, he can also enter a  Reptilian Rampage  that makes him even more ruthlessly efficient. Whether he's using his claws or a blaster, the attacks that Bossk makes can be enhanced with the  Hunter  upgrade to make Bossk even more brutally effective against wounded targets.

But attacks aren't the only use Bossk has found for his claws. They also make him an Expert Climber who is Unhindered by the rough terrain that can slow down other species, ensuring few targets can escape his reach. On the other hand, such relentless pursuit could leave Bossk open to attack. If the tables begin to turn on him, he can always temporarily retreat and hope his natural regeneration will help him recover from his wounds. After activating, Bossk may roll up to three white defense dice and remove one wound for every non-blank result. With seven wounds and the ability to heal himself through regeneration, the Trandoshan is among the most resilient troopers in all of Star Wars: Legion.

When not securing the extra victory point a bounty can entail, Bossk is just as effective at dismantling large groups of enemies. Beyond the Suppressive effects of his mortar rifle, you have several unique command cards to choose from. Bossk's  Merciless Munitions,  for example, can plant a deadly Dioxis charge that can be detonated later at will. This deadly toxin bomb introduces an entirely new condition to Star Wars: Legion—poison. Troopers affected by poison tokens are dealt a single unblockable damage at the end of their activation before discarding the token! Coupled with the initial blast, a round of poison should be plenty to finish off any survivors.


Both Chewbacca and the Rebel Troopers have a poison token, so they each suffer one wound at the end of their activations!

When he isn't in the thick of the action, Bossk can wait for the perfect moment to strike. For targets that use cover to escape his deadly claws and Dioxis charges, the bounty hunter can be Lying in Wait to even the odds. As a three pip card, Bossk is almost certain to activate after an enemy, gaining an ever-useful aim token as a result. Together with Sharpshooter and his Relby-v10, the Trandoshan can shred through even the most fortified enemy positions.

Unleash Your Fury

With his skills trained over decades in the criminal underworld, Bossk is a fearsome threat for any Rebel commander. Unrelenting and shrugging off deadly wounds, he can pursue bounties that other, less skilled hunters, might reject. When poison clouds and mortar shells begin to reshape the battlefield, any unfortunate bounty would be wise to make a hasty retreat.

Look for the Bossk Operative Expansion (SWL38) at your local retailer in the second quarter of 2019. Pre-order your copy at your local retailer or online through our website here

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Available Now – June 6

Published 6 June 2019 | Arkham Horror: The Card Game

Available Now – June 6

New Products for Arkham Horror LCG, A Game of Thrones LCG, and The Lord of the Rings LCG

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


Fury of the Storm

The Baratheons have held dominion over the Seven Kingdoms since Robert Baratheon seized the Iron Throne in open rebellion. This makes House Baratheon the most powerful House in Westeros, but it also means the Baratheons must constantly guard against the schemes of those who would threaten their throne. The threats come not only from other Houses, but also from within: as Renly Baratheon raises an army in the south, his brother Stannis turns to a new faith on Dragonstone. But if you can unite the brothers under your command, Westeros is sure to be yours!

Fury of the Storm is a deluxe expansion for A Game of Thrones: The Card Game that shines the spotlight on House Baratheon, the rulers of the Seven Kingdoms in the opening of George R.R. Martin’s A Song of Ice and Fire series. This expansion provides you with 156 cards, including new versions of powerful characters like brothers Robert, Stannis, and Renly Baratheon, as well as cards that explore the King and R’hllor traits. But the Baratheons are not the only ones to gain new tools. Every faction in A Game of Thrones: The Card Game is represented here, gaining new House cards and a collection of neutral cards that any leader can use to their advantage.

Now, as Westeros threatens to fall into chaos, House Baratheon will come together bring their full force down upon those who would defy their rule. They will not surrender their power, and all who stand against them will see that theirs is the fury!

Pick up your copy of Fury of the Storm (GT52) at your local retailer or online through our webstore today!


Union and Disillusion

Union and Disillusion is the fourth Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game.

After your brush with the Silver Twilight Lodge in For the Greater Good, you journey to the banks of the Miskatonic River in search of the four souls who went missing from one of the Lodge’s events. Between two of the bridges that span the river, there stands the Unvisited Isle. The foggy shores are barren and unwelcoming, and as you row closer, you try to remain silent, as if to keep the river itself from noticing. Not a soul greets you as you draw closer to the island, save for the judging gaze of ghostly birds that observe you from the trees. In the distance, a pillar of spectral energy is rising into the clouds, a vortex of otherworldly mist spiraling about it.

As you explore the island, you will find braziers scattered at various locations, that you can either light or douse. Lighting these braziers may help push back the heavy mist, allowing you to further explore the island, but it may also be the key step in completing the ritual that has already begun. How far can you push Arkham to the brink of chaos without surrendering the city to the dark forces battling for control of it?

Pick up your copy of Union and Disillusion (AHC33) at your local retailer or online through our webstore today!


The Fate of Wilderland

Your mission should be complete, with both your party and Wilderland safe at last, but now you find yourself out of the frying pan and into the fire. In a move long-planned, Urdug has returned with an army of Goblins to lay claim to Gundabad and the dragon’s hoard. Goblins swarm up the mountain slope, surrounding your party, leaving you little time to organize a defense. Outnumbered many times over, you have no choice but to fight to keep them back. Even in the face of such an overwhelming force, however, there is no thought of surrender.

The Ered Mithrin cycle of The Lord of the Rings: The Card Game reaches its thrilling conclusion with its sixth and final Adventure Pack, The Fate of Wilderland! Set against an army of Goblins with new deadly encounter cards to challenge your heroes and new player cards (including a new hero and three copies each of nine new player cards) to help you ready for the fight, this is sure to be a battle worthy of legend!

Pick up your copy of The Fate of Wilderland (MEC71) at your local retailer or online through our webstore today!

Discuss this article
in our forums!

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

The Witches of Dathomir

Published 5 June 2019 | Star Wars: Age of Rebellion

The Witches of Dathomir

Preview Dathomirians and Nightsisters in Collapse of the Republic

Pre-order your own copy of Collapse of the Republic at your local retailer or online through our website with free shipping in the continental US today!

The Clone Wars have spread to the farthest corners of the galaxy. Planets that have traditionally kept to themselves are being drawn into this galactic conflict. As it grows, some leaders see opportunity, and on the mysterious planet of Dathomir, a new power rises.  

Join us today as we preview Dathomirians and Nightsisters in Collapse of the Republic, an era sourcebook for Star Wars™ Roleplaying compatible with Edge of the Empire, Age of Rebellion, and Force and Destiny!

Collapse of the Republic focuses on the latter half of the Clone Wars, featuring new player and Game Master options themed around this era, including new species, specializations, and equipment that allow you to play the role of a deadly Nightsister of Dathomir.

An Isolated Planet

Although humans and Zabrak have been born, lived, and died on Dathomir, the truly unique Dathomirians are near-humans who practice a strange blend of magicks and alchemy—those who make up the clans known as the Nightsisters. Generations of genetic drift and exposure to the planet’s power from the dark side of the Force have created a distinct people and culture focused on self-determination, strength, and discipline. Other species consider the Dathomirians selfish, dangerous, and cruel. If the Dathomirians cared about the opinions of others, they would agree.

Dathomirians in general want to be left alone, but the Clone Wars, the meddling of the Sith, and the prying of Jedi all threaten to expose their planet and society. The Nightsisters have sent away members to collect intelligence, hone their skills against the vast diversity of the galaxy, and even earn a few credits.

As the Nightsisters continue to grow in power and influence, they threaten to forgo their neutrality in matters regarding Sith and Jedi. Mother Talzin’s manipulations may bring Dathomir too far into the galactic limelight. Some Nightsisters chafe at the growing attention paid to their planet, their sanctuary. Others trust the leadership of Mother Talzin, pushing all Nightsisters to band under her. Some Nightsisters even talk about building their own Sith-like empire in order to control their destiny. Will your character hail from this mysterious planet? If so, what do they see as the future of their world?

Dathomirians begin with average characteristics, but their upbringing gifts them with additional ranks in coercion and survival, as well one rank in the Outdoorsman talent. This impressive ability allows players to remove a setback die from checks to move through terrain or manage environmental effects. 

Masters of Witchcraft

Of course, just being a Dathomirian is not enough to strike fear into your foes. Collapse of the Republic also introduces Force users the Nightsisters into the pool of available universal specializations.

The Nightsisters study the Force in a much different way than the Jedi or even the Sith. The unique magickal ichor on Dathomir grants power and wisdom to those strong—or cruel—enough to wield it. In general, the Nightsisters consolidate and collect power, both through alchemy and magicks as well as self-reliance and personal strength.

While the Jedi and Sith might view the Nightsisters as agents of the dark side, the Nightsisters care little about the war between the two groups. The Nightsisters know no serenity or peace like the Jedi, yet they do not give in to rage or overt passion like the Sith. Instead, they freely cross the line between light and dark, embroiled in and thriving in conflict.

The Nightsister Talent Tree reflects their ability to wield the Force via witchcraft, and also their alchemical talents, giving players a whole new way to approach combat. For example, the Ichor Blade talent allows you to customize a melee or brawl weapon with the Pierce 2 and Cortosis qualities making even a simple blade a dangerous weapon. 

Alchemical Power

Of course, the Nightsisters couldn’t thrive in conflict without weapons of battle, and Collapse of the Republic introduces new equipment that the Nightsisters can use to enact their will.

One of the most iconic Nightsister weapons is the Energy Bow, while some may view this ancient weapon as archaic, those who wield the bow understand its true power.

Developed by and for the Nightsisters, the energy bow seems strangely out of place in this era of blaster rifles and repeaters. As exotic and deadly as its wielders, this weapon uses a small plasma generator connected to a lightweight alloy bow to produce a dangerous energy bowstring. When drawn by its energy-proof grip, the bow generates a powerful solid plasma bolt that is then fired like an arrow from a traditional bow. The energy bow is silent, lethal, and able to pierce even the strongest armor. With Pierce 4, even the most armored of foes can’t stand up to the pure power of the Nightsisters' Energy Bow.

Of course, sometimes battles require a more personal touch. The mysterious Nightsisters use a number of bladed weapons, the most common of which is a deadly short sword known as a Duskblade. Carried both in battle and for ceremonial purposes, this weapon has a curved, single-edged blade similar to that of a scimitar or cutlass. The blade is broad at the tip and tapers toward the hilt, then flares out again where it meets the minimal handguard. It has a short, one-handed hilt and a guard on the outer edge below the cutting edge. Lightweight, flexible and easy to handle, these swords are lethal in the hands of a trained user.

A New Threat

Dathomir is a mysterious planet, many will never know it is home to some of the galaxy’s fiercest warriors. Though they have lived in isolation for years, the Clone Wars have brought a fight to their doorstep. Will you follow the path of the Nightsisters in your games of Star Wars Roleplaying?

Discover the planet of Dathomir in Collapse of the Republic (SWR15) For Star Wars Roleplaying, available now for pre-order from your local retailer or our website with free shipping in the continental US!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

A Champion's Foresight

Published 4 June 2019 | Legend of the Five Rings LCG

A Champion's Foresight

Announcing the Fifth Dynasty Pack in the Inheritance Cycle for Legend of the Five Rings: The Card Game

"The Dragon must move beyond our borders at last. What transpires in our mountains is a mere pebble against the avalanche that is coming.”
   –Togashi Yokuni, "The Rising Wave"

Order your own copy of A Champion's Foresight at your local retailer or online through our website with free continental shipping today!

The future is difficult to determine in the world of Rokugan. Few could predict the increasingly complicated political situation the Emerald Empire has become embroiled in. But there is one who claims to have foreseen the path of Rokugan: the enigmatic Togashi Yokuni. The Dragon Clan Champion has glimpsed the Rising Wave, the strife coming to Rokugan. But what actions has he taken? Where has he sent the Army of the Rising Wave and what do they hope to accomplish?

Fantasy Flight Games is proud to announce A Champion’s Foresight, the fifth Dynasty Pack in the Inheritance cycle for Legend of the Five Rings: The Card Game!

A Champion’s Foresight continues the themes of the Inheritance cycle, lending support to the Bushi and Courtiers of Rokugan. The pack also introduces two provinces to the game and a new stronghold for the mysterious Dragon Clan.

Furthermore, if you pre-order A Champion's Foresight from the Fantasy Flight Games website, not only will you get free shipping within the continental United States, you’ll also receive five double-sided province backers. These province backers sit behind your province in the same sleeve to show off beautiful art by Marius Bota while the card is facedown!

A Thorough Investigation

Mysteries pervade every corner of Rokugan, and few can unravel them like the Kitsuki Investigators of the Dragon Clan. Placing an emphasis on physical evidence, the Kitsuki method of investigation is known throughout the Emerald Empire—though not all hold it high regard.  Now, you can harness the power of these investigations with Shiro Kitsuki (A Champion’s Foresight, 89), the Kitsuki family’s ancient castle. After a conflict is declared, you may name a card, each time your opponent plays a card with that name during the conflict, you can claim an unclaimed ring and all fate on it.

If you have the mind of a Kitsuki, it’s possible you could extrapolate the cards your opponent is about to play during a conflict. However, if you need some extra assistance, Dragon cards in the Inheritance cycle often grant you a look at your opponent’s hand, including  Scene of the Crime (For the Empire, 2). These cards can assist in your investigation and help you to claim rings and fate that would otherwise be lost.

These claimed rings can also assist you in further investigations. Deduction (A Champion’s Foresight, 105) lets you to return a claimed ring during a political conflict to bow a character with cost three or lower. While the bushi of Rokugan fight their battles with katanas and spears, political conflicts are fought with words, and a clever deduction is just as effective as brilliant military tactics. With the help of Shiro Kitsuki, deductions can defeat your opponent before they even have a chance to defend themselves.  

With the Dragon’s ability to put extra fate on rings, Shiro Kitsuki can also prove to be a valuable fate-generating engine. You will need that extra fate, especially if you use the Army of the Rising Wave (A Champion’s Foresight, 96), a massive army that feeds the fate of the rings on the field. Not only do you receive a massive military force, you stock every ring with additional fate to be used with Dragon tricks. With six military skill, the Army of the Rising Wave can make an impact in any conflict, even if they can’t be attached with anything except Weapons

Traps and Tactics

While the Dragon can excel in conflicts through investigation and deduction, other clans can also use unique tactics to disrupt their foes. The Crab are seen as a straightforward clan with a singular vision and purpose, but that doesn’t mean they aren’t innovative and clever, especially the Kaiu family of genius inventors and engineers.

The Frontline Engineer (A Champion’s Foresight, 92 ) is a Bushi who not only provides military skill to conflict, but can quickly add holdings to provinces with his Action ability. This could quickly add defenses to your provinces, or it could allow the engineer to lay a careful trap for your opponent with a Strategic Weakpoint (A Champion’s Foresight, 93). This holding ensures that even if your province falls, you will take one of its attackers down with you. While your opponent may be able to play around the card, its sudden appearance thanks to the efforts of a brave Frontline Engineer may target your opponent when they least expect it.

The other Great Clans also harness unique Tactics to ensure victory during conflicts. Notably, the Unicorn’s mobility affords them special advantages in combat. Outflank  (A Champion's Foresight, 180) can completely negate a non-unique character from participating in a conflict, as the Unicorn forces overwhelm their foes from all angles and prevent their targets from defending their provinces.

The Scorpion take a different approach to their battlefield Tactics. Forgoing their own personal honor in the name of duty, Scorpion Bushi achieve victory By Any Means (A Champion’s Foresight, 108). If your honor bid is higher than your opponent, this event lets you set the base military skill of one of your Bushi to match the skill of a rival. This can turn a simple Insolent Rival (Underhand of the Emperor, 6) into a deadly warrior or an Adept of Shadows (Core Set, 180) into a serious threat. Regardless of the target, By Any Means turns an opponent’s power into your own, a specialty of Rokugan’s most deceptive clan.

The Rising Wave

Deep in the mountains of Rokugan, Togashi Yokuni has a plan. What is the purpose of the Dragon army marching across the land, and what does it mean for the future of the Emerald Empire? Unravel these secrets and more when A Champion's Foresight releases in the third quarter of 2019!

Discover the true power of the Dragon in A Champion’s Foresight (L5C23), available now for pre-order from your local retailer or our website

Discuss this article
in our forums!

Striking a Balance

Published 4 June 2019 | Star Wars: Destiny

Striking a Balance

Developer Jeremy Zwirn on the New Rules Reference Update

“I will make it legal.”
   
–Darth Sidious, Star Wars: The Phantom Menace

A new version of the Star Wars™: Destiny Rules Reference is now online! While this update doesn't feature dramatic changes, there are a few important card errata and a couple notable characters removed from the Balance of the Force that are worth your attention, especially before you head to your next event. These changes will formally go into effect on June 10th. Today, Star Wars: Destiny developer Jeremy Zwirn goes into detail on why these adjustments were made and how they may affect your next game.

Jeremy Zwirn on the Rules Reference Update

Hello Star Wars: Destiny players!

The release of the base set, Convergence, ushered in an exciting time for the game with the first ever Standard rotation. The metagame has since shifted with several new decks and strategies emerging. Some of these cards have been deemed necessary to be addressed to help maintain fun and healthy gameplay. Some of the following cards have been given errata and/or been removed from the Balance of the Force.

Snoke

Snoke (Way of the Force, 4) has played a major role in the metagame ever since last autumn. His power action is unquestionably one of the strongest in the game and has most often been used to generate additional resources, which can then be used to play potent cards like Vader's Fist  (Across the Galaxy, 13) on the first turn. Snoke was added to the Balance of the Force late last year to diminish some of his most powerful pairings and that was effective. With the release of Convergence and rotation, Snoke has gotten new partners while other decks rotated out, which has resulted in him becoming a dominant fixture again. The heart of the problem is his power action and that has now received errata to only work on your dice showing damage. Players can no longer use his power action to produce more resources, which means his most common pairings will no longer be viable. In addition to this errata, Snoke has been removed from the Balance of the Force Standard and Infinite Holocrons to restore some of his originally intended pairings, such as with Kylo Ren (Two-Player Starter, 1).

Aayla Secura

Aayla Secura (Legacies, 29) has been taken off the Balance of the Force for both the Standard and Infinite Holocrons. The metagame has changed since Aalya Secura was added to the Balance of the Force list nearly a year ago. After a second-place finish at the World Championship last year and many other high placements, Blue hero is no longer one of the best colors. Now, many more cost-effective characters have been introduced to the game, giving players more choices for teambuilding instead of commonly defaulting to a character like Aayla. Also, villains have been outperforming heroes lately and removing Aayla Secura from the Balance of the Force should give heroes a needed boost.

Force Storm

Creating exciting, boundary-pushing cards is always a goal of designing Star Wars: Destiny. The thrill of seeing and playing these cards can be extremely fun and memorable. Sometimes we push a card too far, and Force Storm (Convergence, 14) is one such example. With enough dice showing focus, you could play Force Storm, rapidly charge it by repeatedly resolving its special, and deal a large amount of damage in a single round, sometimes a game-winning amount. The consistency of this happening on the second or third turn was too high to ignore. Now, you must exhaust Force Storm to place a resource on it, which keeps the card at a strong power level and makes it difficult to abuse. 

LAAT Gunship

Similar to Force Storm, this is another exciting card could lead to an immediate win. In combination with elite Kes Dameron (Convergence, 73) and his two-focus side, you could resolve one of his character dice and roll it back into your pool with the LAAT Gunship (Convergence, 84) an unlimited number of times. An infinite loop that involves a character and only one other card is too consistent and game-breaking to have in the game. Therefore, the Gunship has gotten errata that forces you to immediately resolve its die or remove it in order to prevent you from repeatedly turning it to its special. This maintains the intent of the card to be exciting and strong without the negative play experience of an endless loop.

Watto

Support characters, or characters that generally can’t win the game by themselves, have come a long way since the game’s release. Most of these types of characters from the Awakenings cycle weren’t strong enough to see Tier 1 competitive play and it was a goal of ours to push some support characters until they did. In regards to Watto  (Convergence, 38), mission accomplished. Watto has great dice, a solid power action, and a powerful ability that protects his dice from removal. This combination at relatively low points has made him one of the best characters in the game. One of the most frustrating pieces of playing against Watto is how hard it is to remove his dice. Thematically, this ability reflects how the stubborn Toydarian cannot be mind tricked. In order to maintain this aspect while making him more interactive, this ability has been given errata to protect his dice from only Blue events. This should open up the interplay of removing his dice considerably without sacrificing theme.

I'm looking forward to seeing how these changes affect the metagame! May the Force be with you!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Flying Solo

Published 4 June 2019 | Star Wars: Outer Rim

Flying Solo

Preview the Solo Mode in Star Wars: Outer Rim 

“I don’t have people. I’m alone.”
   –Han Solo, Solo: A Star Wars Story

Chasing the stars can be a lonely existence for scoundrels across the galaxy. But even if you see no obstacles in your way, there are always competitors chasing your tail and trying to make a name for themselves. In the Outer Rim, safety is not guaranteed and danger lurks around every corner, and you never know who will betray you when you least expect it.

While Star Wars™: Outer Rim can see you battling up to three of your friends for fame and infamy, it can also be played in solo mode, letting you experience the wonders of the galaxy as you take on an opponent controlled by AI cards and goals. Can you overcome all obstacles and claim superiority at the edge of the galaxy?

Join us today as we take a look at solo play in Star Wars: Outer Rim, a board game of bounty hunters, mercenaries, and smugglers for 1-4 players!

One Last Job

While you can choose to explore the Outer Rim alone, that doesn’t mean you won’t have competition. During solo play, you control a character as normal and compete against one other character whose turns are dictated by a deck of AI cards.

These AI cards are the heart of solo play. During a solo game, you resolve your turn as normal, after which the AI Player will take a turn. To resolve the AI player’s turn, simply draw the top card of the AI deck and resolve it, starting at the top and proceeding downward. These cards give an exact rundown of what the AI player does every turn during the planning, action, and encounter step. Sometimes this will include multiple actions a phase, sometimes it will mean they only perform one action; every AI card is different. While many of the actions included on these cards fall within normal rules of the game, some AI cards will pack nasty surprises designed to always keep you on your toes. 

After you resolve the AI card, you move it to the bottom of the AI deck and take your turn as normal. Keep track of the AI player’s fame, credits, and cards as if it were a real player. For example, you must keep careful track of the AI player’s bounties and cargo cards.

The AI deck next to a non-player character's board will determine their actions throughout the game. At the start of every turn, simply draw a new card to discover the AI player's plans for the turn!

The AI player does not use abilities on cards except for abilities that increase the values of their ship or character—such as a grenade launcher that gives them additional combat value—and they do not complete personal or ship goals. This helps minimize complicated interactions as the AI player blazes their own path throughout the galaxy.

The AI player does use goal tokens to mark which planets it can deliver cargo to or complete jobs on. These tokens are used to determine where the AI will move on its turn, with the first goal token placed on the destination planet of their character's starting cargo or job during setup. Additional tokens will be placed on the board through AI cards, and will be removed as cargo is delivered or jobs are completed. When an AI player moves, they move in the direction of the nearest goal marker using their hyperdrive value. If the AI would end their movement at a navpoint but either of the two spaces they moved through before that navpoint is a planet, they stop on the planet instead. This ensures they will nearly always have an opportunity to buy from the market decks during their action phase if their AI card dictates it.

During the planning step, Lando's drawn AI card tells him to do the first action that applies. The first listed action would allow him to recover all damage if he is defeated, but since Lando is still standing, he ignores it. The next action tells him to move towards the closest goal, which definitely applies. Lando has some cargo to deliver on Ryloth, so he moves three spaces to end his planning step on the planet. He follows similar directions for the action and encounter step. Once his cargo is sucesfully delivered, the goal token is removed from the planet. 

Some AI cards allow the AI player to complete a job that it has. To do so, the AI player simply resolves the reward section of the job card. The AI player does not draw a databank card and does not perform any tests, and can deliver Illegal cargo without having to make a die roll. This is designed to keep the action flowing and allow the focus of the game to be on your own risks and decisions.

With these rules in mind, the AI player behaves similar to an actual player, allowing a solo adventurer to have some competition as they grow their legend in the Outer Rim. 

Watch Your Back

Whether you’re competing against your friends or going at it alone, you always have to watch your back in the Outer Rim. Who can you trust in your quest for fame and fortune? Do you have what it takes to survive at the edge of known space and become a living legend along the way? For more information on Star Wars: Outer Rim, check out a full playthrough with designer Corey Konieczka on our YouTube channel, and additional previews here

Conquer the edge of the galaxy in Star Wars: Outer Rim (SW06), available now for pre-order from your local retailer!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

The Dream-Eaters

Published 3 June 2019 | Arkham Horror: The Card Game

The Dream-Eaters

A New Cycle Begins in Arkham Horror: The Card Game

There are twists of time and space, of vision and reality, which only a dreamer can divine...
   
–H. P. Lovecraft, “The Silver Key”

Pre-order your own copy of The Dream-Eaters at your local retailer or online through our website with free shipping in the continental US today!

There is a hidden realm beyond the world of the waking, a realm of wonder, imagination, and nightmares. After occult author Virgil Gray writes about his adventures in a place he refers to as the “Dreamlands,” you decide to learn the truth for yourself. But the deeper you fall into your investigation, the more you find yourself questioning: what is real and what is fiction? And what secrets await in the dark, forbidden places beyond the gates of sleep?

Fantasy Flight Games is proud to announce the upcoming release of The Dream-Eaters, a new deluxe expansion for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website!

In this deluxe expansion, which kicks off the fifth cycle of Arkham Horror: The Card Game, 1–4 players take on the roles of either a group of investigators venturing into the Dreamlands or their companions who have been left in the waking world. Complete with 95 scenario cards to challenge your investigators and 56 player cards to strengthen them, this expansion contains the first two scenarios of The Dream-Eaters cycle; one scenario for each of these two groups. What wonders and horrors will you find lurking just beyond the reach of your waking mind?

As a special bonus when you pre-order The Dream-Eaters from the Fantasy Flight Games website, you will also receive a collection of eight carefully selected 5” x 7” art prints that highlight favorite pieces from this new expansion. Featuring key locations and characters of the Arkham Horror: The Card Game, these pieces immerse you in the wondrous world of the Dreamlands and bring you face-to-face with beings you've only seen in your best dreams and worst nightmares. Preorders within the continental United States will also receive free shipping!

One Reality of Many

Something strange is happening in Arkham.

The dreary New England town has always been known for its odd occurrences, but this goes beyond anything the unshakeable citizens have seen before. Author Virgil Gray has released the latest issue of “Tales from Nevermore,” where he describes a journey he has taken in his dreams—a journey he claims is not a work of fiction. He writes of an impossibly long winding staircase, a pillar of living fire, a tree that came from the moon, and a talking cat, among other impossible things. Yet somehow, these experiences seem to be shared by other residents of Arkham who claim to have experienced the exact same dream. Experts convinced Gray and others to undergo therapy at the local asylum for this shared hysteria, but something tells you there is more to this tale than meets the eye.

In order to get the bottom of this strange phenomenon, your team of investigators will have to split up, and as you divide you will soon find that yours is but one of myriad realities—there are countless paths to follow. The Dream-Eaters cycle includes two campaigns for Arkham Horror: The Card Game, each with their own campaign log. The deluxe expansion where you begin your adventures includes one scenario for each of these campaigns. In the first of these, "Beyond the Gates of Sleep,” you descend into the realm of the dreamers in search of answers. From your initial dream, you are drawn into a familiar dreamscape: the same one that Virgil Gray traversed in his story in “Tales from Nevermore.” Even as you witness the truth of Gray’s stories, you must ask yourself, is this real? Or is your mind simply conjuring what it expects to see?

Each of the scenarios in The Dream-Eaters can be played on their own or combined with three of the six Mythos Packs in The Dream-Eaters cycle to form a larger four-part campaign. Alternatively, these scenarios can also be combined with all six of Mythos Packs to form a cohesive eight-part campaign. Whichever path you follow, you must learn whether you can trust your mind and your allies and hold onto what you know to be true if you wish to survive. Your fate is in your hands.

Luke Robinson, The Dreamer

As you prepare to journey into the dangerous realm that lurks beyond the waking world, you will need to rely on a new team of allies, and none are better prepared to guide you through the Dreamlands than the dreamer himself, Luke Robinson (The Dream-Eaters, 4). It was many years ago when Luke first discovered the entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since spent the majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now, an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something Luke cannot allow.

The strange artifact that Luke’s uncle had gifted him so long ago was actually the powerful Gate Box (The Dream Eaters, 13) that is now Luke’s signature asset. He carries the box with him everywhere, beginning each game with it in play, and as a fast action, he may spend a charge from this Relic to disengage from each enemy and escape to the Dream-Gate (The Dream-Eaters, 15a). This location is only open to Luke, and it may act as a safe haven where he may heal or prepare for the trials ahead without the fear of being attacked by monsters. But this does not mean that the dreamer is removed from the fight entirely. The Dream-Gate is connected to all revealed locations, increasing Luke's ability to play an event card each turn as if it were at a connecting location. He may also use it as a device to aide with movement across a vast area, as if Luke is still at the Dream-Gate at the end of the investigation phase, he moves to any revealed location.

The Dream-Gate features the bonded keyword, first introduced in Before the Black Throne, which means that it can only enter play through use of the player card bonded to it, in this case the Gate Box. Bonded cards have no level and therefore are not part of your investigator deck. Rather, they are set aside out of play until summoned, leaving you more possibilities for fortifying your investigator for the challenges ahead. But along with the powers the Dream-Gate presents, there are also great dangers.

 

As Luke journeys through the Dreamlands, he must take care that he does not become Detached from Reality (The Dream Eaters, 14). If this Madness is revealed, the Pointless Reality version of Dream Gate (The Dream-Eaters, 15b) is brought into play and Luke Robison becomes trapped there until either he can successfully investigate the six-shroud location or the investigation phase ends. It is vital that Luke complete this task, and without the help of his fellow investigators who cannot enter the location, lest he be forced from the Dream-Gate to any revealed location, suffering two horror in the process. While Luke does have nine sanity, an admirable score even among the Mystics of Arkham, a misstep in the Dreamlands can have catastrophic consequences on the waking world; and Luke must never forget what is real, and what is only a dream.

Before I Wake

Something is haunting the dreams of Arkham’s citizens and only you can ensure the safety of the sleepers. Are you ready to embrace a new reality? Gather your team, strengthen your mind, and prepare to step beyond the world you know into the one you only dream of!

Pre-order your copy of The Dream Eaters (AHC37) at your local retailer today or online through our website here! This deluxe expansion will arrive at retailers in the third quarter of 2019!

Discuss this article
in our forums!

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

The Lion and the Kraken

Published 3 June 2019 | A Game of Thrones: The Card Game

The Lion and the Kraken

Developer Danny Schaefer on the New FAQ Update

“Some battles are won with swords and spears, others with quills and ravens.”
   –Tywin Lannister, A Storm of Swords

A new version of the A Game of Thrones: The Card Game FAQ is now online!  Most notably, this update (which goes into effect immediately) includes a few new additions to the Joust Restricted List. Today, lead developer Danny Schaefer goes into detail on why these changes were necessary for the game and how they will affect the overall meta moving forward.

Danny Schaefer on the FAQ Update

Hello A Game of Thrones: The Card Game players!

An updated version of the FAQ has just been released, featuring updates to the restricted list and a couple of minor card errata. I’d like to take a little time to talk about the rationale behind these changes.

The most significant change in this update is to the Joust restricted list. The previous version of the FAQ included some sweeping changes to the restricted list, aimed at balancing the metagame by bringing down the power level of Stark, Targaryen, Greyjoy, and Martell. This goal was mostly successful, with one notable exception—House Greyjoy, buoyed by the recently released Kings of the Isles expansion, vaulted to a dominant position in the metagame.

The new FAQ aims to address Greyjoy’s dominance with two additions to the restricted list: Drowned God Fanatic  (Streets of King’s Landing, 51) and Sea of Blood  (Kings of the Isles, 45). Drowned God Fanatic is an incredibly efficient character that is simply providing Greyjoy with too much for its cost: free cancel, self-recursion, dead pile seeding, etc. Sea of Blood, while not a House Greyjoy card, has gone hand-in-hand with the faction since its release. It has been the most prevalent and best-performing agenda among Greyjoy decks, while seeing significantly less play out of other factions. Restricting these two cards, along with the previous restrictions, should force Greyjoy players to make some tough deckbuilding choices and bring the House more in line with other factions.

Also being added to the Joust restricted list is A Mission in Essos  (Music of Dragons, 76). This card was added to the Melee restricted list in the previous update due to its role in a fast combo deck that could potentially win the game on the first turn. It is now being added to the Joust restricted list for the same reason. While combo has not been too prevalent in Joust in recent months, it’s important to proactively monitor the metagame and ensure that noninteractive combos don’t rise to the top again. With Mission already on the Melee list and having few non-combo implications, it feels like a natural addition to the Joust list.

Finally, one card has been removed from the restricted list: Hear Me Roar!  (Core Set, 100). This card was added to the restricted list at the same time as several other cards that could be used in combo decks. Unlike those other cards, however, Hear Me Roar! is also a very useful card outside of combo, providing a powerful tempo effect that can be used in a variety of different Lannister decks. With Lannister struggling in the current metagame, unrestricting this card gives them another effective tool that could help boost them back to respectability. And given the current state of the metagame and the rest of the restricted list, the risk of Hear Me Roar! enabling a powerful combo deck seems relatively small.

The last thing I want to touch on is the errata to two cards from the Fury of the Storm expansion: Kingsgrave  (Fury of the Storm, 30) and Dothraki Steed  (Fury of the Storm, 36). Neither of these cards is receiving a functional change; the errata simply corrects some minor templating mistakes on the two cards. In Kingsgrave’s case, the word “Kingsgrave” in the card’s text box was improperly formatted as if it were a Trait. This update clarifies that that formatting is a mistake, and that the text simply refers to Kingsgrave itself. Dothraki Steed, meanwhile, was mistakenly given the text “Max 1 per character.” This has been updated to “Limit 1 copy per character,” properly matching the rules for an attachment which is limited to a single copy per character.

That’s all for now. I can’t wait to see how the new metagame shakes out! 

Discuss this article
in our forums!

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

FFG Live in June

Published 31 May 2019 | Star Wars: X-Wing Second Edition

FFG Live in June

Preview What's Coming to FFG Live in June

Join us for the conclusion of the first season of FFG Live in June!

Every Tuesday and Thursday at 1:00 P.M. Central Time, we’re streaming live on YouTube and Twitch, bringing you the latest on upcoming new titles from Fantasy Flight Games. Last month, we traveled to the Outer Rim with Studio Head Andrew Navaro, explored the Emerald Empire in  Legend of the Five Rings: Roleplaying, unveiled details on the Star Wars™: X-Wing and  Star Wars: Destiny World Championships taking place in October, and more! You can find all of our past broadcasts archived on our YouTube page, but for now, we want to show you what you can expect to see from FFG Live in June.

Find the spark of hope on June 4 with a game of Star Wars: Destiny, featuring designers Jeremy Zwirn and Aaron Haltom! Come hang out and get a sneak peak of new cards finding their way to the game in Spark of Hope, a new set of boosters for Star Wars: Destiny.

Then, on June 6, further your adventures in Middle-earth with live gameplay of Hunt for the Ember Crown, the new DLC for Journeys in Middle-earth! Join our cast of developers and crew as they play through the first scenario of the new campaign.

Discover a creeping darkness on June 11 when we announce a brand-new expansion for Arkham Horror Third Edition. This is your first opportunity to get a glimpse at the future of Arkham Horror and is a stream you won’t want to miss!

On June 13, we'll reveal the first details on the World Championships for A Game of Thrones: The Card Game and Legend of the Five Rings: The Card Game, so the road to the biggest tournament of the year begins right here on FFG Live! 

June 18 will see the return of John Shaffer and his  Star Wars: Legion miniatures painting tips! Last month, John took us through some beginner tips and introduced the Star Wars: Legion Paint Sets. Join us again this month to find out how to take the next steps in miniatures painting with more advanced techniques.

Enter the Emerald Empire on June 20 with a stream focusing on the Inheritance cycle in Legend of the Five Rings: The Card Game! There, designer Tyler Parrott will take us through the themes, ideas, and mechanics of the cycle while showing off some brand-new cards.

On June 22 – 23, join us for the Star Wars: Legion World Championship livestream! This exclusive invitational event features eight of the world’s best Legion players, and only one can come out on top! We'll be streaming matches from both days starting at 10 a.m. central time, so swing by to see Star Wars: Legion played at the very highest level.

Finally, on June 25, FFG Live will host a Q&A session with the developers of X-Wing focusing on the upcoming summer squad point update.

This leads into our first season break—we're off until the second season of FFG Live starts on July 18! Be sure to keep an eye on the Fantasy Flight Games website for additional information on our games and upcoming streams.

Join us on our YouTube and Twitch channels for FFG Live, every Tuesday and Thursday at 1:00 PM Central Time. Don’t forget to subscribe so you never miss a new video or livestream—we hope to see you there!

Discuss this article
in our forums!

© and ™ Lucasfilm Ltd.

Uncover the Conspiracy

Published 31 May 2019 | Star Wars: Destiny

Uncover the Conspiracy

Preview the Prequel Era in Spark of Hope

“Execute Order 66.”
  
–Darth Sidious, Star Wars: Revenge of the Sith

Pre-order your own Spark of Hope Booster Packs at your local retailer or online through our website with free shipping in the continental U.S. today!

In the last days of the Republic a conspiracy took hold and changed the very makeup of the Star Wars galaxy. Where once there was freedom and prosperity, the Empire reigns. Where once the Jedi stood as protectors of peace and justice, they now exist as rumor and legend. What future awaits this new galaxy, and how did things come to this?

Join us today as we preview the prequel era in Spark of Hope, a new set of boosters featuring 160 new cards for Star Wars: Destiny!

Spark of Hope continues to expand on the themes of Convergence and introduces a new plot representing Emperor Palpatine’s ploy to take complete control of the galaxy, giving you the unlimited power you need to defeat your foes.  

Last Days of the Republic

While Clone Troopers served the Republic valiantly in the Clone Wars, they were also instrumental in Darth Sidious's plot to seize the galaxy. When the time was right, Sidious activated a latent order in the Clone Troopers' control chips, turning them against their Jedi brethren and nearly eliminating them from the galaxy. This event, Order 66 (Spark of Hope, 15) granted Palpatine unlimited power, and now this scheme decades in the making finds a place in Spark of Hope.  

A two-point Blue villain plot, Order 66 gives each of your opponent’s characters the Jedi trait. While this may be seen as an advantage in the era of the Old Republic, it simply paints a target on their back in the new Galactic Empire. This is in part due to Execute Order 66 (Spark of Hope, 27), which with the Order 66 plot, can be included up to six times in your deck (two from initial deck construction, four from the plot).

Execute Order 66 provides massive mitigation with its matching plot, allowing you to remove all of your opponent’s character dice before dealing them an equal amount of damage. Consistently saving your two resources to play Execute Order 66 at just the right time can grind your opponent’s momentum to a halt, forcing them to activate and resolve their character’s dice in a careful order, lest they lose it all when they fall to the new galactic order.  

Forcing your opponent’s characters to share the Jedi subtype also opens them up to other nefarious machinations. With Order 66 in play, Chain Lightning (Spark of Hope, 125) will always affect two of your opponent’s characters, dishing out three damage at the cost of one resource. Furthermore, Rally the Troops (Spark of Hope, 28)  gains a great deal of utility. With all your enemies being Jedi, you can use this zero-cost event to simply reroll any of their character dice, offering light mitigation in addition to the event’s action efficiency.

Puppets on Strings

Clones are the most efficient army in the galaxy, perfect for winning a war or staging a coup right underneath your enemies' noses. When needed, they can Seize Territory (Spark of Hope, 129), or even make the ultimate sacrifice as Acceptable Losses (Spark of Hope, 55). But where did they come from? And who are they based on? Few know the answers to these mysteries—the most direct link died with Jango Fett (Spark of Hope, 40), the genetic basis of the clone soldiers and one of the most fearsome bounty hunters in the galaxy.

The version of Jango Fett found in Spark of Hope relies on his plentiful equipment to track his foes. With three damage sides, Jango Fett is already dangerous, if he manages to gain iconic equipment like his Gauntlet Rockets (Spark of Hope, 53), he can quickly bring his bounties in. While the Gauntlet Rockets may seem like a steep investment, Jango Fett always gets a refund on his equipment purchases, and the pure damage they can dish out is worth the price.

But Jango Fett is not the mastermind behind this Sinister Ruse (Spark of Hope, 12). Chancellor Palpatine has slowly been gaining power for years, and the Clone Wars are the perfect opportunity to ascend to new levels of power. The galaxy is his to control, a Chancellor’s Edict (Spark of Hope, 6) can change the shape of the war, and his words can bring a republic to its knees.

The New Era

The Clone Wars have raged on for years, but only a select few know of the true goals of the conflict. A puppet master has been pulling the strings of the Republic and the Separatists, Order 66 has changed the shape of the galaxy, and the spark of hope is dim. Will you adapt and thrive in the new Galactic Empire?

Discover a new Empire with Spark of Hope (SWD18a) boosters for Star Wars: Destiny, available now for pre-order from your local retailer or through our website with free shipping in the continental US!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

The Eternal Knot

Published 31 May 2019 | Legend of the Five Rings Fiction

The Eternal Knot

Announcing a New Novella for Legend of the Five Rings

Pre-order your own copy of The Eternal Knot at your local retailer or online through our website today with free shipping in the continental US!

The monks of the Togashi Order are known for their wisdom, their strength, their mystery, and the superhuman powers they gain from their unique tattoos. For Togashi Kazue, completing her training is only the beginning—discovering the true power of her enigmatic tattoo may be the true test.

Accompanied by the experienced monk Togashi Mitsu, Kazue embarks on a journey to learn the power of the newly acquired knot design on her forehead. When Kazue discovers the danger her tattoo poses to others, she contemplates the unthinkable. But she soon learns that attempting to deny her destiny is the truly dangerous path.

Fantasy Flight Games is proud to announce The Eternal Knot by Marie Brennan, a new novella set in the world of Legend of the Five Rings!

The Eternal Knot contains a 112-page story, a sixteen-page color insert, and three copies of two extended art cards for Legend of the Five Rings: The Card Game!

Furthermore, if you pre-order The Eternal knot through the Fantasy Flight Games website, you'll receive free continental shipping in the United States and an exclusive bookmark! This bookmark showcases Togashi Kazue and will always keep your place as you unravel the eternal knot of the Dragon Clan!

Unraveling the Knot

The Dragon Clan has a reputation for being reclusive and mysterious, and none of its people are more enigmatic than the monks of the Togashi Tattooed Order. The ways of this “family” are almost unrecognizable to most samurai, and the powers of their tattoos defy explanation. Each provides a unique form of power, the source of which is known only to a select few.

When Togashi Kazue receives a mysterious new tattoo she struggles to understand its purpose. But as the mystery unravels, she discovers her new power may pose a danger to all. Why was Kazue given this tattoo? What does it mean for the Dragon Clan, and the young monk herself? Discover the answers to these questions in this 112-page story!

“The Eternal Knot” also contains a color insert detailing the history of Rokugan’s most enigmatic clan. From the towering High House of Light to the tattoos that imbue their monks with mysterious power, the Dragon are detailed with beautiful art in this sixteen-page insert.

Untapped Power

The Eternal Knot also contains three copies of two different full-art Dragon cards for Legend of the Five Rings: The Card Game!

Togashi Kazue (The Eternal Knot, 7) is the main protagonist of The Eternal Knot, and as such, she is one of the full art cards featured in the novella. Originally released in the Legend of the Five Rings: The Card Game Core Set, Togashi Kazue is a versatile Dragon character. She can enter the field as a character with three military and three political skill, or as an attachment that can siphon fate from your opponent.

The other full art card featured in the novella is Dragon Tattoo (The Eternal Knot, 8). This new attachment will be released in a future expansion, but will make its first appearance here. Dragon Tattoo is a two-cost attachment that provides additional military skill to the wearer, and opens up their mind to strange new tactics. Any time you play an event that targets the attached character, you can play that event again. Kihō like Hurricane Punch  (Breath of the Kami, 17) can double their efficiency if you target a Monk, providing a massive military skill boost for little cost.

While Dragon Tattoo will be pre-released in The Eternal Knot, it will not be legal for competitive play until it is officially released in a Legend of the Five Rings: The Card Game product later this year.

Enlightened Madness

Tattoos are the source of immense power for the monks of the mountains. But it takes a clear mind and vision to ascertain their true purpose. What secrets does Togashi Kazue’s eternal knot contain, and will its power force Togashi Kazue to change her life forever?

Discover the secrets of the Dragon Clan in The Eternal Knot (L5N04), available now for pre-order from your local retailer or our website

Discuss this article
in our forums!

Available Now — May 30

Published 30 May 2019 | KeyForge

Available Now — May 30

KeyForge: Age of Ascension and New KeyForge Playmats Are Now Available

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


KeyForge: Age of Ascension Two-Player Starter

Journey deeper into the world of the Crucible in Age of Ascension, the second age of KeyForge! In this continuation of the world’s first Unique Deck Game, you will find 204 new cards seamlessly integrated into the card pool, creating an entirely new collection of Archon Decks for you to discover, explore, and master!

The KeyForge: Age of Ascension Two-Player Starter provides you with all the tools you need to either begin or expand your adventures on the Crucible, featuring two unique Age of Ascension Archon Decks, a Quickstart Rulebook, two Poster Playmats, and all the keys, tokens, and chain trackers you and your opponent need to start playing!

Pick up your copy of the KeyForge: Age of Ascension Two-Player Starter (KF04) at your local retailer today or online through our website here!


KeyForge: Age of Ascension Archon Deck

The KeyForge: Age of Ascension Two-Player Starter Set is only the first step of your new journeys on the Crucible. As you continue to explore the endlessly diverse, evolving planet, you can expand your arsenal with Age of Ascension Archon Decks. Seemlessly ioncorporating 204 new cards into the card pool, these decks upon up even more possibilities for your games of KeyForge. Each unique deck offers a full play experience without the need for deckbuilding or boosters.

Each Archon Deck is completely one-of-a-kind and cannot be altered ensuring that you’ll use every faction in your deck to achieve victory. Filled with strategic potential, every Age of Ascension Archon Deck has its own name, Archon design, and distinct mix of cards just waiting for you to discover the synergies and power within. Enter a new age and begin your quest to ascend to a new plane!

Pick up your collection of unique KeyForge: Age of Ascension Archon Decks (KF03a) at your local retailer today or online through our website here!


Drummernaut Playmat

Field your cosmic clashes on the Crucible in style with the Drummernaut Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a thunderous art piece to embrace your Brobnar pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Drummernaut Playmat (KFS09) at your local retailer today or online through our website here!


Machinations of Dis Playmat

Field your cosmic clashes on the Crucible in style with the Machinations of Dis Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a bewitching art piece to embrace your Dis pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Machinations of Dis Playmat (KFS10) at your local retailer today or online through our website here!


In the Lab Playmat

Field your cosmic clashes on the Crucible in style with the In the Lab Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying an art piece that buzzes with Logos pride, this mat keeps your battles organized and immersive.

Pick up your copy of the In the Lab Playmat (KFS11) at your local retailer today or online through our website here!


Storm Crawler Playmat

Field your cosmic clashes on the Crucible in style with the Storm Crawler Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a gripping art piece to display your Mars pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Storm Crawler Playmat (KFS12) at your local retailer today or online through our website here!


Grim Resolve Playmat

Field your cosmic clashes on the Crucible in style with the Grim Resolve Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a stoic art piece to display your Sanctum pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Grim Resolve Playmat (KFS13) at your local retailer today or online through our website here!


Finders Keepers Playmat

Field your cosmic clashes on the Crucible in style with the Finders Keepes Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a mysterious art piece to display your Shadows pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Finders Keepers Playmat (KFS14) at your local retailer today or online through our website here!


Hypnopotamus Playmat

Field your cosmic clashes on the Crucible in style with the Hypnopotamus Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying an explosive art piece to display your Untamed pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Hypnopotamus Playmat (KFS15) at your local retailer today or online through our website here!


Stimrager Playmat

Field your Archons' clashes in style with the Stimrager Playmat for KeyForge: Age of Ascension! Whether you are participating in a high-caliber tournament or simply playing around the kitchen table, this high-quality playmat presents your cards in stunning fashion, featuring art that highlights the heights of Martian genetic engineering and game information layout to accommodate right-handed players. This 24”x14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Complete with marked sections for your keys, Archon, draw deck, discard pile, and archive, this mat keeps your chaotic clashes organized and immersive.

Pick up your copy of the Stimrager Playmat (KFS16) at your local retailer today or online through our website here!


Sir Marrows Playmat

Field your Archons' clashes in style with the Sir Marrows Playmat for KeyForge: Age of Ascension! Whether you are participating in a high-caliber tournament or simply playing around the kitchen table, this high-quality playmat presents your cards in stunning fashion, featuring art that highlights the pinnacle of Sanctum virtue and game information layout to accommodate left-handed players. This 24”x14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Complete with marked sections for your keys, Archon, draw deck, discard pile, and archive, this mat keeps your chaotic clashes organized and immersive.

Pick up your copy of the Sir Marrows Playmat (KFS17) at your local retailer today or online through our website here!

Discuss this article
in our forums!

Forging the Future

Published 29 May 2019 | KeyForge

Forging the Future

Developer Brad Andres on the New Rulebook Update

“Heckuva deal.”
   
–Old Bruno

A new version of the KeyForge Rulebook is available now! This update comes on the heels of the second KeyForge set, Age of Ascension; releasing on May 30th in the United States and on May 31st in Europe! These changes will be immediately going into effect. Today, developer Brad Andres details some of the key changes made in this update and how they will impact the game moving forward.

Brad Andres on the Rulebook Update

Greetings, Archons!

Today we have a large Rulebook update for KeyForge in preparation for the upcoming release of Age of Ascension! This update includes changes to the rules document, new FAQ questions, and additions to the errata section of the rulebook.

Since the release of KeyForge, we have kept a close eye on the developing tournament scene, looking out for the decks and combinations of cards that are most effective in tournament play. To that end, this update is also focused on maximizing the fun and enjoyment of tournament play. A few of the biggest changes are highlighted below.

A Change to “Step 2: Choose a House”

One of the bigger clarifications made in this update is concerning what houses may be declared as the active house by a player. In the vast majority of games there is no concern about what houses may or may not be declared during this step, as players want to choose one of the three houses that make up their deck. However, cards like a maverick  Pitlord  (Call of the Archons, 93) could put players into a position where they must choose a house that they neither have in their deck nor control a creature belonging to that house.

This rule has been updated to make it clear that a player cannot choose a house as their active house unless it is on their identity card or they already control a card of that house. This means that if a player controls a maverick Pitlord but does not have Dis in their deck or a Dis card in play, they do not have to choose house Dis as their active house.

Bait and Switch

Bait and Switch (Call of the Archons, 267) has proven itself to be one of the best cards in the game and has helped House Shadows become the most played house at multiple Vault Tours. Its ability to reverse the game state, especially after a player has just forged a key, is devastatingly powerful, and when combined with other steal effects it can be extremely difficult for other strategies to counter. The card’s extreme power level is problematic for two reasons. First, it decreases metagame diversity by making Shadows significantly stronger than other houses. This in turn, causes Shadows to be over-represented at tournaments. Secondly, it decreases the diversity among Shadows decks, as it is generally not viable to bring a Shadows deck to a tournament unless it contains Bait and Switch.

To this end we have decided to errata Bait and Switch to the following:

Play: If your opponent has more æmber than you, steal 1 æmber. Repeat the preceding effect if your opponent still has more æmber than you.”

With this change, Bait and Switch’s steal effect can only trigger at most twice, once initially and then one additional time if your opponent still has more æmber than you. This limits the potential of the card to steal vast swathes of æmber from your opponent, but it still helps you out when you're behind.

Library Access

Library Access  (Call of the Archons, 115) is the heart of a combo that has been stirring up discussion among many player communities. This card, in conjunction with other cards like  Nepenthe Seed  (Call of the Archons, 341) and  Reverse Time  (Call of the Archons, 121), allows you to play Library Access multiple times in one turn so that a player can draw their entire deck into their hand once it goes off. From there, decks can either repeat the combo every turn for the remainder of the game, or if the deck composition is right, immediately win the game by forging three keys in a single turn. 

These decks put intense pressure on the metagame and require many players to be ready to counter these decks to keep them from dominating. An even bigger problem with these decks though, is just how long the combo takes to perform. It can sometimes take upwards of fifteen minutes just to walk through all the steps of the combo. This isn’t fun to experience during tournament play and is disruptive to the overall timing of tournament rounds.

To improve the experience of this card, it has been changed to the following:

Play: For the remainder of the turn, each time you play another card, draw a card. Purge Library Access.”

With this change, Library Access can still be used to make a good Logos turn into a great Logos turn, but it can’t be recurred multiple times and allow a player to draw their entire deck.

Drummernaut

This change was announced a back around the time Age of Ascension was first announced, however we have updated the errata a bit from the original text that was announced. The issue with this card revolved around being able to actually get it into play, as without another Giant creature in play, the Drummernaut  (Age of Ascension, 6) would be forced to return itself to hand. 

The errata is as follows:

Play/Fight/Reap: Return another friendly Giant creature to your hand.”

This change makes it so that you can play the Drummernaut to an empty board and not have it immediately come back to your hand.

Keep Forging Ahead!

Discuss this article
in our forums!

The Winter Court

Published 29 May 2019 | Legend of the Five Rings RPG

The Winter Court

Previewing Games of Discourse in Courts of Stone

Pre-order your own copy of Courts of Stone at your local retailer or online through our website with free shipping in the continental US today!

In the Legend of the Five Rings Roleplaying Game, you enter the world of Rokugan, where celestial turmoil and natural disasters have sent the land into chaos. As the imbalance of the world threatens to tip the scales of fate, the future of the Emerald Empire can be shaped by a handful of scheming courtiers. Now is the time when you can bring the designs of your Clan into being, but only if you have the skill, cunning, and will to achieve your goals by any means necessary.

In the Courts of Stone sourcebook, you gain unprecedented access to the castles, keeps, and courts of Rokugan, where battles of secrets and words take the place of combat, and a single mistake can lead to dishonor or death. Here, even a single word can hold great weight, and the consequences may prove deadly.

Today, we invite you to step inside the courts and see how games of discourse play out in Courts of Stone—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!

Strong Roots Grow Deep

As game masters spin their tales of courtly intrigue, they will find advice for running games centered around themes of politics and espionage, as well as new ways to spend experience in games of discourse. With the wealth of information provided in this section, GMs will find diverse ways to engage their players in courts filled with memorable nobles and shinobi in campaigns driven by political conflict and deadly plots. Combined with new rules for governing and resolving bonds, players and characters can create deeper relationships in the Legend of the Five Rings games than ever before.

As you enter the Winter Court, you may engage in daring battles, mysterious exploration, and high-stakes investigation where the fate of their entire clan hangs in the balance. A political game casts your group as influential individuals whose actions can change the balance of power among any number of factions struggling for control, all under the watchful gaze of the Emperor where proper decorum must be observed. Secrets, lies, favors, and social pressure are your weapons on the political battlefield, forcing you to work more proactively and openly share information with your fellow players. While at a glance this may seem counterintuitive, you may soon see that intrigue play which relies heavily on secrets and misinformation requires the players at the table to be more honest with one another, lest a rival should sow discord and weaken the bonds of your group for their own gain. 

The connections between you and your fellow players or NPCs become more immersive than ever in Courts of Stone with the introduction of bonds. Bonds are a new way to spend experience points, reflecting a deepening connection between two people as they invest energy and emotion in one another. These bonds can take many forms, whether they be friends or family, lovers, or comrades. With each deep connection comes the chance to use bond abilities that can strengthen your character in a scene by possibly improving composure, removing strife, or offering rerolls. But not all bonds are necessarily positive. You may encounter a rival or nemesis in the course of your games, and even positive relationships can drive your characters to extreme actions. Such intense emotions are not easily broken—even by death—and whether your bonds inspire joy, vengeance, or obsession is up to you. You are the master of your fate.

Courtly Courtesy

Regardless of the reasons behind them, all actions have consequences at the Winter CourtIf you wish to gain influence among the nobles of Rokugan, you must adhere to the laws of Courtesy, the set of behavioral norms that guides Rokugani social interactions. In the Emerald Empire, samurai put stock in Courtesy as it signifies their adherence to the other tenets of Bushidō, expressing a commitment to others’ safety, comfort, and happiness. As samurai hold incomparable martial, economic, and social privilege over the other Rokugani castes, a courteous samurai’s behavior says, “I have the power to injure you, but I choose not to. I have status enough to ignore you, but I choose to acknowledge you.” While Courtesy may be one of the most important tenets of Bushidō, it may at times be at odds with Sincerity. The bounds of etiquette must not restrict a samurai from speaking an uncomfortable truth, but the proper time and place for such expression must be accounted for. As in all things, the key to success is balance. 

In your games of discourse, Courtesy can be used as a tool to tie disparate people together or as a weapon to weaken rivals. When separated from the tenets of Compassion and Sincerity, Courtesy and the rules of etiquette it defines can be used to create barriers between the privileged and the deprived or further the divide between disparate social groups. While you may be able to risk a small breach of etiquette or make a small sacrifice of honor to further your own agenda with a well-placed rumor, you must take care that your indiscretions go at least mostly unnoticed. You are not the only one who seeks to shape the Emerald Empire to their design, and a small secret against you can prove deadly in the wrong hands.

Duty and Decorum

The Winter Court will soon be in session. Do you have the cunning and composure to shape future of the Emerald Empire, or will a misstep lead you down the wrong path where your clan must pay the price? Learn the laws of courtesy, forge your bonds, and prepare for adventure and intrigue in the Courts of Stone!

Pre-order your copy of Courts of Stone (L5R08) at your local retailer today or online through our website—with free shipping in the continental US—here! Otherwise, be sure to look for this sourcebook when it arrives at retailers in Q2 of 2019!

Discuss this article
in our forums!