The Night Is Full of Terrors
Preview the R'hllor Cards of Fury of the Storm
“There will come a day after a long summer when the stars bleed and the cold breath of darkness falls heavy on the world. In this dread hour a warrior shall draw from the fire a burning sword. And that sword shall be Lightbringer, the Red Sword of Heroes, and he who clasps it shall be Azor Ahai come again, and the darkness shall flee before him.”
–Melisandre, A Clash of Kings
In the ancient books of Asshai, prophecies speak of a hero born again amidst smoke and salt to wake dragons out of stone, one who will save the world from a great darkness and bring about the start of a new age. Some seek visions in fire, chasing rumors across the sea to find their savior. Now, you have the chance to turn prophecy into reality, as you must unite Westeros under your rule if the realm is going to survive the darkness to come. But what do you truly believe?
Today,we're offering a closer look at the followers of the Lord of Light that appear in the Fury of the Storm deluxe expansion for A Game of Thrones: The Card Game—now available for pre-order at your local retailer or online through our website!
Born Amidst Smoke and Salt
Fury of the Storm provides three copies each of 52 new cards to strengthen your armies in the battle for the Iron Throne. While each of the great factions gains new allies, this deluxe expansion focuses on the warring House Baratheon, where three brothers, united by ambition, are divided by duty and religion. With increasing unrest in Westeros, religious fanaticism has taken hold of the realm. The Red God of the East has crossed the sea and seized the minds and hearts of many, including Stannis Baratheon, who rejected the gods of his parents when he watched their ship torn apart in Shipbreaker Bay.
Those who have rejected the Seven alongside Stannis include the devout and ambitious Alester Florent (Fury of the Storm, 7). His true belief is debatable, but he may still serve a purpose in your pursuit of power. Melisandre sacrificed this Lord to the flames for favorable winds on Stannis’s journey to the Wall. If you can make the same show of force, when Alester Florent leave play you may choose and kneel an opposing character, so long as you have a R’hllor character to perform the proper ritual. While Alester could not fool the devout priestess of R’hllor, none would ever doubt the dedication of Selyse Baratheon (Fury of the Storm, 8). This Lady is perhaps the most fervent worshipper of the Red God, able to use her wealth and position to fund your cause by reducing the cost of each R’hllor attachment you marshal by three gold. This means that you can bring a Glamor (In Daznak’s Pit, 88) or Ruby of R'hllor (Across the Seven Kingdoms, 9) into play for free!
While the Baratheons have traditionally focused on maintaining power over other factions, Fury of the Storm introduces a variety of characters who find insight in the flames, mirroring the intrigues of the more courtly Houses of King’s Landing. The Red Priest (Fury of the Storm, 12) and Acolyte of the Flame (Fury of the Storm, 14) both grant you deeper insight into your opponent’s plans, while you can try your own hand at prophecy with Nightfire Visions (Fury of the Storm, 24). When you play this event, you may name a trait during the taxation phase. If your prediction proves true and your opponent reveals a plot card with that trait during the next plot phase, you draw three cards to help you better form a strategy to stand against their forces.
With these powerful followers and skills at your disposal, you are fully equipped to help one of your characters embrace their fate as Azor Ahai Reborn (Fury of the Storm, 20). While they bear this attachment, your chosen one is considered to participate in each challenge in which you control an attacking R’hllor character, helping them contribute to multiple challenges. And the attachment itself is not limited to R’hllor characters. You are free to choose any unique warrior in your deck, whether they align with the Lord of Light or not. You may proclaim that Robert Baratheon (Core Set, 48) is the savior of Westeros, giving you the power to intimidate your foes and claim renown on multiple challenges.
The Prince That Was Promised
Alternatively, if you choose to follow the Lord of Light, you may decide to build your deck around Stannis Baratheon (Fury of the Storm, 2) or another unique character if you truly believe they are The Prince That Was Promised (Fury of the Storm, 45). This Prophecy agenda lets you name a champion once all agendas are announced. This character is then the only one who can gain power for your side, but after you win a power challenge by at least five STR, you may kneel your faction card to stand your chosen champion and draw a card. Or, if your champion is absent from your battleline, you may execute this same action to search your deck, discard, and dead pile for them and add them to your hand. Even if they should fall in battle for a time, you won't have to fight the darkness alone for now.
In the case of Stannis, his faith already grants him insight into the future, making him impossible for your enemy to surprise him with event cards. This makes him a worthy choice as your champion, but you can create a deadly combination by equipping him with Disputed Claim (Lions of Casterly Rock, 26) to give him renown, doubling the rate at which he can accrue power. Then, you can move this power from Stannis to your faction card with Fury (Kings of the Isles, 26), to safeguard his claim if he falls to your opponent’s forces. Should Stannis be forced to leave play and then returned to your hand, you can reduce the cost to marshal him back onto the battlefield with Dragonstone Port (Core Set, 59). As much as your enemy may wish to destroy your champion, with the Lord of Light to guide him, he will come again to lead the realm into a new, glorious age.
Duty to the Realm
Stannis never asked for the crown, but it has fallen to him nonetheless. He has no choice but to assume his duty, stake his claim, and protect his subjects from the terrors of the cold and dark. Will you stand by his side as he embraces his destiny?
Pre-order your copy of Fury of the Storm (GT52) at your local retailer today or online through the Fantasy Flight Games website here! Otherwise, be sure to look for this deluxe expansion when it hits shelves in the second quarter of 2019!
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The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.
The Emperor's Legion
Announcing a New Clan Pack for Legend of the Five Rings: The Card Game
“We will make them cower for their insults, and Arasou will be avenged.”
– Matsu Tsuko of the Lion Clan
On the blood-stained battlefields of Rokugan, the skill and prowess of the Lion Clan is legendary. From Matsu warriors to Akodo tacticians to Kitsu who utilize the past itself to overwhelm their foes in combat, the tools of the Lion clan are extensive. The clan serves as the Right Hand of the Emperor, and to face a Lion in battle is to face death itself.
The Emperor’s Legion spotlights the Lion Clan with 78 new cards (three copies of twenty-five different cards and one copy each of three different cards) for Legend of the Five Rings: The Card Game. Here, look for an emphasis on recursion, revenge, and righteousness.
Furthermore, if you pre-order The Emperor's Legion from 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 Amélie Hutt and Greg Lambrakis while the card is facedown!
Vengeance of the Lion
Like other Clan Packs, The Emperor’s Legion features a new stronghold for its signature clan. Kyūden Ikoma (The Emperor's Legion, 1) has the highest starting honor in the game, reflective of the Lion’s upstanding dedication to the honor of the Rokugan. Furthermore, the stronghold allows you to bow it after one of your character's loses a conflict as an attacker to bow one of your opponent’s non-Champion characters.
This stronghold adjusts how your opponent thinks about victory in battle. Even a small contingent of Lion forces attacking a province becomes a difficult decision for your opponent. Defending can ensure the Lion don’t break the province, but their mind may be on a larger battle down the line, and can you afford one of your best samurai to be bowed when the real conflict begins? Kyūden Ikoma is a difficult stronghold to play around, and allows Lion players to exact vengeance on those who challenge them.
A golden horde descending upon you is terrifying for any samurai of Rokugan. The Lion’s Bushi are known across Rokugan as fearsome warriors, a well-oiled machine that can tear through their foes.
Matsu Gohei (The Emperor's Legion, 6) is an impressive warrior in his own right, but his true potential is unleashed when he is attacking with at least two other Bushi. Win or lose, Matsu Gohei will not bow as a result of conflict resolution as long as he is flanked by two other Bushi while attacking. This allows Gohei to contribute his three military skill to additional conflicts during the turn. Should you emerge victorious, Gohei and his brethren can utilize For Greater Glory (Core Set, 165) to ensure they can repeat their tactics during the next turn.
However, should your Bushi fall in battle, there is still a duty that must be fulfilled. Every Lion knows they will eventually Embrace Death (The Emperor’s Legion, 23), and find victory even in their ultimate defeat. After you lose a conflict in which you controlled an attacking Bushi, you may sacrifice that Bushi to remove a fate from an opponent’s character, or discard it if they have no fate. Your target doesn’t have to be participating in the conflict, meaning your Bushi’s last breath can throw a wrench into your opponent’s plans, and bring their most fearsome foe with them into the warm embrace of death.
Reverence and History
The sacrifices of these Bushi are not forgotten. The Lion are more than just warriors, their strength comes not only from their moral code and training, but of a reverence for the past. Lion Shugenja can commune with the voice of ancestors long past for guidance and power in conflict. Voice of the Ancestors (The Emperor’s Legion, 10) is a four-cost Shugenja, and the longer he is on the field, the more Spirits of the Lion Clan aid you in conflicts. As an Action, you can play a Lion character from your dynasty discard pile at a discounted cost as an attachment to another character you control. The character from your discard pile becomes a Spirit and adds their military and political skill to the attached character. While the Voice of the Ancestors doesn’t have impressive skills on his own, he can utilize and recur your fallen samurai to strengthen the Lion legion.
But not all recursion comes from ghosts of the past. The Lion are numerous, and cutting down one can bring two more in their place. The Ashigaru Levy (The Emperor's Legion, 4) is already a free character, and allows you to bring another Ashigaru Levy into play from your province or discard pile when they are played. It is important to note that the trigger occurs when the Ashigaru Levy is brought into play by any means, meaning playing one Ashigaru Levy can bring in another, and that Ashigaru Levy can bring in your third, a makeshift army springing up from the cracks of battle. With a single military skill, the Ashigaru cannot stand on their own, but an army of Peasants rising up can make a difference in the Lion’s many military skirmishes.
Like the other Clan Packs before it, each of the other Great Clans of Rokugan receives a new character in The Emperor’s Legion, many of which directly counter the Lion’s most iconic strategies.
For example, Shosuro Denmaru (The Emperor’s Legion, 17) is a Scorpion Commander who can morph the state of the battlefield. While this impressive Bushi is on the field, the base glory of each honored character controlled by your opponent is 0. This is an extremely favorable advantage for the Scorpion, especially against the easily-honored Lion Clan samurai. This ability only affects honored characters, meaning high glory characters are still susceptible to the Scorpion’s dishonorable tactics like Way of the Scorpion (Core Set, 185). While the Lion prefer a straightforward battle, the Scorpion can use this to their advantage, manipulating events and conditions to ensure they can sever the Right Hand of the Emperor should the need arise.
Though they take many forms, all clans of Rokugan fear the might of the Lion. From their fearsome Bushi to their reverent Shugenja, the Lion overwhelm their foes with coordination and skill. Will you join the ranks of the Emperor’s Right Hand?
Discover the path of the Lion in The Emperor’s Legion (L5C27), available now for pre-order from your local retailer or through our website with free shipping in the continental US!
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Available Now – April 18
The Lord of the Rings: Journeys in Middle-Earth is Available Now
Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore!
Embark on your own adventures in J.R.R. Tolkien’s iconic world with The Lord of the Rings: Journeys in Middle-earth, a fully cooperative, app-supported board game for one to five players! You’ll battle villainous foes, make courageous choices, and strike a blow against the evil that threatens the land—all as part of a thrilling campaign that leads you across the storied hills and dales of Middle-earth.
Each individual game of Journeys in Middle-earth is a single adventure in a larger campaign. You’ll explore the vast and dynamic landscapes of Middle-earth, using your skills to survive the challenges that you encounter on these perilous quests. As you and your fellow heroes explore the wilderness and battle the dark forces arrayed against you, the game’s companion app guides you to reveal the looming forests, quiet clearings, and ancient halls of Middle-earth, while also controlling the enemies you encounter. Whether you’re venturing into the wild on your own or with close companions by your side, you can write your own legend in the history of Middle-earth.
Pick up your copy of Journeys in Middle Earth (JME01) at your local retailer or online through our webstore today!
Wherever you travel in your Star Wars adventures, the Game Master needs to ensure there are plenty of memorable and exciting Non-Player Characters. After all, while the worlds and locations of Star Wars are iconic, it's the individuals that make this universe so unique. Allies and Adversaries is the perfect resource for bringing these characters to life in Star Wars Roleplaying!
This sourcebook profiles heroic Rebels, evil Imperials, and galactic scum and villainy drawn from all three Star Wars Roleplaying game lines, along with a host of brand new individuals who have never been pro led before, and is fully compatible with Edge of the Empire, Age of Rebellion, and Force and Destiny. In all, over 130 NPCs are fully statted throughout the book for your use in any Star Wars Roleplaying campaign!
Pick up your copy of the Allies and Adversaries Sourcebook (SWR12) at your local retailer or online through our webstore today!
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Words of Steel
Preview Crane Clan Samurai in Masters of the Court
Throughout the ages, one clan has held dominance over the hallowed halls of the Emerald Empire’s courts. To face a Crane courtier in a battle of wits is to invite death, and the Iron Legion of the Left Hand are just as deadly on the battlefield. The Crane know they are the mightiest clan in Rokugan, and any who stand against them face a group of samurai armed with sharp blades and sharper words.
Now, the Crane are receiving a set of brand new tools in Masters of the Court, a new Clan Pack for Legend of the Five Rings: The Card Game! Masters of the Court spotlights the Crane Clan with 78 new cards (three copies of twenty-five different cards and one copy each of three different cards). Here, you can look for an emphasis on the Crane’s skilled Duelists, their well-spoken Courtiers, and their ability to lock down their opponents with powerful conflict cards.
Join us today as we preview some of these new Crane Clan tools from Masters of the Court!
For the Glory of Rokugan
Glory is a double-edged blade in the world of Rokugan. While honoring the Crane’s high-glory characters paves the road to victory, dishonor can lead them down a path of ruin. Luckily, the Maker of Keepsakes (Masters of the Court, 7) is in no such danger, as she simply cannot receive dishonored status tokens from any source. With two glory, this Shugenja can easily become a five military, five political skill powerhouse who at worst can be downgraded to her base stats. The trappings of dishonor hold no sway over the Maker of Keepsakes, who will bring the Crane to glory no matter the cost.
As the Clan Pack’s name suggests, the Crane dominate the courts of Rokugan, their army of courtiers cutting down lesser samurai with their words alone, ending conflicts before a single blow is struck. The Benevolent Host (Masters of the Court, 10) is a generous samurai, but as your opponent is lulled into security, they become outnumbered by the Crane. After you play the Benevolent Host, you may put another Courtier in one of your provinces into play, giving them a fate if they cost two or less. There are plenty of valuable targets for this ability, from the upcoming Arbiter of Authority (Bonds of Blood, 34) to the always popular Guest of Honor (Core Set, 51). With careful deckbuilding, the Benevolent Host never works alone, overwhelming your opponent with the steel wordsmiths of the Crane.
Masters of the Court contains an ideal target for the Benevolent Host in the form of the Winter Court Hosts (Masters of the Court, 12), a massive six-cost group of Courtiers whose elegance and grace is unparalled in the land of Rokugan. With a massive seven political skill and three glory, the Winter Court Hosts are worth the investment for their skill alone. However, the Winter Court Hosts can also provide additional card draw during conflicts they are participating in, provided you are more honorable than your opponent. With the Winter Court Hosts on the field, you will always have additional gifts for friends and foes alike.
Gossip and Celebration
Of course your opponent will have their own gifts to provide in the form of brutal conflict cards. If you can anticipate the actions of your foe, you can spread Gossip (Masters of the Court, 22) to ensure your opponent’s plans are always disrupted. Gossip is a limited card that allows you to name a card that your opponent can’t play until the end of the phase. Cards like the Lion Clan's For Greater Glory (Core Set, 168) can be vital to their Great Clan’s success, and Gossip ensures you are safe from these high-impact cards for a short while.
To further push your advantage, the Crane can hold a Festival for the Fortunes (Masters of the Court, 25). A steep investment, this event honors each character on the field. While this includes your opponent’s characters, careful planning can ensure your clan comes out on top during the festival. At one influence, the Festival for the Fortunes can be an important event in any clan’s deck, including the Phoenix, who often rely on high glory characters to give them the edge in conflicts.
Using their impressive legion of Courtiers, you can press the Crane’s biggest advantage with Courteous Scheming (Masters of the Court, 24). This two-cost event allows you to initiate a political duel, with the winner able to declare an additional political conflict during the phase. This allows the Crane to go all in on their biggest strength and stress your opponent’s political defenses.
Sharp Blades, Sharper Words
Whether they are spreading gossip about their foes or hosting the Winter Court itself, the Crane are a difficult foe to overcome. Will any Great Clan stand up to their might when Masters of the Court releases in the second quarter of 2019?
Serve the Empire with beauty and grace by purchasing Masters of the Court (L5C18), available now for pre-order from your local retailer or our website!
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Daring Allies, Fearsome Adversaries
Preview the NPCs found in Allies and Adversaries
War rages across the stars, as the Rebel Alliance seeks to overthrow the evil Galactic Empire. The Emperor and his apprentice Darth Vader direct Stormtrooper legions against the uprising, while Leia Organa and Luke Skywalker lead efforts to restore peace and justice. Bounty hunters and smugglers find opportunity in the turmoil. Civilians, droids, and creatures everywhere simply try to survive. In these turbulent times, even rogues can find themselves joining the conflict and becoming heroes that determine the fate of the galaxy.
Allies and Adversaries brings these characters to your games of Star Wars Roleplaying in a complete codex of over 100 characters, each fully statted for easy use in campaigns of Edge of the Empire, Age of Rebellion, and Force and Destiny!
Join us today as we preview some of the iconic NPCs featured in Allies and Adversaries!
Chewbacca is recognized around the underworld as Han Solo’s more respectable Wookiee first mate, unflinchingly loyal even though he might be a reluctant partner in Han’s wilder schemes. Chewbacca’s loyalty is well-earned: he believes he owes Han a life debt, driving him to protect Han in return. The two met on Mimban, where Solo helped the Wookiee escape Imperial imprisonment and joined a criminal gang on an ambitious heist. The two stayed together afterward and became an inseparable team.
Chewbacca is a fierce combatant. He plays up his appearance and reputation as Han Solo’s muscle, while Han relies on the Wookiee’s reputation for strength and violence to intimidate his enemies. Chewbacca also certainly has Rebel sympathies. While Solo ostensibly makes the big decisions for the pair, Chewbacca has considerable influence and often guilts his partner into doing the right thing.
Chewbacca is almost always encountered with Han Solo, though the Wookiee sometimes has missions or tasks of his own in which the PCs might be involved. Chewie is constantly working on the Millennium Falcon and can often be found wherever the ship is berthed while Han takes care of other business.
Chewbacca is a fearsome foe or ally, and thanks to his life debt, he can spend a Destiny Point to reroll a skill check when aiding Han Solo. Aside from loyalty, Wookies are known for their dramatic temper and tendency to rip arms off. With the Wookiee Wins ability, Chewbacca can spend a triumph during Brawl checks to inflict the Maimed critical injury!
Whether you cross paths with Chewbacca as a friend or foe, he is a force to be reckoned with during any adventure.
Rule Through Fear
Wilhuff Tarkin is one of the Emperor’s most highly trusted officers and one of the most influential members of the New Order. Chancellor Palpatine was instrumental in drawing Tarkin into politics and into positions of increasing authority. Tarkin served as a captain and admiral in the Grand Army of the Republic, and once led his home world of Eriadu in the Seswenna sector. Tarkin has advocated ruling through the fear of force more than through force itself, which he included as a key part of his Tarkin Doctrine.
Grand Moff Tarkin’s influence reaches far beyond the Death Star project. As one of the galaxy’s most powerful political and military commanders, he may become involved in virtually any major Imperial situation. The completion of the Death Star occupies much of his attention, but his support of additional projects, such as Grand Admiral Thrawn’s TIE defender, can lead him to other weapons development and manufacturing facilities in the galaxy. If Rebel PCs become too effective or popular, he may personally lead a force to deal with them.
Going toe to toe with Tarkin can be an intimidating affair: his Commanding Presence can add advantages and successes to his allies and disadvantages and failures to his enemies. Tarkin’s strength comes from his ability to rule through fear, and any characters that oppose him will have to take on an inspired Imperial legion.
The Scarred Hunter
A disgraced Wookiee in exile, Krrsantan fled Kashyyyk by volunteering to fight for the Xonti Brothers. Without Krrsantan’s consent, the Xonti Brothers grafted mechanical enhancements to Krrsantan’s body, making him practically invincible in gladiatorial bouts. Enraged, the black-furred Wookiee fled, eventually becoming an elite bounty hunter hired by the likes of Jabba the Hutt and Darth Vader. However, much of his time is spent partnered with Doctor Aphra, who has promised him a lot of credits and a lead on the Xonti Brothers. Krrsantan has sworn to repay the brothers in kind, in some twisted version of the traditional Wookiee life debt.
Large even for a Wookiee, Krrsantan has black fur braided and decorated with gold baubles to distract from his many scars. The largest, which cuts across his left eye, is allegedly from the blade of legendary Jedi Master Obi-Wan Kenobi. Krrsantan wears a traditional armored harness and pauldrons in the style of Wookiee warriors from the city of Kachirho. He revels in hand-to-hand combat, even engaging in gladiatorial bouts to the death for fun.
Black Krrsantan can turn up anywhere in the galaxy, but he's most often found in or around spaceports that house extensive criminal networks. There, he might hunt down any number of scum on behalf of galactic power brokers. His work with Aphra often sends him to archaeological sites, museums, and universities. If someone has hired Black Krrsantan to hunt the PCs, he forces a confrontation the moment he feels the odds are even or better. He prefers to fight barehanded, throwing, punching, and choking enemies into submission. Krrsantan prefers direct confrontations, using his bowcaster only if outnumbered.
Taking on Krrsantan in a direct fight is highly inadvisable—with his Pit Fighter ability, the fearsome Wookiee can add 30 to any critical injury roll stemming from a Melee or Brawl check!
Strength in Numbers
Banthas are found on thousands of worlds across the galaxy, with hundreds of variant species demonstrating this mammal’s adaptability. They are able to thrive in a variety of environments, including marshy swampland, verdant forests, harsh deserts, and even polar tundras. Easily domesticated, banthas are used as beasts of burden and as a food source. Banthas are also used as mounts in numerous cultures throughout the stars.
Banthas are most commonly encountered as mounts or as herd animals. PCs may be tasked to guide a herd from one area to another, possibly requiring a variety of tasks to manage the herd and to help any banthas that are caught in distress. When used as a mount, the bantha can be a formidable opponent in close combat. Given their ability to carry a heavy load, banthas can also be utilized to carry PCs armed with heavy weaponry or aid in rapidly moving weapon emplacements.
Banthas can be easily domesticated and can also be used bear the weight of encumbering gear. It’s a slow moving method of travel, but one that is necessary when moving lots of equipment.
Friends and Foes
All these characters and more await you in Allies and Adversaries, a codex featuring the iconic characters of the Star Wars galaxy. Which of these characters will you cross paths with on your next adventure?
Enter the Star Wars galaxy with Allies and Adversaries (SWR12), available now for pre-order from your local retailer or our website!
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© & ™ Lucasfilm Ltd.
Making a Hero
Preview Character Progression in The Lord of the Rings: Journeys in Middle-earth
"'I am glad that you are here with me,' said Frodo. 'Here at the end of all things, Sam.'"
–J.R.R. Tolkien, The Return of the King
Heroes aren't born; they are made, forged in the fires of battle and adventure. Now, with evil stirring across Eriador, Middle-earth needs new heroes more than ever.
With The Lord of the Rings: Journeys in Middle-earth, you have the chance to forge your own hero across immersive campaigns that see you battling powerful foes, discovering lost treasures, and uncovering forgotten lore. Along the way, your heroes will feel the weight of their experiences, honing their skills in six distinct roles and deepening their knowledge of Middle-earth and its people.
Over the course of two previews, we’ve revealed the six heroes that you can embody as you embark on your quest, as well as the six distinct roles these heroes can use. Join us today for a look at how these heroes can grow over the course of your campaigns!
Those who would become heroes of Middle-earth have a long road to travel. Whether they are fleet of foot, possess great wisdom, or have the might to wield powerful weapons, all know that experience is the best teacher. While the heroes that form your Fellowship in Journeys in Middle-earth are experienced in their own right, there’s still plenty more they can learn.
From the armor they wear to the skills they master, almost every aspect of a hero can be upgraded throughout a campaign and you have the final say over how your hero evolves. As we discussed in earlier previews, every hero in Journeys in Middle-earth is represented by a unique deck of skill cards that grants them special abilities and helps them pass skill tests.
The camp screen appears after every adventure, letting you spend your experience and upgrade your items!
Heroes begin a campaign with six basic skill cards and five skill cards unique to that hero, but this is only the beginning. A hero's skills are also determined by the role they choose for a particular adventure and—as your adventures continue—you'll have plenty of opportunities to add new skills to your hero's deck. A camp screen appears in the Journeys in Middle-earth companion app after you complete an adventure, giving you the chance to upgrade your heroes and their items.
Rather than gaining generic experience points during an adventure, heroes earn experience specific to their current role. You’re free to take on a new role with every new adventure and—since purchased skill cards remain in your deck no matter what role you choose next—you can accumulate skill cards from a variety of roles over the course of a campaign, building a hero that reflects your unique adventures.
Bilbo spends three of his four Musician XP to add A Bit of Nonsense to his skill deck!
Whether you choose to become a self-sufficient Burglar or attack for heavy damage as a Hunter, each role can be upgraded in a variety of ways, allowing you to forge a hero that plays exactly the way you want. Gain enough experience as your group’s Pathfinder, for example, and you can learn how to set a Baited Trap for enemies entering a space containing another hero. Similarly, your party’s Musician could add a Song like A Bit of Nonsense to their repertoire, letting them raise the Fellowship’s spirits.
Introducing new skill cards to your deck has benefits beyond simply learning new skills. If you become a Master Tactician by earning experience as a Captain, you add a valuable success icon to your deck, while giving your party the opportunity to prepare new skills if you have this prepared. Finally, you can always remove skill cards you’ve purchased from your deck by selling them for experience, giving you an unprecedented amount of control over the skills in your deck.
A Deeper Understanding
There is more to learn on your adventures than just new skills, of course. Middle-earth is full of secrets to uncover and, as you do, you’re sure to come to a deeper understanding of the world around you. As you complete tests and make new discoveries, you gather valuable information and knowledge in the form of Lore that can help you make better use of the items you carry.
Unlike experience, the Lore you gain cannot be spent or lost. Instead, it is shared amongst all heroes in your Fellowship and—once you've reached certain amounts of Lore—new item upgrades become available. When you earn enough Lore, for example, you become proficient enough to wield better weapons: you may upgrade your Sword to a Númenórean Sword and gain the ability to heal fear or damage when you defeat your enemies.
The knowledge you've gathered extends beyond upgrading your weapons. The more adventures you embark on, the better you'll use the tools you need to navigate the world. We already discussed how a piece of Rope can help you navigate the deep caves and craggy mountains of Middle-earth in an earlier preview. Once you've been on enough adventures, though, you can use your Hobson Rope in even more ways. Similarly, you could learn to decipher more of a battered Tome as your journeys continue, discovering that it is in fact a Tome of Battle that provides useful advice for confrontations with your enemies.
The Great Bow can be upgraded to the Mirkwood Great Bow, and from there, you can upgrade to either Silver-Fall or Mourning-Song!
Just like your skills, the more you progress, the more options you have to customize the equipment you carry. While some items can simply be upgraded into better versions, many others give you a choice between two options. Eventually, a hero wielding a Númenórean Sword can upgrade it to one of two superior swords. If they choose a Sun-Silver, they reveal an extra card and can spend a success to add pierce to their attack. Fate-Bender, on the other hand, may not make such powerful attacks, but it can be used in attacks using might or wisdom. Better yet, it becomes even more effective when the hero wielding it has three or more damage. Each presents a powerful alternative and you must choose wisely: item upgrades are permanent and cannot be undone.
Complete Your Quest
The evils that plague Middle-earth cannot be defeated overnight. You must let experience be your guide if you would see the quest through to the end.
Look for The Lord of the Rings: Journeys in Middle-earth (JME01) at your local retailer on April 18. You can pre-order your own copy at your local retailer or online through our website today!
in our forums!
The Fate of the Galaxy
Announcing Wave V for X-Wing
“I’ve been looking forward to this.”
–Count Dooku, Star Wars: Revenge of the Sith
Wise Jedi and dedicated clones teaming up against cold, mechanical droid starfighters. Brave Rebels flying against the might of the Empire. A group of pirates in the Outer Rim making a bold raid on an Imperial convoy. The intense space battles of X-Wing™ are varied and can take you to any era of the Star Wars saga. Now, new ships are preparing to make the jump into whatever war you find yourself.
Fantasy Flight Games is happy to announce a new wave of six expansions for X-Wing!
- Nantex-class Starfighter Expansion Pack
- BTL-B Y-Wing Expansion Pack
- Ghost Expansion Pack
- Inquisitors' TIE Expansion Pack
- Punishing One Expansion Pack
- M3-A Interceptor Expansion Pack
Whether your strategy relies on fast starfighters nimbly outmaneuvering their opponents or heavy ships that can cover any angle, the ships and upgrades you find in this wave unlock deep new options for their factions. As you explore even more of the Clone Wars with new ships for the Galactic Republic and Separatist Alliance, this wave also brings more depth to the Rebel Alliance, Galactic Empire, and Scum and Villainy factions, adding new layers to the Hyperspace format.
Nantex-class Starfighter Expansion Pack
Dancing nimbly on invisible threads, the Nantex-class starfighter uses an advanced tractor array to perform impossible maneuvers and guide its turret-mounted laser cannon with exceptional precision. Swarms of these agile fighters are the first line of defense for the Separatist stronghold of Geonosis.
In the space battles of X-Wing, expert Nantex-class starfighter pilots make use of tractor tokens to manipulate enemies and their own ships. Not only can they use their ship’s Pinpoint Tractor Array to snap their turrets in place for quick attacks, they are also known to Ensnare enemy ships in their tractor fields, pulling them into the line of fire or obstacles.
Within this expansion, you’ll find six pilots ready to fly the beautifully detailed and pre-painted Nantex-class starfighter miniature. Six upgrade cards give these pilots even more control over their ship, while two Quick Build cards offer useful combinations of pilots and upgrades to get you flying as soon as possible. We’ll take a full look at everything included in the Nantex-class Starfighter Expansion Pack in a future preview!
BTL-B Y-Wing Expansion Pack
Designed with an armored hull for extra durability and a bubble turret to keep enemies at bay, the Republic’s BTL-B Y-wing can run escort missions or lead an attack. Piloted by legendary Jedi and dedicated clone troopers alike, this fearsome bomber performs reliably over any battlefield.
The BTL-B Y-wing fills a vital role in Republic squadrons with its ability to carry a number of devices—including some experimental technology—into battle. Although it moves at a lumbering pace, any Shadow Squadron Veteran can tell you that the BTL-B’s Plated Hull keeps it flying under the heaviest of fire.
The BTL-B Y-Wing Expansion Pack contains everything you need to add one of these formidable ships to your Galactic Republic Squadrons, including a BTL-B Y-wing miniature, eight ship cards, ten upgrade cards, and four Quick Build cards. We’ll take a look at everything included in this expansion—including all its ship cards—in a future preview!
Ghost Expansion Pack
The durable VCX-100 light freighter and nimble Sheathipede-class shuttle can fight as a docked pair or split up to attack from multiple angles. When helmed by heroes like Hera Syndulla, Kanan Jarrus, and Ezra Bridger, these ships can be some of the greatest assets of the Rebellion.
Working with the Phoenix Cell, these heroes were some of the first to join the fight against the Galactic Empire. In addition to using the Ghost crew in a variety of roles, the VCX-100 platform invites customizability, letting you outfit it with advanced systems, turrets, torpedoes, and more.
You’ll find both a VCX-100 light freighter miniature and a Sheathipede-class shuttle miniature that can physically dock with it in this expansion, giving you the freedom to fly them separately or as a powerful combined force. Alongside these miniatures, new players will also find reprints of eight ship cards—four for the VCX-100 and four for the Sheathipede-class shuttle—as well as sixteen upgrade cards, including your first chance to pair Ezra Bridger and the nefarious Maul in the Hyperspace format. Finally, four Quick Build cards help get you into the battle right away.
Inquisitors' TIE Expansion Pack
An experimental craft reserved for elite agents of the Empire such as the dreaded Inquisitors, the TIE Advanced v1 has numerous cutting-edge features that skilled pilots can leverage to deadly effect. The craft’s high-precision thrusters and flexible controls let its pilots tirelessly pursue their prey across the galaxy.
A groundbreaking starfighter in its own right, this ship becomes even more deadly in the hands of Force-sensitive pilots like the Grand Inquisitor or the Seventh Sister. When paired with a set of Afterburners , these pilots have unprecedented control over these fearsome starfighters.
This expansion pack includes everything you need to add one TIE Advanced v1 ship to your Imperial squadrons, including reprints of four ship cards and five upgrade cards for the benefit of new players, as well as two Quick Build cards to get you off the ground even faster.
Punishing One Expansion Pack
Built for long-distance reconnaissance and plotting new hyperspace routes, the lightly armed JumpMaster 5000 is often extensively retrofitted with custom upgrades. The vengeful bounty hunter Dengar , for example, takes advantage of the ship’s nimble turret and potent engines to great effect.
His personal JumpMaster 5000, the Punishing One, can keep pace with even the most desperate fugitives, helping him earn a reputation as one of the best bounty hunters in the galaxy. Now, you can track your targets to the farthest corners of the galaxy in this infamous ship.
Within the Punishing One Expansion Pack, you’ll find everything you need to add one JumpMaster 5000 to your Scum and Villainy squadrons. Reprints of three pilots join Dengar in the pursuit of profit while twelve reprinted upgrade cards give new players plenty of options for putting a personal touch on their ships. Finally, two Quick Build cards offer useful combinations of pilots and upgrades to maximize your JumpMaster 5000’s effectiveness.
M3-A Interceptor Expansion Pack
In the Outer Rim, justice is often decided through superior firepower. The M3-A Interceptor is a light, maneuverable craft favored by cartels and syndicates, thanks to the modular hardpoint that lets it equip destructive torpedoes, powerful cannons, and other weapons to threaten much larger vessels.
In fact, some of the Outer Rim’s most infamous crime lords, including Genesis Red , have flown into battle at the controls of the M3-A Interceptor. The ships were perhaps most famously used by Car’das smugglers to defeat the Black Sun ace Talonbane Cobra during the Battle of Tansarii Point Station, earning it much respect throughout the sector.
This expansion contains everything you need to supplement your Scum and Villainy squadrons with one of these inexpensive and highly customizable fighters. In addition to an M3-A Interceptor ship miniature featuring a striking black and gold Black Sun paint scheme, new players will also find eight reprinted ship cards—including six limited pilots—as well as reprints of five valuable upgrades and four Quick Build cards that help you jump into battle right away.
Prepare for Battle
No matter where the battles of X-Wing take you, there are always new strategies to explore and new foes to face. Choose your pilots, outfit your ships, and launch into new battles!
Look for the fifth wave of X-Wing expansions at your local retailer in the third quarter of 2019. You can pre-order your copies of these expansions at your local retailer or online through our website here!
in our forums!
© and ™ Lucasfilm Ltd.
Spark of Hope
Announcing a New Set of Boosters for Star Wars: Destiny
“We are the spark that'll light the fire that'll burn the First Order down.”
–Poe Dameron, Star Wars: The Last Jedi
Even in the darkest of times, the spark of hope can be found in the Star Wars galaxy, lit by those who dream of a better life. In the era of the Clone Wars, Jedi like Obi-Wan Kenobi fought against the darkness of the Separatist army. Later, charismatic leaders like Jyn Erso and Luke Skywalker led a tiny band of Rebels against a Galactic Empire, and when the First Order rose to power, the Resistance stood up as the spark of hope that would burn it down.
Fantasy Flight Games is proud to announce Spark of Hope, a 160-card set of booster packs for Star Wars™: Destiny!
Spark of Hope continues the themes introduced in Convergence, with an emphasis on subtypes, downgrades, and new plots that change the way you construct your deck! Look for Red villain cards that empty your opponent’s hand, a new set of moves and masteries for Blue heroes, powerful new bounty hunters bringing their skills to Yellow villains, and more!
The Smallest Detail
Few in the galaxy are as versed in the art of war as Thrawn (Spark of Hope, 23). Always three steps ahead, the Grand Admiral enters every battle fully prepared for all of his opponent’s moves. Thrawn is a Red villain character who gets a view of the top four cards of your opponent’s deck every time he activates. This ability provides valuable information, especially for Thrawn’s Power Action, which allows you to use an event from the top four cards of your opponent’s deck as if it was in your hand. Not only will this deny your opponent an important event, it also lets you use their powerful abilities as your own.
The information Thrawn provides can be invaluable to his plans. With the Mastermind (Spark of Hope, 36) upgrade, you can wait for your opponent to draw the revealed cards, then use Mastermind’s special to discard the most important one from their hand. Picking apart your opponent’s strategy and the vital pieces of their deck is powerful, and it is essential to Thrawn tearing apart his opponents, piece by piece.
While Cultural Records (Spark of Hope, 31) costs an extra resource over Mastermind, it also lets you remove your opponent’s cards while gaining a distinct advantage. By using Cultural Record’s special, you may remove a card from your opponent’s hand and then gain a resource or remove a die every time a copy of that card is played. Through gaining a deeper understanding of your opponent’s tactics and resources, you can turn their tools to your own advantage with Thrawn and his unique set of supports and upgrades.
Bound by the Force
Rey is not the scavenger she once was. Her connection to the Force has grown and the tutelage of Jedi Master Luke Skywalker has broadened her horizons and expanded her skills beyond her wildest expectations.
Rey, Bound by the Force’s (Spark of Hope, 57) special ability is one of the most defensive in the game, allowing you to give a character two shields, then rerolling Rey's die if that character has three or more shields. With two melee damage sides, Rey can quickly go from providing cover to battling a foe. Furthermore, her Power Action lets you to reroll a character die, or turn a villain character die to a side with a value of zero, most likely a blank. This new version of Rey is undeniably versatile, helping you to mitigate your opponent’s dice, protect your characters, and defeat your opponent's forces with melee damage.
As Rey grows in power, so to does servant of the dark side Kylo Ren (Spark of Hope, 2). Kylo Ren mirrors Rey’s stats as an eleven or fifteen cost character with eleven health. His special symbol deals two damage to a character, and if any of it was blocked, you may reroll Kylo’s die into your pool. You can set up this interaction with Kylo’s Power Action, which moves one shield from him to another character, and then deals one damage to a character if the shield was put on a hero.
While Rey and Kylo Ren would synergize well on a team, their hero and villain affiliations prevent them from teaming up… unless a Temporary Truce (Spark of Hope, 119) can be established. This zero-point plot allows you to create a team exclusively with Rey and Kylo Ren, whose elite versions conveniently add up to exactly 30 points. Your deck can also include both hero and villain cards, but the young Force users will have to rely on Blue cards to achieve victory, since Gray cards cannot be included in your deck.
This team-up completely recontextualizes Rey’s Power Action, allowing her to turn Kylo’s die to its special symbol every turn. It is also greatly increases the value of Kylo’s Power Action, returning the shields Rey provides back to her and dealing damage to his enemies in the process. While they may use different sides of the Force, a temporary truce can form one of the most powerful teams in the galaxy.
Support of the Tribe
While Spark of Hope expands on the themes introduced in Convergence, it also introduces exciting new mechanics, including the game's first diceless characters! These characters often have a small point cost, can still be attached with upgrades and downgrades, while also providing some kind of bonus when they are activated.
The Ewoks may seem to be a primitive folk, but when they band together, they have the strength to topple Empires. The Ewok Warrior (Spark of Hope, 95) can be added to your team for four points, so long as you have a unique Ewok character. Furthermore, every time you activate an Ewok Warrior, you can deal one indirect damage to your opponent. If the unique Ewok on your team is Chief Chirpa (Spark of Hope, 93), you can even add an additional Ewok Warrior to your ranks! This means your team can consist of Chief Chirpa and six Ewok Warriors, or an elite Chief Chirpa, five Ewok Warriors, and a plot!
While individually these warriors may struggle, working as a tribe provides plenty of advantages. Chief Chirpa’s special ability is more damaging when you spot four Ewoks, and the indirect damage these warriors can pump out becomes intimidating as you activate more and more of them. Ewok Ambush (Spark of Hope, 101) lets you activate three of your Ewoks at once, potentially dealing three indirect damage to your opponent and giving you an additional action. Though the Ewok Warriors have no die, they can still be upgraded with weapons like the Ewok Bow (Spark of Hope, 107), which can be transferred from character to character if used with a team of Ewoks.
And while your initial team may not have much staying power with only four health each, Chief Chirpa’s Hut (Spark of Hope, 105) lets you use your resources to add additional Ewok Warriors to your team! The Ewoks may be underestimated, but with pure numbers can overwhelm their foes.
Spark a Rebellion
The spark of hope has been ignited throughout the galaxy. Will you extinguish it with Grand Admiral Thrawn, or use it to help fuel a Rebellion with Chief Chirpa and the Ewoks? Or will you find your own path with Rey and Kylo Ren? The choice is yours when Spark of Hope releases in the third quarter of 2019!
Start a rebellion with Spark of Hope (SWD18a), a new set of boosters for Star Wars: Destiny, available now for pre-order from your local retailer or our website!
in our forums!
© & ™ Lucasfilm Ltd.
Hunt for the Ember Crown
Announcing a New Downloadable Campaign for The Lord of the Rings: Journeys in Middle-earth
"Suddenly Aragorn leapt to his feet. 'How the wind howls!' he cried. 'It is howling with wolf-voices. The Wargs have come west of the Mountains!'"
–J.R.R. Tolkien, The Fellowship of the Ring
You’ve taken your first steps into Middle-earth, but the road beckons once more. Dark machinations are unfolding across the Shire and heroes are once again needed to step forward and fight this menace. It's time to set off on a new adventure.
Fantasy Flight Games is happy to announce two new products for The Lord of the Rings: Journeys in Middle-earth:
- Hunt for the Ember Crown downloadable campaign
- Villains of Eriador Figure Pack
Hunt for the Ember Crown is the first downloadable campaign available for purchase on the Journeys in Middle-earth companion app, offering a completely new set of quests and challenges that can be played using the contents of the Core Set. Featuring eleven new adventures and a deeply branching narrative that could lead you from the roads of Bree-land to the slopes of the Blue Mountains and beyond, this campaign presents fresh challenges to test even the strongest Fellowship.
Those that choose to accept the challenge of the Hunt for the Ember Crown or the Bones of Arnor campaign from the Journeys in Middle-earth Core Set can further enhance their experience with the Villains of Eriador Figure Pack. Containing three beautifully detailed miniatures that bring Eriador’s most vicious enemies to life, as well as new title and trinket cards, this pack is the perfect place to start growing your Journeys in Middle-earth collection.
The Hunt Begins
Something is not right in Bree-land. The roads are beset by maruading Wargs, bolder and cleverer than the land has known in many years. The Thain of the Shire, responsible for protecting its people, is the first to notice these skirmishes are not as random as they first appear. But he has become withdrawn and distracted as of late, offering only token measures to protect the Shire and its people. Some say his son has fallen ill and his only hope is a legendary bloom, once believed to be cultivated by the Elves of the Blue Mountains.
In Hunt for the Ember Crown, the Thain has beseeched you to seek out this flower. But such a journey is fraught with peril, and you'll ultimately choose the path your Fellowship takes. Perhaps you decide to cross the haunted Barrow-downs in search of answers. Or, you could choose to travel through the Old Forest—straight into a confrontation with Old Man Willow. No matter your road, you're sure to be hounded by the Warg Coalfang, who seeks vengeance for her slain packmates. Time is short. Can you find the Ember Crown and return to the Shire in time to save the Thain's son?
Whether you seek the Ember Crown or you're investigating a rash of thefts across Eriador in Bones of Arnor, you can bring the dastardly villains you face in these campaigns to life with the Villains of Eriador Figure Pack. This Figure Pack expands your games of Journeys in Middle-earth by providing unique plastic figures presenting three particularly powerful villains you could encounter during your adventures. Within this pack, you'll recognize the power of Gulgotar, Atarin, and Coalfang as soon as they appear.
But you don't have to face these villains unprepared. This Figure Pack also contains six new trinket cards and three new title cards, giving you new ways to deal with any enemies you come across. When equipped with a Fang Pendant, for example, you can add Pierce to any attack that uses your agility. Similarly, you could find an Old Scepter that gives you an air of authority, helping you more easily interact with the denizens of Middle-earth. The elite enemies you find in this pack are sure to nip at your heels and stall your progress, but if you stand your ground, you could be named their Nemesis and gain a crucial advantage in future encounters.
Return to Middle-earth
The road goes ever on, and no journey is ever truly complete. Gather your fellowship and prepare for new adventures in Middle-earth!
Look for the Hunt for the Ember Crown campaign on the App Store, Google Play, Amazon, and Steam in the third quarter of 2019. The Villains of Eriador Figure Pack (JME04) will arrive at your local retailer in the third quarter of 2019. Pre-order your copy at your local retailer or online through our website—with free shipping in the continental US—today!
in our forums!
Angels and Demons
Preview House Sanctum and House Dis in Age of Ascension
“Verily, I say unto thee; bring it on.”
–Rothais the Fierce
In KeyForge, Archons clash in cosmic competition as they vie for control of the Architect’s Vaults and the impossible wealth and power they contain. By unlocking enough Vaults, these ethereal beings hope to uncover the secret of their own existence and ascend beyond this plane of existence. But in order to achieve this goal, they must successfully lead a diverse team assembled from the Crucible’s diverse Houses, discovering their full strategic potential as they lead these creatures to victory.
In Age of Ascension, the lush world of the Crucible grows to fill its landscape with a new set of creatures, artifacts, and technology, drawn from a new cardpool composed of 204 new cards expertly mixed with 166 cards first found in Call of the Archons. In this new set, the Architects continue to draw the pieces of countless worlds to their artificial planet and assemble them into something new and incredible, revealing new corners of once-familiar areas and allowing new wonders to emerge.
Today, we invite you to explore the old and new layers of the Crucible, from the twisting caverns of Dis to the floating islands of the Sanctum as we examine these Houses in our preview for KeyForge: Age of Ascension—now available for pre-order at your local retailer or online through our website!
The Space Between Worlds
Age of Ascension is an invitation to embrace the spirit of discovery that makes KeyForge unique. You don't need to begin with Call of the Archons to reach Age of Ascension, and you don't need to use Age of Ascension Archon Decks to remain competitive, but the introduction of new keywords gives you the chance to further explore the gameplay of KeyForge as new creatures, artifacts, and technology help you explore the many layers of the Crucible. Each of the seven Houses you first met in Call of the Archons finds new implements and allies in Age of Ascension… though whether certain creatures can ever be considered allies is still up for debate.
The demonic beings of House Dis are cursed with a strange form of half-life that is only made bearable through the use of Æmber, which the imps and demons have learned to turn into imprints called “souls”—recorded emotions taken from those who felt them. While it is possible to seal joy or hope, fear and pain are what fascinate the members of this faction.
There are few on the Crucible willing to study these demons, so many of their secrets remain unknown, but with Age of Ascension, new information is revealed as new species emerge from the tunnels. According to the esteemed Demonologist Iona, the Yurks aren’t that bad if you can pay their price. This is high praise for any creature of Dis, yet like a not-so-fine wine, they only get worse with age. While an average Yurk (Age of Ascension, 68) only needs you to discard a single card to summon it, an Old Yurk (Age of Ascension, 77) demands two cards for the price of its increased strength, and a rare Ancient Yurk (Age of Ascension, 88) requires three. But in the tactical battles of KeyForge, this “price” may actually prove to be an advantage—as it allows you to free your hand of unwanted cards that don't belong to your active House. When the Yurks go Yurking, you best not be lurking.
Beyond the Yurks, this new set of KeyForge offers plenty of imps and demons like Gub (Age of Ascension, 60) and the Æmber Imp (Age of Ascension, 53) to fill your ranks. But what of the corrupted members of other Houses who join Dis of their own accord? While it may be easy to imagine one of Untamed’s many-toothed beasts changing alignments, can an angel fall? The Onyx Knight (Age of Ascension, 95) resembles one of the ethereal knights of Sanctum more than the scuttling demons of Dis, yet this soldier is not a Maverick. No one knows what their motives may be, only that they stand diametrically opposed to the Sanctum spirit, the Opal Knight (Age of Ascension, 260). While the Onyx Knight has the power to destroy all creatures with odd power when they are played, the Opal Knight destroys each creature with even power, encouraging you to perhaps hold back your forces and read your enemy’s plans before you act. What will happen when an unstoppable force meets an immovable object?
Floating Above Reproach
Far removed from the twisting netherworld of Dis, the floating islands of Sanctum hang above the surface of the Crucible. Famously guarded by the Church of the Opened Eye, House Sanctum gains new warriors with previously unseen skills in Age of Ascension. For example, The Grey Rider (Age of Ascension, 226) features the new deploy keyword, which allows you to place him anywhere in your battleline, not just on the flank. This also allows you to make full use of his ability to rally a neighboring creature any time he fights or reaps. Regardless of how the battle unfolds, this mysterious monk will find his way to the heart of the fight and ensure his allies are ready to continue their noble fight.
Sanctum is known to be among the most insular Houses of the Crucible, but they still send ambassadors to every region of the planet on charitable missions to promote harmony, tranquility, and favorable trade deals. In Age of Ascension, House Sanctum adds six of these diplomats to their ranks, like the Dis Ambassador (Age of Ascension, 230)—one for each of the other Houses included in the set. Each Ambassador will only appear in decks with their designated House, and once they come into play, they can use their diplomatic powers to have you use or play a card from their assigned House.
With Ambassadors to help create ties between Sanctum and other Houses of the Crucible, the world becomes opened to new possibilities for peace and profit. While Sanctum may be famous for these angelic monks and their techno knights, that's not all this House is. This faction is also filled with astute merchants like Anahita the Trader (Age of Ascension, 248) who can sell an artifact you have no use for to bring you a total of three Æmber, half the amount needed to forge a key, in a single reaping. If you are aligned with House Dis, you can further guarantee that your opponent won't use the artifact against you, using Tentacus (Age of Ascension, 85) to further increase your profits, or Poltergeist (Age of Ascension, 80) to destroy it altogether.
While Age of Ascension is not a sequel to Call of the Archons, the new set does expound on the stories of key heroes you thought you knew. Duma the Martyr (Age of Ascension, 251) returns to KeyForge after her first appearance in Call of the Archons. But now, you may also catch a glimpse of her fate with Martyr's End (Age of Ascension, 255). This action lets you destroy any number of friendly creatures in exchange for Æmber—the more you lose, the closer you are to victory. This willingness to sacrifice one’s own team may seem more in line with House Dis, but obviously, these two Houses are completely different. Dis only wishes to serve their own ends, while Sanctum serves the greater good. If the Sanctum happen to be the sole benefactors of that greater good, then that is merely a coincidence.
As Above, So Below
House Dis and House Sanctum may appear to be opposites, but perhaps they are not quite so different. As the world of the Crucible continues to evolve, the two factions must learn from one another to make themselves stronger. When the two Houses unite beneath the banner of a single Archon, their combined powers are sure to prove formidable, and if you can unlock their full potential within your team, the full power of the Architects is sure to be yours!
Look for KeyForge: Age of Ascension when it lands at retailers in the second quarter of 2019! You can pre-order your copy of the Age of Ascension Two-Player Starter Set (KF04) and your personal collection of Age of Ascension Archon Decks (KF03a) at your local retailer today or online through the Fantasy Flight Games website here!
in our forums!
Available Now – April 11
New Legend of the Five Rings Products Are Available Now
Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore!
For almost 300 years the Unicorn Clan have settled in Rokugan, yet still they retain much of the wildness and gaijin customs that set them apart from the other Great Clans. It’s not that they are unable to assimilate, but rather they have learned in their travels to remain true to themselves.
Warriors of the Wind contains 78 new cards (three copies of 25 different cards and one copy each of three different cards), many of which provide new tools to the Unicorn Clan!
Warriors of the Wind celebrates all that makes the Unicorn great. Look for a stronghold that rewards you for exploring your opponent’s lands, Meishōdō events that protect your characters from harm, and battle steeds for the Utaku cavalry!
Pick up your copy of the Warriors of the Wind Clan Pack (L5C17) at your local retailer or online through our webstore today!
Shinjo Shono is heir to the Khan of Khans, destined to one day lead the Unicorn Clan. But the young warrior is torn with anguish and doubt, haunted by the memory of facing his former betrothed on the field of battle—and leaving her to die. His duty feels like a chain, and he longs for freedom. He soon learns that longing has a cost.
Shono travels west to negotiate with the caliph of al-Zawira and ensure continuing peace between the Nehiri and Unicorn. A single misstep could mean war, but cultural barriers are the least of Shono’s concerns, as he faces duplicity, assassins, betrayal, and even sorcery. Can he find the strength within himself and his allies in this far-off city to secure the Unicorn’s future?
Across the Burning Sands is a new novella by Daniel Lovat Clark, set in the world of Legend of the Five Rings and focusing on the Unicorn Clan! Featuring a full 110-page short story, a sixteen-page full color insert detailing the history of the Unicorn Clan, and two alternate art cards for use with Legend of the Five Rings: The Card Game, Across the Burning Sands is the ideal source for anyone looking to learn more about the clan that rides!
Pick up your copy of Across the Burning Sands (L5N03) at your local retailer or online through our webstore today!
in our forums!
Preview the Non-Crane Cards in Masters of the Court
Though the Crane have the finest duelists in the land, courtiers that can speak circles around their peers, and an unmovable iron legion, they are still vulnerable. A war with the Lion has decimated their armies, and as the Scorpion’s power in the Imperial City grows to previously unimagined heights, the Crane find their position slipping.
Join us today as we preview the non-Crane cards in Masters of the Court, a new Clan Pack for Legend of the Five Rings: The Card Game! While the majority of the pack focuses on the Crane Clan, each of the other six Great Clans receives three copies of a new character that often focuses on countering powerful Crane Clan strategies.
A Matter of Honor
While the Crane emphasize glory and honor, the Crab Clan see no need for such accolades, and Yasuki Fuzake (Masters of the Court, 14) is a pillar of that philosophy. Not only does he have zero glory, when he leaves play, you may remove status tokens from one character controlled by each player. Not only will this help neutralize the Crane’s heavy honor threat, it also negates dishonor tokens on your own characters! With the Crab’s numerous ways to send off their warriors. Yasuki Fuzake will always find a purpose when his fate runs out, putting the Crab on even footing with their foes.
While the Crab may care little for glory, the Scorpion’s manipulation ensures their enemy's honor becomes their own. Bayushi Dairu (Masters of the Court, 18) is the son of Bayushi Shoju and Bayushi Kachiko, and like his parents he is already a master of the subtle art of deception. As an Action during a conflict with Bayushi Dairu, you can move a status token from another character to him. Ideally, you'll be using this ability to steal the honored status of an opposing character, because with two glory, Dairu can become a military and political powerhouse when he is honored. As a Courtier, Dairu can also use this newfound honor to issue a Forged Edict (Core Set, 184) without falling into dishonor, potentially even becoming honored again in the future.
Give and Take
Other clan cards in Masters of the Court focus less on countering the Crane Clan specifically, and more on denying your opponent's options.
Chukan Nobue (Masters of the Court, 17) is a Phoenix Scholar who can stop a Policy Debate (For Honor and Glory, 40) in its tracks. As long as this Courtier is on the field, your opponent cannot force you to discard cards with card abilities. This means your valuable conflict cards will always be safe in your hand from characters like the Paragon of Grace (Children of the Empire, 13), who can disrupt your plans before they even come to fruition. With two glory, Chukan Nobue can also become a potent force during conflicts should the Phoenix see an opportunity to honor her.
While Chukan Nobue can prevent your opponent from attacking your hand of cards, Kitsuki Jusai (Masters of the Court, 15) can deny options in a more subtle way—by taking away your opponent's fate. If you and your opponent bid the same amount of honor during the draw phase, you take one of their fate and place it on an unclaimed ring. If you are the first player, you can quickly claim that fate as your own by placing it on the ring you plan to use during your first conflict. Even if you aren’t the first player, you can place your opponent’s fate on a ring they don’t need, forcing them to make a sub-optimal choice if they want to claim what was once theirs.
Not every non-Crane card in Masters of the Court is set against them. While the Mantis and Crane Clan have been at odds recently, the Armament Artisan (Masters of the Court, 19) may make for a useful ally for the Left Hand of the Emperor. With the ability to become honored alongside another character you control, the Artisan can become a constant military presence for the Crane Clan, in area in which they often lag behind. With cards like Way of the Crane (Core Set, 146), it’s no stretch to imagine the Artisan will consistently contribute at least three military skill to a conflict.
The True Masters
The Crane may be the Masters of the Court, but that doesn’t mean they are invincible. Each clan has its own method of dealing with the Left Hand of the Emperor. When Masters of the Court arrives, will you stand with the Crane, or use the tools held within this Clan Pack to keep them at bay?
Declare your loyalty with Masters of the Court (L5C18), available now for pre-order from your local retailer or our website!
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Preview the Remaining Heroes and Roles of The Lord of the Rings: Journeys in Middle-earth
“I am the friend of bears and the guest of eagles. I am Ringwinner and Luckwearer; and I am Barrel-rider.”
–Bilbo Baggins, The Hobbit
Middle-earth needs heroes. A darkness is coming, threatening to consume everything in its path, and only those brave enough to stand against it can save the Free Peoples from impending doom. In The Lord of the Rings: Journeys in Middle-earth, you and your friends are invited to become these heroes, writing yourself into the history of Middle-earth as you set out on an ever-evolving campaign.
Along the way, your heroes will grow with every new adventure as they master skills in six distinct roles. Over the course of the campaign, you can diversify your hero’s deck with skills drawn from the roles you choose, building a hero that reflects your unique adventures. But a hero is more than just a sum of their skills. As your adventures continue, you’re sure to grow in renown, bringing both your strengths and weaknesses into sharper focus.
The last time we looked at the heroes in Journeys in Middle-earth, you got a glimpse at the composition of a hero’s skill deck, as well as a closer look at three individual heroes. Join us today as we shift our focus to the remaining three heroes and the special skill cards that can become part of their decks!
Legends Never Die
Middle-earth is full of songs and tales celebrating the exploits of great heroes. Whether by fate or pure ambition, these champions earned their place in these stories by facing down evil when others would not. Similarly, as your adventures through Middle-earth continue, tales of your exploits are sure to spread among the Free Peoples.
While every choice you make during an adventure can have significant consequences, particularly memorable moments can lead to a completely new type of skill card being added to your deck. Not only do these Title cards give you powerful new abilities that can be used only once per adventure, they also mark your accomplishments in the campaign.
Come to the aid of your Dwarf allies enough, for example, and you could be named Dwarf-Friend by the Journeys in Middle-earth companion app, gaining the Dwarf trait yourself. What’s more, you can remove this newfound skill at just the right moment to make yourself and another Dwarf Emboldened and ready to take on any enemy. With twenty-one Title cards included in the Core Set, there’s plenty of opportunities for you to become renowned, from Eriador to the farthest reaches of Rhovanion.
But even the most well-known heroes aren’t perfect. Although they can master many skills, they aren’t immune to making mistakes. Rounding out every hero’s skill deck, then, is a weakness skill card that can hinder their efforts when it's drawn. Whether you simply lead your party Off Course, or some worse fate befalls you, these cards contain no useful icons or abilities—they simply clutter a hero’s skill deck. Worse still, heroes can gain additional weakness cards throughout an adventure, making their quest even more difficult to complete. Of course, you can always prepare these skills to remove them from your deck!
Ranger of the North
Beravor knows the hidden roads of Middle-earth. Through barren hills, tangled wood, and unquieted ruins, these secret paths are her frequent course, gifting both safety and speed through otherwise perilous lands. Once she is set on her path, nothing can cause this Ranger to stray but the call for aid from the imperiled, whether they be ally or stranger. No matter the cause, no matter the danger, she is ready for the fight.
Her uncanny knowledge of the many roads through Middle-earth make Beravor the perfect candidate to become your party’s Pathfinder. Beginning with the Trailblazer skill prepared not only means that she can quickly sprint ahead of the rest of the group, but she’ll also be prepared to face whatever she finds there. And, should they ever find themselves in trouble, she can quickly lead her companions Into Hiding before the enemy reaches them.
But that isn’t Beravor's only option. Just because she moves swiftly down Paths Unseen doesn’t mean she can’t bring other heroes along to face the challenges ahead. Once she encounters an enemy or a test, Beravor has plenty of ways to help her cause. Adhering to the Ways of Old gives her both a valuable success during a test and the chance to immediately replace Ways of Old with another prepared skill.
If she truly needs to pass a test, though, Fateless can prove far more useful than cards with success icons, especially if she also reveals Gift of Men. We’ll take a closer look at how Beravor—and the other heroes—can progress through the Pathfinder role in a future preview!
Wanderer, Warrior, Burglar, Adventurer
Not many years ago, Bilbo travelled east from the Shire and it changed him forever. He has sprung into action and fled for his life. He has sheathed a bloodied blade, flown with Eagles, and stood atop the wealth of kingdoms. And now—though he dare not tell his neighbours—it may be time for him to embark on another adventure.
Despite his previous travels, Bilbo is not entirely altered. Like any Hobbit, he still enjoys the Simple Desires of warm food, polite company, uninterrupted rest, and comfortable holes in the ground. But now, The Tookish Part of him yearns for travel and adventure, which he can find as your party’s Burglar. Despite his small stature, taking on this role makes him quite Self-Sufficient, able to avoid enemies and work on his own. More than other heroes, his Hobbit feet make more than capable of being Quiet to accumulate even more inspiration tokens to help with his tests.
In fact, the pull between the comforts of home and life on the road defines Bilbo perhaps more than even he knows. His penchant for being Well-Nourished does his body and mind good, helping him dispel the fatigue that might set in on the road. At the same time, however, he knows that The Road Goes Ever On, and he is eager to keep moving along with his travel companions.
Burning for Battle
Longing for adventure beyond his exile home in Ered Luin, Gimli is ready to release his ferocity and expertise on his foes. Like any Dwarf, a passion churns within him to deliver retribution on the vile Orcs that dwell in the darkness beneath the earth. One need not travel below to find them now, however, so Gimli hungers for the first call to action, ready to bring war against the rising darkness.
This same desire for battle and his prodigious Dwarven strength mean Gimli can easily protect others as a Guardian. It is more than likely that Gimli will be wading into the thick of battle, so he must always have a Ready Defense if he is to avoid being overwhelmed by the dark forces around him. At the same time, his Restless Axe is ready to cut down as many enemies as it can. If that is still not enough, he can always unleash his Fury to make his attacks even more powerful.
While he may appear gruff on the outside, Gimli does indeed care deeply about his travelling companions and will always be on the lookout for them. Indeed, his Kinship is so great that he will come to their aid, allowing them to reveal two additional cards during a test and—if they are in true peril—he will fling himself at enemies to ensure they cannot pass and harm his friends. In the end, his Poet’s Heart helps Gimli recover from battle and smooths his interactions with the people of Middle-earth.
Become a Hero
The road through Middle-earth is long and full of dangers. Do you have what it takes to face the darkness and earn the title of hero?
You can pre-order your own copy of The Lord of the Rings: Journeys in Middle-earth (JME01) at your local retailer or online through our website today! Look for Journeys in Middle-earth to arrive on April 18, 2019!
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Heart of the Crucible
Announcing Nine New Playmats for KeyForge
"You look like an Archon with discriminating tastes."
In KeyForge, two players become mighty Archons, engaging in fast-paced tactical struggles on the Crucible. In your race to gather Æmber, you will lead a team filled with the creatures, artifacts, and technology. You will forge keys to unlock a Vault and come one step closer to ascending beyond this plane of existence. No matter which Houses you favor, you can now display your pride in cinematic fashion as you journey deeper into the Crucible with the upcoming release of Age of Ascension.
Fantasy Flight Games is proud to announce nine new KeyForge playmats from Fantasy Flight Supply, each featuring art drawn from the Age of Ascension set—now available for pre-order at your local retailer or online through our website, with free shipping within the continental United States!
- Drummernaut Playmat
- Machinations of Dis Playmat
- In the Lab Playmat
- Storm Crawler Playmat
- Grim Resolve Playmat
- Finders Keepers Playmat
- Hypnopotamus Playmat
- Stimrager Playmat
- Sir Marrows Playmat
A World Renewed
With these nine playmats, you can continue to explore the colorful world of the Crucible, fully embracing your role as an Archon and displaying your pride for your favorite Houses. Each playmat features vibrant original art from Age of Ascension, and by collecting all nine, you can be ready for any challenge, no matter which of your Archon Decks you choose to take into battle. Complete with a high-quality, slip-resistant rubber base, each of these 24” x 14” mats display your cards in stunning fashion while keeping them protected from stains and spills, whether you're playing in a tournament or just around the kitchen table.
The intense power of House Brobnar takes center stage with the Drummernaut Playmat. This vibrant mat features the percussionist of a Brobnar rock band. The giants and goblins of this House love anything loud and destructive, and these explosive tunes are a favorite of many. There is nothing and nobody that can beat their beat.
Moving to the shadowed tunnels and dungeons of Dis that divide the current layer of the Crucible from the last, the Machinations of Dis Playmat highlights the Orb of Invidius, an artifact of House Dis. The nature of this mysterious item, or its original purpose may not be clear, but whatever it was, it’s cursed now. And curiosity about the plots of demons is a dangerous business.
Switching from the realm of monsters to the realm of logic, the In the Lab Playmat takes a peek at the work of Pip Pip, a Logos scientist. This House is divided into Theorists who focus on reason and possibility, and Mechanics who run tests and study their gathered data. Currently, Pip Pip is working at a breakneck pace as he explores the idea of a "lead foot," which is sure to cause shockwaves across the Crucible.
The Storm Crawler Playmat highlights the pinnacle of Martian innovation. While they once powered their technology with world-poisoning cavorite, since coming to the Crucible, House Mars has learned how to harness Æmber in their machines, making them better, faster, and deadlier than ever before. With advanced ray guns, flying saucers, and walkers like the Storm Crawler, they will ensure that Mars Lives On.
Take a closer look at the dark side of House Sanctum with the Grim Resolve Playmat. Aubade the Grim is a steadfast knight of the House, driven by what he believes to be divine right. When it comes to clashes between Archons, he not only captures Æmber from his opponent, he destroys it to ensure that they will not move closer towards their goal. While others may worry about becoming blinded by ambition, Aubade is certain that the ends justify the means.
Looking to House Shadows, the Finders Keepers Playmat offers a rare glimpse at the elusive thief Lamindra. As one of the Svarr elves who make up much of this House’s population, Lamindra makes her living on the Crucible by staying quick on her feet and never passing up an opportunity for profit. While others may look down on this lifestyle, the members of House Shadows know that stealing is only a crime if you get caught.
The Hypnopotamus Playmat draws from House Untamed for its art. This wild, loosely-organized House is based on freedom, so each of its members can live true to their nature. But while the wilds are inclusive, they are not safe. In fact, the hypnopotamus is the deadliest animal on three known planets! But if you can add one to your Archon’s team, you are sure to find a powerful ally in the trials before you.
In addition to these classic, art-focused mats, Fantasy Flight Supply is also proud to announce two 24” x 14” playmats that feature game layouts to accommodate either right or left-handed players! Each of these mats keeps your battles organized and immersive with marked sections for your keys, your Archon, draw deck, discard pile, and archive, while still highlighting new characters from the Age of Ascension set. With these new implements in your arsenal, you are ready to face any challenge the beautifully chaotic world of the Crucible may present.
Call of the Crucible
Whichever Houses you choose to align with, these KeyForge playmats help you to show your pride and keep your unique decks protected, ensuring that the focus stays on your tactical cosmic clashes. Embrace the nature of your House, unlock the power of your teams, and explore the ever-changing world of infinite possibilities!
Pre-order your new KeyForge playmats at your local retailer or online with free shipping in the continental US today! Otherwise, be sure to look for these mats when they hit shelves in the second quarter of 2019!
- Drummernaut Playmat (KFS09)
- Machinations of Dis Playmat (KFS10)
- In the Lab Playmat (KFS11)
- Storm Crawler Playmat (KFS12)
- Grim Resolve Playmat (KFS13)
- Finders Keepers Playmat (KFS14)
- Hypnopotamus Playmat (KFS15)
- Stimrager Playmat (KFS16)
- Sir Marrows Playmat (KFS17)
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Announcing the Imperial Shoretroopers Unit Expansion for Star Wars: Legion
"Failure will find you explaining why to a far less patient audience."
–Grand Moff Tarkin, Rogue One: A Star Wars Story
The Empire has many secrets to protect. While an assignment to the tropical planet of Scarif may seem pleasant to soldiers stationed in harsher climes, protecting these countless secrets is a task that requires constant vigilance. Now, new Imperial troops are on their way to ensure no Rebel breaches Imperial security.
Specially trained to comb beaches and bunkers for any sign of Rebel infiltration, Shoretroopers are often assigned to important bases where secrecy is of the utmost importance. Within this expansion, you’ll find seven unique, unpainted Imperial Shoretrooper miniatures to add to your Star Wars: Legion collection. Five of these troopers are armed with E-22 blaster rifles, while a Shoretrooper equipped with a T-21B targeting rifle is ready to deal extra damage from long range.
But if you’re truly looking to keep enemy units from escaping with the sensitive information, a DF-90 Mortar Trooper can be added to your army as a detachment from the rest of your Shoretroopers. Rounding out this expansion are two unit cards, five upgrade cards to fully kit out your Shoretroopers, and all the tokens you need to deploy them to any battle. Read on for more information on the Imperial Shoretroopers Unit Expansion!
Countless soldiers have enforced the Emperor’s will across the galaxy as Stormtroopers. Only an exceptional few, however, are selected for rotational duty as Imperial Shoretroopers. Trained not only in tropical environment operations, but also in entrenched warfare, these troops are often assigned to important bases such as the Imperial security facility on Scarif. No matter where they’re deployed, their expertise and equipment help them counter any Rebel incursion.
On the battlefields of Star Wars: Legion, Shoretroopers become the most elite option for filling out the corps units that make up the rank-and-file of your Imperial armies. In addition to their advanced training, Shoretroopers are the first Imperial unit to carry the upgraded E-22 blaster rifle, making them more dangerous than Stormtroopers or Snowtroopers based on their armament alone.
Beyond this, you’ll find Shoretroopers eager to carry out your orders, and they give you plenty of reasons to make them a major part of your strategy. Issuing orders to your Shoretroopers immediately puts them on the offensive and—once they’ve identified a new target—helps them fire with deadly accuracy. Spotting new targets is easier if you have a weapon with a bit more range, of course, which is exactly why select Shoretroopers choose to carry the T-21B targeting rifle. Not only does this powerful blaster rifle make the Shoretroopers a threat from long distance, it also allows you to hit the enemy where it hurts the most.
Whether they’re firing from a distance or have their blasters trained on close range targets, Shoretroopers are prepared to counter sudden Rebel ambushes. While the fire from their E-22 blaster rifles alone is sufficient to keep opposing forces hunkered down, Shoretroopers are also trained to work closely with emplacement troops to make sure no stray Rebels escape. The heavy fire from an E-Web Heavy Blaster Team can help the Shoretroopers cut down fleeing enemies, but that isn’t their only option.
In fact, small detachments of Shoretroopers often take it on themselves to man DF-90 mortar launchers that can provide even more suppressive fire. While these mortar troopers operate as independent units and are free to lend fire support to any unit, they can only be deployed if a corresponding Imperial Shoretroopers unit is included in your army.
We’ll have much more information about the Imperial Shoretroopers and the heavy weapons they use in a future preview!
Secure Your Secrets
The Rebel Alliance will stop at nothing to uncover as many Imperial secrets as they can. With units of Imperial Shoretroopers at your command, however, you can be sure no Rebels escape your clutches.
Look for the Imperial Shoretroopers Unit Expansion (SWL41) and the Dewback Rider Unit Expansion (SWL42) at your local retailer in the second quarter of 2019. Pre-order your copies at your local retailer or online through our website—with free shipping in the continental US—here!
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© & ™ Lucasfilm Ltd.
Announcing the Dewback Rider Unit Expansion for Star Wars: Legion
“Look sir, droids!”
–Davin Felth, Star Wars: A New Hope
The Galactic Empire rules over countless worlds, each boasting its own unique flora, fauna, and terrain. Rather than adapt their military vehicles to the conditions of every individual world, Imperial commanders commonly prefer to use local creatures to support their operations. Now, one of the most iconic creatures from the Star Wars saga is on its way to bolster your Imperial forces.
Able to survive extreme temperatures, these mighty reptilian creatures are the perfect complement to Imperial troopers during their patrols. Within this expansion, you’ll find an unpainted, beautifully detailed Dewback miniature featuring a Sandtrooper rider with four distinct customization options: your Dewback Rider can be built carrying the standard shock prod, or you can equip them with three different weapons.
On top of the ability to customize the look of your Dewback Rider, this Unit Expansion gives you plenty of ways to tweak how this unit operates in the thick of battle. Six upgrade cards accompany the miniature, letting you modify its armament, training, or the comms systems it carries into battle. Finally, a unit card and a handful of tokens round out this expansion, giving you everything you need to deploy it as a support unit for your Imperial armies. Read on for more information on the Dewback Rider Unit Expansion!
From towering AT-STs to legions of Stormtroopers, the Empire can display its dominance in any number of ways, and the hulking Dewback is yet another method of reminding local populations who is truly in control. Like their fellow Imperial military units, though, Dewback Riders are far from symbolic enforcers of Imperial rule. Between the Sandtrooper rider’s array of weaponry and the powerful claws of their mount, this duo is a force to be reckoned with.
As natives of the scorching hot desert planet Tatooine, Dewbacks have developed survival mechanisms that also make them useful weapons of war. Their thick hides, for instance, may protect Dewbacks from the brutal rays of Tatooine’s twin suns, but they also provide a useful layer of armor from incoming blaster fire, especially for a target as large as a Dewback. In addition to this scaly skin, a Dewback’s claws make them particularly surefooted beasts, ideal for conveying their riders across uncertain terrain on the battlefields of the Galactic Civil War.
But these claws can be used beyond simply providing a sturdy foundation for a single trooper in battle. To the Empire, they are deadly weapons that can be used to thrash any unsuspecting enemies foolish enough to believe that Dewbacks are a docile species. Before a Dewback can unleash an attack with its claws, however, it must first close the distance. While Dewbacks commonly move at a plodding pace, they can be spurred forward to engage with enemy forces even faster.
As intimidating as they are, Dewbacks are only one half of the unit. Trained to work in tandem with the Sandtrooper riding atop them, Dewback and trooper can combine in a number of useful ways. If nothing else, the Sandtrooper carries a shock prod that makes the entire unit’s melee attack a bit stronger. But being astride a massive Dewback also provides a useful vantage point from which a trooper can make powerful ranged attacks—and they have three weapons that give them an option for every situation. Equipping your Sandtrooper with a T-21 blaster rifle or an RT-97C blaster rifle adds a new dimension to the unit, making them deadly from a distance. Alternatively, a CR-24 Flame Rifle enhances the Dewback Rider at close range, helping them uproot any subversive elements tucked behind cover.
No matter what weapons you choose, the Dewback Rider is sure to have an imposing presence on the battlefield. We’ll have much more information on the Dewback Rider and the upgrade cards included in this Unit Expansion in a future preview!
Tame the Beast
With their thick skins and razor-sharp claws, Dewbacks can survive in almost any environment. When they are properly trained, these traits can be harnessed to make them just as effective as any high-tech military vehicle.
Look for the Dewback Rider Unit Expansion (SWL42) and the Imperial Shoretroopers Unit Expansion (SWL41) at your local retailer in the second quarter of 2019. Pre-order your copies at your local retailer or online through our website—with free shipping in the continental US—here!
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© & ™ Lucasfilm Ltd.
Against the Darkness
Preview Combat in The Lord of the Rings: Journeys in Middle-earth
“Over the field rang his clear voice calling: ‘Death! Ride, ride to ruin and the world’s ending!’”
–J.R.R. Tolkien, The Return of the King
Middle-earth may be full of beauty, but it is still a dangerous place. One cannot simply wander these lands without encountering some form of trouble. Now that evil forces are gaining power, it’s even more likely that you’ll be beset by Orc marauders, a roving band of Ruffians, or even a fearsome Hill Troll during your campaigns through The Lord of the Rings: Journeys in Middle-earth. Your quest must continue despite these threats, however, if you hope to protect Middle-earth and her people.
You’ve already seen how you’ll explore the vast lands of Middle-earth and gotten a glimpse of three of the heroes that can form your Fellowship, as well as three of the distinct roles these heroes can take on. Join us today as we look more closely at the enemies you’ll encounter during your Journeys in Middle-earth!
Fighting the Darkness
Untold terrors lurk in the looming forests, quiet clearings, and abandoned halls of Middle-earth, and the Journeys in Middle-earth companion app could pit you against any of the twenty-five enemy miniatures included with the game during an adventure. No matter what enemies you find, though, your encounters with them will be defined by the type of adventure you’re playing.
If you’re venturing across the journey map tiles, enemies could be present from the very beginning or appear as you progress toward your goals, but it’s also possible for them to be revealed based on your choices. As you comb the hills of Eriador for a pack of thieves, for example, searching along the path could reveal an Orc lying in wait! You’ll provoke attacks whenever you attempt to interact with a token in a space with an enemy, so it’s up to you to decide whether to take the damage, slow your progress by fighting the enemies, or to avoid their notice completely by taking an alternate route.
When you need to launch an attack on an Orc camp or infiltrate some ancient ruins, however, you can expect a more focused, tactical confrontation on the battle maps. Rather than being spread out across vast expanses of Middle-earth, these adventures bring your entire Fellowship together to face a challenge from which there is no escape. Although some battle map adventures feature no combat at all, they all require you to keep your wits about you and work as one to succeed.
In either case, your interactions with enemies are controlled by the Journeys in Middle-earth companion app and—much like the other tests you perform—the success or failure of your attacks is determined by revealing cards from your skill deck. As you do, you will input results like the number of hits you inflict and any attack modifiers directly into the app, letting it track the damage and other effects from your attacks.
The Journeys in Middle-earth companion app records all of your attack's hits and modifiers!
Unlike other tests, though, the results of your attack actions largely depend on how you have chosen to arm yourself. Performing an attack requires you to choose an item—or items—to attack with, and the type of test is determined by the stat icon in the upper left corner of the item card. Whether you use your might to swing a great battle axe or your agility to land pinpoint shots from your bow, most items give you a variety of ways to spend the successes you reveal during the attack. A simple Dagger, for instance, only gets more effective with more successes, giving you the chance to apply two hits for a single success and three hits that pierce an enemy’s armor for two successes. Better yet, if you’re able to muster three successes, you can combine both of the Dagger’s abilities for an attack with five hits and pierce!
Other items, however, offer a wider array of options. If you instead choose to wield a Staff, you could spend two separate successes to make a powerful strike of four hits. Alternatively, you could sacrifice a bit of power and use both of your successes to land three hits and stun the enemy, ensuring they cannot activate later on or make counterattacks against you.
Making an attack with his Iron Hills Battle Axe, Gimli reveals four skill cards because he has a might of four. He reveals two successes, choosing to spend one to apply three hits and the other to apply two additional hits and sunder to the attack, permanently decreasing the enemy's armor value by one!
Using weapons may be the most direct way to engage in combat, but they are far from your only option. When an adventure takes you to the battle maps, the environment itself can play a role in your strategy. These encounters play out on varying terrain that is added to the battle map at the beginning of the game and—far from simply adding visual flair to the board—each piece of terrain affects the battlefield in its own way.
For example, if your hero is mighty enough, they can topple a Statue onto an enemy to deal damage and permanently decrease their armor. Conversely, if direct confrontation isn’t your hero’s strength, you could always attempt to take cover in a Bush. Once you’ve become safely Hidden, you have the power to negate all damage from an attack or potentially set up a powerful sneak attack, springing out and automatically adding a success to your attack.
On a Knife’s Edge
The enemies you face won’t sit idly by as you attack them, of course. After a hero attacks a group of enemies, those enemies may strike back with an attack of their own. Even if they don’t, the evil forces arrayed against the heroes will still have the chance to activate once the heroes are done taking their actions. During this step, the app directs each ready group of enemies to move and attack the heroes in an attempt to defeat them and remove them from the adventure.
Not only do these attacks deal damage to a hero’s body, they also take their toll mentally, spreading fear and doubt throughout your Fellowship. Each hero has their own limit of both damage and fear and if an enemy gets in range to make an attack, the app displays an amount of damage and fear cards that the hero will suffer if they can’t negate it with a test.
Bilbo Baggins can suffer seven fear before triggering a last stand, but can only take three damage before being pushed to the edge of defeat!
As damage and fear begin accumulating on your hero, so too can the negative effects of taking these cards. In most cases, damage and fear cards are dealt faceup and while it may only be Weariness or Gloom, it could just as easily become a more serious impediment. You might suffer from Exhaustion, limiting the power you have over your skill deck when you scout. Similarly, you could suffer from Delusions, forcing you to discard one of your inspiration tokens.
Your heroes will likely be pushed to the limit of what their bodies and spirits can endure through your trials and ordeals in Middle-earth. Fortunately, reaching your fear or damage limit doesn’t necessarily mean a particular adventure is over. In these moments, you perform a valiant last stand to ward off your impending doom. In these moments, succeeding at a test renews your body or mind, discarding all your facedown damage or fear and granting you an inspiration. Failure, on the other hand, removes your hero from the adventure and brings the entire Fellowship one step closer to failure.
As the threat bar fills, the heroes will be subject to ever great dangers!
Even if no hero is defeated during the course of an adventure, you must still make haste to complete your objectives. As time passes, the threats of Middle-earth draw closer and become more dangerous. As time passes for the heroes, a threat bar at the top of the app screen will slowly fill and, as it does, your enemies grow in power. Once it passes certain thresholds, this bar will trigger events that can hinder your progress, such as the arrival of even more enemies or additional tests for your heroes to overcome. The fate of an adventure hangs on whether you can complete your objectives before time runs out for you and Middle-earth.
The dark forces that plague Middle-earth are gaining power, and doom and destruction are sure to follow in their wake. Now is the time to band together and fight for all the Free Peoples of Middle-earth!
You can pre-order your own copy of The Lord of the Rings: Journeys in Middle-earth (JME01) at your local retailer or online through our website today! Look for Journeys in Middle-earth to arrive on April 18th, 2019.
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Justice for Satsume
Announcing the Third Dynasty Pack in the Inheritance Cycle for Legend of the Five Rings: The Card Game
“One does not achieve victory by holding forces in reserve.”
All eyes are on Otosan Uchi as a chaotic Imperial succession is hastily planned. While the Imperial City is the focal point for these dramatic events, strife is infesting Rokugan from all angles. The Emerald Empire is breaking down into chaos—who will you support?
Fantasy Flight Games is proud to announce Justice for Satsume, the third Dynasty Pack in the Inheritance cycle for Legend of the Five Rings: The Card Game!
Justice for Satsume continues the themes of the Inheritance cycle, placing an emphasis on Courtiers and Bushi, introducing two new disguised characters to surprise your opponent, and offering up two Clan Champions!
Furthermore, if you pre-order Justice for Satsume from 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 of Doji Kuwanan and Doji Hotaru by Agri Karuniawan while the card is facedown!
The Field of Battle
The Right Hand of the Emperor is a straightforward clan, relying on pure military might to win conflicts against the other Great Clans. Throughout the Inheritance cycle, the Lion Clan gains special advantages when they have fewer cards in hand than their opponent. Naturally, this encourages low bidding, keeping your hand size low and your honor high.
The Matsu Swiftspear (Justice for Satsume, 53), for example, is a modest two-cost Bushi with two military and two political skill. However, her true value comes when you have fewer hands than your opponent, giving the Swiftspear an additional two military skill. If you can maintain the number of cards in your hand via low honor bids—or play enough cards in a conflict to drop below your opponent—the Matsu Swiftspear is one of the most efficient samurai in the game, contributing greatly to military conflicts for minimal investment.
While the Matsu Swiftspear defends the Lion on the field of battle, the Steward of the Rich Frog (Justice for Satsume, 54) defends the clan’s honor. While you have fewer cards in hand than your opponent, the Steward of the Rich Frog keeps your characters from receiving dishonor tokens! With three political skill, the Steward is already a sound investment, but protecting your characters from cards like Way of the Scorpion (Core Set, 185) can ensure the Lion don’t fall for any tricks, keeping their honor and glory intact.
Of course, both of these abilities are meaningless if you can’t keep fewer cards in hand than your opponent. Luckily, the Lion have new tools to ensure this happens. Sharpen the Mind (Justice for Satsume, 63) is a zero-cost attachment that lets you discard a card to give the attached character an additional three military and three political skill. At two influence, Sharpen the Mind can fit into a number of different decks, but the cost of discarding a card can become an even greater boon for the Lion Clan, whose single-minded focus can lead to a glorious victory.
An Overwhelming Stampede
The Unicorn are no strangers to overwhelming their foes with a stampede of warriors and courtiers.
The Shinjo Gunsō (Justice for Satsume, 58) is not the most fearsome warrior, but instead acts as a beacon for the samurai of the Unicorn Clan. When you play this character, you can search the top five cards of your dynasty deck for a low-cost character and put it in into play. The Gunsō can bring cards like the Young Warrior (Warriors of the Wind, 5) and Honest Challenger (Children of the Empire, 37) to the field of battle, helping the Unicorn overwhelm their opponents with pure numbers and skill.
The Wayfarer’s Camp (Justice for Satsume, 59) offers another way to deploy your swarm tactics, letting you play two cards from your provinces before turning a card faceup. Not only does this empty your provinces quickly and put you in position to pass first, you also gain the ability to play an additional card from your provinces, further outnumbering your foe with your Unicorn horde.
The more non-unique Unicorn samurai you have on the field, the greater benefit Ujik Tactics (Justice for Satsume, 66) provides. This free event simply boost the military skill of your non-unique characters until the end of the conflict, making it the perfect card for a large-scale assault. Depending on the number of Unicorn in the conflict, this could even be enough to break a province.
A Dark Undertaking
The Inheritance cycle introduces disguised characters into the world of Legend of the Five Rings: The Card Game. These samurai will only reveal themselves at the most opportune time, shedding their disguise and unleashing their true strength when your opponent least expects it.
The Scorpion’s Shosuro Miyako (Justice for Satsume, 65) is a master of disguise, and in fact can only be played through the disguised keyword, and only by replacing a non-Scorpion character. At two influence, this means Miyako is much more consistent in a deck that only splashes Scorpion cards. However, when she does enter the field, she has an immediate impact, helping you to dishonor a non-unique character your opponent controls. As a conflict character, Miyako can reveal herself at the most opportune time, deflating your opponent’s skill with a dishonor token and her own formidable talents.
Strife and Justice
The Hour of the Boar is upon Rokugan. As all eyes turn towards the Imperial City of Otosan Uchi, what other fractures are appearing across the Emerald Empire? Discover a new war in the Justice for Satsume Dynasty Pack, releasing in the third quarter of 2019!
Choose a side in Justice for Satsume (L5C21), available now for pre-order from your local retailer or our website!
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Available Now – April 4
New Star Wars, Arkham Horror, and The Lord of the Rings Products 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!
Travel back to the Clone Wars with the General Grievous Starter Set for Star Wars™: Destiny! With this starter set, you can take control of General Grievous and two terrifying Commando Droids as you take on the forces of the Old Republic! With twenty-four cards and nine dice, the General Grievous Starter Set contains everything you need to fulfill your destiny.
General Grievous provides a discount to droid characters when you're building your team, and with his Power Action, you can reroll any number of your droid dice. The Commando Droids in turn synergize with other droid characters and supports, allowing you to activate an additional droid when you roll them in. Together, these three Red characters represent the power of the Separatist armies, and pose a potent threat to any opponent.
To further supplement these characters, the rest of the deck is dedicated to efficiency, with plenty of Red supports, events, and upgrades dedicated to pulverizing your enemies!
Pick up your copy of the General Grievous Starter Set (SWD14) at your local retailer today or online through our website here!
Travel back to the Clone Wars with the Obi-Wan-Kenobi Starter Set for Star Wars™: Destiny and take control of General Obi-Wan Kenobi and Duchess Satine Kryze in their fight against the Separatist Army. With twenty-four cards and nine dice, the Obi-Wan Kenobi Starter Set contains everything you need to take your first steps into Star Wars: Destiny!
The Obi-Wan Kenobi Starter Set sees an elite version of the famous Clone Wars General teaming up with Satine Kryze of Mandalore in a 24-card deck featuring Blue and Yellow cards. Obi-Wan Kenobi will be your primary damage dealer, with his melee damage boosted by his Power Action. You'll have plenty to look forward to here as well, with Blue cards that boost Obi-Wan's damage alongside upgrades and equipment that grant additional bonuses when you spot Jedi characters.
Meanwhile, Satine takes a more supportive roll, helping you reroll one of your dice after you activate her. This starter set also offers Yellow events and upgrades that can grant you resources, help control the battle through dice manipulation, and provide additional bonuses when you spot a leader character!
Pick up your copy of the Obi-Wan Kenobi Starter Set (SWD15) at your local retailer today or online through our website here!
The Wages of Sin is the second Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game.
Following the events of The Secret Name, you have been forced to reconsider everything you thought you knew about life and death, sanity and madness. The mists that hang over Arkham strike more fear into you than ever before, and you must delve deeper into the city’s history of witchcraft and persecution if you wish to make sense of all you have seen. There have been reports of ghost sightings and strange activity in the woods the last few nights at Hangman’s Hill. You must journey here to learn more about the witches who once hid in Arkham’s past—witches who have since emerged from the shadows in pursuit of some unholy purpose.
When you step onto the hallowed ground of the graveyard, you may find yourself consumed by a feeling that the ghosts of the past are all around you, existing on some separate unseen plane. In The Wages of Sin, the locations that you investigate have two sides, one that exists in the realm you know and one that takes you to the spectral plane. As you plumb the secrets of Hangman's Hill, locations may flip to their Spectral side, confronting you with a new set of terrors from a second encounter deck. Will you be able to survive against the dead?
Pick up your copy of The Wages of Sin (AHC31) at your local retailer today or online through our website here!
Mount Gundabad is the fifth Adventure Pack in the Ered Mithrin cycle for The Lord of the Rings: The Card Game.
The time has come. All your adventures across Wilderland have pointed you in one direction: toward Mount Gundabad and a confrontation with the terrible Dragon that roosts within. While few would openly rush into a battle with such a beast, one thing remains certain: Dagnir poses a threat to the whole of Wilderland and you must take on whatever risks are necessary to keep it safe.
Take the next step in your journey with Mount Gundabad Adventure Pack for The Lord of the Rings: The Card Game! With new player cards to diversify your decks and an entirely new adventure to challenge your skills, you have everything you need to turn your footsteps toward Mount Gundabad.
Pick up your copy of Mount Gundabad (MEC70) at your local retailer today or online through our website here!
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© & ™ Lucasfilm Ltd.
A New FAQ Is Now Available for A Game of Thrones: The Board Game
“My brother has his sword, King Robert has his warhammer, and I have my mind… and a mind needs books as a sword needs a whetstone, if it is to keep its edge.”
–Tyrion Lannister, A Game of Thrones
A new version of the A Game of Thrones: The Board Game FAQ (pdf, 2.4 MB) is now available for download!
A Game of Thrones: The Board Game tasks players with leading the Great Houses of Westeros into battle as they vie for control of the Seven Kingdoms. In this epic game of strategy, diplomacy, and military might, you must take advantage of your House’s position and balance your forces as you forge and break alliances—all in pursuit of power and the Iron Throne.
Since A Game of Thrones: The Board Game first entered its second edition, designers have further explored the world of George R.R. Martin’s A Song of Ice and Fire series with the A Feast for Crows and A Dance with Dragons scenarios, and most recently with the Mother of Dragons deluxe expansion. As the game continues to evolve, so too must your strategies if you wish to stay ahead of your opponents and maintain your hold on the realm.
Today, Mother of Dragons designer Jason Walden sheds some light on what you can expect to discover in the latest FAQ for A Game of Thrones: The Board Game.
Jason Walden on the Latest FAQ
After nearly seven years, we are proud to announce the release of the second update to the A Game of Thrones: The Board Game Frequently Asked Questions. With thousands of games played, a multitude of new players joining the community, and three expansions added to the collection, a variety of interesting questions have accumulated. We have done our best to capture the most relevant and meaningful of these topics and addressed them in this document.
In addition to answering many of your important questions, we have also included some intriguing rules modifications. As the game has grown and matured, it was discovered that some of the long-standing rules (and some new ones as well) were in need of refreshment. Elements such as refined tiebreaker procedures and even new starting unit positions are a direct result of the evolving game state presented by the three expansions, especially the dramatic changes in Mother of Dragons.
I’d like to thank all of our dedicated fans who have sent us their questions. Your attention to detail has driven us to consider every decision with extreme care. Along the various drafts of the document, I was very thankful to have critical feedback from players like Alan Lee, Torben Dijkstra, and the host of A Podcast of Ice and Fire, Amin Javadi, among many others. Your patience is admirable, and you have my gratitude.
With this invaluable knowledge at your disposal, you're more prepared than ever to face your rivals on the battlefield and take your rightful place as the ruler of Westeros. Download your copy of the A Game of Thrones: The Board Game FAQ here today and prepare to make your claim for the Iron Thone!
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A Game of Thrones: The Board Game Second Edition and its expansion are © 2003, 2011 & 2012 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Board Game, its expansion title and Fantasy Flight Supply are trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.