Available Now – October 18
The Star Wars Legion: Clone Wars Core Set 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!
War has engulfed the galaxy. The vast forces of the Separatist Alliance, bolstered by seemingly endless ranks of battle droids, have pushed the Galactic Republic to the brink of dissolution and defeat. The Republic’s only hope is its army of elite clone troopers, led into battle by noble, Force-wielding Jedi Knights. The war between them is an epic struggle where every battle could turn the tide and change the fate of the galaxy. You can immerse yourself in this epic conflict, assembling your forces and leading them against your opponents in the legendary ground battles of Star Wars™ with the Clone Wars Core Set for Star Wars™: Legion!
This Core Set invites you to enter a completely new era of infantry battles in the Star Wars galaxy, pitting the overwhelming Separatist droid forces against the Republic’s crack armies of clone troopers and Jedi Knights. As you do, you’ll assemble a force of the Clone Wars' most iconic heroes, villains, troopers, and vehicles, including Obi-Wan Kenobi and General Grievous. In addition to introducing the Galactic Republic and Separatist Alliance to the game, this Core Set contains all the cards, tools and tokens you need to begin staging your own Star Wars battles right away, making this the perfect starting point to begin building your Star Wars: Legion collection!
Pick up your copy of Star Wars: Legion Clone Wars Core Set (SWL44) at your local retailer today or online through our website with free shipping in the continental United States here!
The first troops to take the field in the Clone Wars, Phase I Clone Troopers represent a new era of galactic warfare. Genetically crafted for battle and outfitted with state-of-the-art equipment, Clone Troopers charge into battle on countless worlds to do the job they were made for: defeat the Separatist Alliance and restore order to the galaxy.
The Phase I Clone Troopers Unit Expansion contains a full unit of seven unique, unpainted Phase I Clone miniatures, identical to the Phase I Clone Troopers included in the Star Wars: Legion Clone Wars Core Set. Five Phase I Clone Troopers wielding DC-15A Blaster Rifles are joined by a Z-6 Phase I Trooper and a DC-15 Phase I Trooper. This expansion also includes a unit card and an assortment of upgrade cards, inviting you to customize your Clone Troopers’ gear to fit your battle plan.
Pick up your copy of the Phase I Clone Troopers Unit Expansion (SWL47) at your local retailer today or online through our website with free shipping in the continental United States here!
The Republic’s Clone Troopers may be bred for battle, but even the finest soldiers eventually break under the crushing weight of legions of B1 Battle Droids. Despite possessing little cunning or tactical intelligence, these droids march heedlessly forward to crush any resistance through raw attrition alone. Mindlessly loyal and eminently expendable, the Separatist Alliance has few qualms about sacrificing endless waves of B1 Battle Droids to subdue a planet.
The B1 Battle Droids Unit Expansion gives you the chance to supplement your Separatist Alliance forces with even more battle droids. Nine unpainted and finely-sculpted B1 Battle Droid miniatures identical to those found in the Star Wars: Legion Clone Wars Core Set stand ready to form the backbone of your army, including two miniatures carrying heavy weapons. Joining these miniatures are a unit card and a variety of upgrade cards inviting you to make your own personal refinements to your battle droids.
Pick up your copy of B1 Battle Droids Unit Expansion (SWL49) at your local retailer today or online through our website with free shipping in the continental United States here!
Selecting the troops that you’ll lead into battle is only the first step in creating your own Star Wars: Legion army. Once you’ve supplemented your armies with fresh recruits, you can further enhance them with the addition of upgrade cards. Each upgrade unlocks new tactical possibilities for your army, giving you the freedom to customize your units to meet your individual preferences.
While every Unit Expansion contains a variety of upgrade cards that help enhance that particular unit’s natural abilities, the Upgrade Card Pack conveniently puts a vast library of upgrade cards at your fingertips no matter which faction you play. Bringing together sixty neutral upgrade cards originally found in expansions through the Clone Wars Core Set, this pack gives you access to a wide range of upgrades that invite you to fine-tune your units as you see fit and build the Star Wars army that best fits your strategy.
Pick up your copy of the Upgrade Card Pack (SWL51) at your local retailer today or online through our website with free shipping in the continental United States here!
This playmat offers a 3’ x 3’ slip resistant play area for you to play out your Star Wars: Legion battles right on your tabletop. What’s more, this mat is designed to be easily combined with others to create a 3’ x 6’ area perfect for standard-sized games.
The Sullust Game Mat sets your infantry battles amidst the barren wastelands and lava flows that scar the planet’s surface. Navigate your troops around the dangerous lava as you seek to gain an edge and outflank your opponent!
Pick up your copy of the Sullust Game Mat (SWS48) at your local retailer today or online through our website with free shipping in the continental United States here!
This playmat offers a 3’ x 3’ slip resistant play area for you to play out your Star Wars: Legion battles right on your tabletop. What’s more, this mat is designed to be easily combined with others to create a 3’ x 6’ area perfect for standard-sized games.
With the Hoth Game Mat, you can return to the frozen snowfields where the Rebel Alliance once sought shelter from the Empire. No matter if you’re recreating the Battle of Hoth or running a new operation on the planet, Hoth is sure to feature some of your most memorable battles.
Pick up your copy of the Hoth Game Mat (SWS49) at your local retailer today or online through our website with free shipping in the continental United States here!
This playmat offers a 3’ x 3’ slip resistant play area for you to play out your Star Wars: Legion battles right on your tabletop. What’s more, this mat is designed to be easily combined with others to create a 3’ x 6’ area perfect for standard-sized games.
The Jakku Game Mat transports your troops to the remote desert planet to battle among the windswept dunes. The planet’s wide spaces make for a sweeping and iconic vista, whether your troops are using its scorched badlands to flank your opponent or set up an ambush.
Pick up your copy of the Jakku Game Mat (SWS50) at your local retailer today or online through our website with free shipping in the continental United States here!
If you hope to turn your legacy into legend on the Outer Rim, you’ll have to be prepared for anything. A true legend uses every tool available to them to survive another day in an increasingly dangerous galaxy, and make a profit along the way.
Create your own legend with the Star Wars™: Outer Rim Game Mat for use with Star Wars: Outer Rim!
Organize your games of Outer Rim with this 26" x 36" rubber slip-resistant game mat, the perfect companion to the game of Mercenaries, Bounty Hunters and Smugglers for 1-4 players!
Pick up your copy of the Star Wars: Outer Rim Game Mat (SW05) at your local retailer today or online through our website with free shipping in the continental United States here!
Explore the final days of the Republic with the Republic and Separatist II Adversary Deck for Star Wars™ Roleplaying! Featuring 20 NPCs from the Collapse of the Republic Sourcebook, this adversary deck keeps your campaign at your fingertips!
These adversary cards put all of the information GMs need to manage NPCs during a game session right at their fingertips, without having to page through multiple books to find it. Additionally, the card format makes it easier for GMs to prepare between sessions. Players can also use these cards to represent NPC allies and hired help.
Statistics and skills are presented on one side of each adversary card, with talents, abilities, and equipment on the other. Additionally each card contains art and a description that the GM can use to help set the scene during a game session.
Pick up your copy of Republic and Separatist II Adversary Deck (uSWR16) at your local retailer today or online through our website with free shipping in the continental United States here!
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© & ™ Lucasfilm Ltd.
The Master of Chains
An Interview with Ryan Roulston, the KeyForge Player with the Most Chains
“I will not chain you. You have already chained yourself through your blind affection for these mortals.”
–Judge Slenderwile, Archon
In KeyForge, special tournaments like ChainBound events use chains as a balancing mechanic, reducing your starting hand size for more powerful Archon decks. If those decks continue to win, they will eventually gain enough Power Levels to level out of the ChainBound environment entirely! Today, we talk with Ryan Roulston, who not only leveled out of the ChainBound environment with his fabled deck, Elder "Hedge Bet" Haas, but did so while gaining a record-setting 21 chains in the process! Through the combined forces of Logos, Mars, and Sanctum, Ryan has managed reach new heights in the Crucible that were never thought possible.
Today, Ryan Roulston talks with us about how he first got into KeyForge, what makes his deck special, the recent KeyForge Organized Play announcements, and what players can do to climb the Master Vault leaderboards.
Fantasy Flight Games: Hi Ryan! Tell us about your gaming background.
Ryan Roulston: I’ve played video games ever since I was a kid. Mostly roleplaying games, but I’ve played most of the video gaming staples you’d expect. My wife got me into Magic: The Gathering back when we were first dating and that’s what led me here.
FFG: How did you get started with KeyForge, specifically?
RR: KeyForge sounded like a cool game when my local game store owner told me about it. I was really attracted to the ways in which it seemed to be targeted at fixing some issues—expensive deck-building, resource problems, counterspells existing—while also adding its own new twists from other card games, as well as Æmber being the win condition, procedurally generated decks, and the whole house mechanic. In general, it just seemed like a cool game and the more I’ve played it, the more I’ve liked it!
FFG: What do you do as a day job?
RR: I teach high school math, mostly. I also teach a video editing class, which is pretty cool. We livestream and have students do commentary for our home basketball games. I also coach track in the spring.
FFG: What is your gaming store of choice? Where have you been gaining all these chains?
RR: I play at a local shop called ProSoul Games. I earned all the chains there and hope Tom, Clay, Ashton, and the rest of the crew don’t think I’m going to go easy on them now that ol’ Elder Haas is banned in ChainBound.
FFG: It seems like you made this a personal mission of sorts! What was your motivation behind taking on this particular challenge? At what point did you realize you had done something pretty unique?
RR: There were two reasons.
First, I think that the whole chain system is pretty cool. I like semi-arbitrary progress bars in my games and the odd flex of getting a deck loaded up with chains really clicks with me. The second big reason is that ProSoul does this cool thing where they give out “golden tickets” for events that get you an invite to a special New Year's event for that game. My love of weirdly flexing on people combined with there being a golden ticket for being the first person to get a deck to power level four made me decide it was my personal mission to be the first one at ProSoul to get a deck above 18 chains.
I didn’t realize the rarity of doing it until I was sitting at 18 chains and staring down a seemingly impossible task of going 2-1 to finally achieve my dream. Then, we had enough people at ChainBound for four rounds and I went 2-2, leaving me at 18 chains. I think at that point getting to 21 instead of 20 sounded really nice, kind of like super payback, you know? As a side note, one of the decks I lost to in the 2-2 week I got to beat when I finally made it to 21 chains. That felt nice. Sorry, not sorry, Nathan.
FFG: I’d love to hear a little about your favorite combos or pieces of the deck, what you like about them, and maybe a bit about how you use it to counter your local meta.
RR: The most powerful combo is Xanthyx Harvester (Age of Ascension, 173) on board with Mars First (Age of Ascension, 165) and Martian Generosity (Age of Ascension, 202) in hand with five Æmber already in the pool. Math on that works out to “lose all your Æmber to draw 22 cards” or, in more accurate terms, "forge three keys and win the game.”
Beyond that, I think my favorite part about the deck—especially with heavy chains—is that there is a lot more strategy to it than just “do the combo and win.” In particular, I found that cards like Golden Aura (Age of Ascension, 217), Smite (Age of Ascension, 224), and Grey Rider (Age of Ascension, 226) let me do things I wasn’t supposed to that turn, like un-stun and fight with Zorg (Age of Ascension, 191), throw Hexpion (Age of Ascension, 113) at something to pseudo-draw a card, stuff like that—was really fun to discover once the deck slowed down a little with all the chains.
As far as local meta goes, I think we all started off loving board wipes, then we went to Æmber control decks, then eventually the meta kind of became, “Ryan’s playing his stupid deck again, how do we beat it?” Which the crew at ProSoul did plenty of times, the deck just always has a chance to archive a couple of key cards, get a lucky draw, and then explode for massive card advantage and win. Honestly, I think towards the end most games would end one way or the other while I still had over ten chains.
FFG: How do you mitigate or overcome the impact of all those chains with this particular deck? Do you feel like Elder "Hedge Bet" Haas is particularly suited to playing with so many chains?
RR: This deck certainly has the tools to overcome chains, but there is also plenty of strategy to it as well. The Sanctum house has tons of ways to buy another turn like Doorstep to Heaven (Age of Ascension, 231) and Aubade the Grim (Age of Ascension, 213), but even Bordan the Redeemed (Age of Ascension, 215) can buy you a turn or two if your opponent ignores him. Logos archives stuff really well—even Research Smoko (Age of Ascension, 135) is good in the deck and great if you put him next to Archimedes (Age of Ascension, 108). Titan Librarians (Age of Ascension, 120) are the best librarians (besides my friend Clay, of course) and the value plays from Helper Bot (Age of Ascension, 112) can be nuts.
Mars is the big one, of course, but even outside the combo there are great cards to buy you time— Nyzyk Resonator (Age of Ascension, 184) increases costs, Storm Crawler (Age of Ascension, 189) forces them to make tough decisions, Tyxl Beambuckler (Age of Ascension, 171) takes out pesky creatures, and Mars First (Age of Ascension, 165) is one of the most flexible cards in the game.
Then, of course, there is the "GenKA combo." Martian Generosity (Age of Ascension, 202) and Key Abduction (Age of Ascension, 182) is stupid good together. Instead of “lose all your Æmber and draw some cards” Martian Generosity really reads “double your Æmber and pick up half your deck” which is the real key to this deck’s success: forging keys is good, but forging keys for free is better.
FFG: Have you taken the deck to any recent KeyForge events? If so, how was that experience?
RR: I took Elder Haas to the Vault Tour in Las Vegas. Overall, it was a fun time and I ended up 4-2. The deck went 6-1, with the one loss being to a deck that used Common Cold (Call of the Archons, 336) to wreck my board, forge the first key with Key Charge (Call of the Archons, 325) and protect his Æmber from my Doorstep to Heaven, and then follow up with a Control the Weak (Call of the Archons, 55) into Mars the next turn which forced me to just pass and watch him forge his second key. After that, he just rode out his board state to the victory. Honestly, I was just glad to get to play Elder Haas without chains on it and I think the deck showed its worth at the event, I just didn't have a good enough pair of backup decks to make day two.
RR: World Collide looks super fun! I'm interested to find out how the new houses play, as well as to see how some opinions of the Age of Ascension and Call of the Archons cards might change when paired with the new cards. The VaultWarrior series seems awesome. It's a good sign for the long-term health of competitive play that there is money getting invested already. Store Leaderboards are possibly what I'm most excited about because I love playing competitively and adding this tracking to the store level will make for some fun friendly competition, I think.
FFG: What would you love to see next from KeyForge Organized Play?
RR: There's been a ton of stuff announced lately, so I'm just excited for more details to come out about everything. I really like that the Store Leaderboard prizes are including alternate art cards, I think the unique decks of KeyForge make promo cards like this even cooler; you can't just get a promo and put it in whatever deck you want so it makes it more rare than similar rewards for other games.
Along those lines, I really think that high-level competitions like the VaultWarrior Championship and the World Championship should do something to immortalize the winning deck, like a foil copy of the deck or adding something about it to the Master Vault. I've also heard rumors about an official judge program being in the works. As soon as that is announced I'll be signing up, for sure. That's definitely something I’ll be looking into.
FFG: When you open an Archon deck, what are you typically hoping to find? Do you have any preferred houses?
RR: I know there are lots of theories out there for looking at a deck and evaluating it, but I personally like to start with one question: How many cards do they have to play around? Cards like Too Much To Protect (Age of Ascension, 298), Duskwitch (Age of Ascension, 320), and Doorstep to Heaven are things that your opponent has to keep in mind or they might cost themselves the game, but even beyond that, I think there are lots of cards that are more subtle in how they win games.
That's why Logos is my favorite house: there are so many small cards that seem like only small advantages, but they can snowball games. Titan Librarian, Eyegor (Age of Ascension, 111), and Helper Bot provide such great value in Elder Haas, but other cards like Director of Z.Y.X. (Age of Ascension, 127) or Professor Sutterkin (Age of Ascension, 118) are all great examples of cards that don't win the game by themselves but enable you to make explosive plays later. There was a Crucible Cast that went through decklist stats of a Vault Tour pointed out this same sort of thing: Logos is a great support house.
FFG: Do you have any tips for players looking to climb the leaderboards?
RR: Play your decks. I mean, this deck has a super-strong combo with great support, but I learned a lot about the deck by playing on with it even after I slid back a couple of chains. A lot of what I like about KeyForge is the fact that each deck being unique means there is some learning to playing it. I've handed Elder Haas to great KeyForge players and had them lose against me because they didn't know the deck well enough to make the right decisions when it mattered.
So, if you're out there thinking you have a fun deck that is just dead at six or seven chains, I'd suggest you keep trying it at your local ChainBound events; odds are you'll learn a lot about both that deck and Keyforge in general by working with fewer cards in hand.
FFG: Ryan, thank you for talking to us about your deck today. Good luck with Elder "Hedge Bet" Haas!
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Your Last Stand
Previewing Solo Play in Arkham Horror: Final Hour
“A reddish glare, too, seemed to filter through the pale undergrowth beyond endless avenues of forest night. Reluctant even to be left alone again, each one of the squatters refused point-blank to advance another inch toward the scene of unholy worship, so Inspector Legrasse and his nineteen colleagues plunged on unguided into black arcades of horror that none of them had ever trod before.”
–H. P. Lovecraft, “The Call of Cthulhu”
Another day, another fight to save humanity from the powers of the Mythos. Or so it would seem. As an Arkham investigator, you have learned secrets of this world that would drive others mad, you have stared into the many faces of evil, and you have emerged triumphant time and again, keeping your home and its citizens safe. But not this time. This time, you have arrived too late. The eldritch rite has already been completed and the world around you erupts into chaos. Monsters break through the fabric of reality and—if you do not hurry to reverse the summoning—the end of the world is inevitable.
Arkham Horror: Final Hour is a fully cooperative game that asks investigator to work together to hold back the monstrous horde and uncover the clues that will lead them to undoing the eldritch rite, but you may find yourself in a situation where you are completely, utterly alone. Even then, though, not all hope is lost.
Today, we offer you a closer look at the solo play mechanics for Arkham Horror: Final Hour—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!
Prepare for the Worst
You may have the courage and strength to stand fearless against the terrible might of the Ancient Ones, but the investigators that you embody still need to rely on the strengths and skills of one another. As such, in a single-player game of Arkham Horror: Final Hour, you will control two investigators rather than one, making sure to keep those investigators’ decks, items, and health tokens separate.
This version of gameplay provides you with a bit more flexibility and control over the evils you will face as there is no lead investigator, meaning you get to make all decisions for the two characters you are playing. If an effect specifically refers to the lead investigator, you decide which of the two investigators is the lead investigator for the purposes of that effect, and if an effect resolves “in turn order,” you also get to choose the order in which your two characters resolve it. But make no mistake, the challenges you will face are still monumental and it will take every ounce of cunning you have to stay alive and save your city.
Spring into Action
Unlike a typical game of Arkham Horror: Final Hour, in a single-player game priority cards are not dealt to each investigator and you do not maintain a hand of cards. Rather, during the Action Phase you draw five priority cards (as opposed to the usual four), and then immediately choose one of them to place beside the Ancient One sheet. This priority card, and all future cards placed here, will be used when you attempt to reverse the ritual, giving you an opportunity to guess which symbols you need every round and then save them for later.
Priority Card 4 will automatically be committed in the attempt to reverse the ritual!
Next, you place the remaining four priority cards faceup on the table in a row, ordered from lowest to highest. These are the four priority cards that you will play for the round. Just like a multiplayer game of Final Hour tasks you with working with limited information and weighing the importance of your action against the potential needs of your allies, the game’s single-player mode requires you to make tough decisions without the certainty of knowing what lies ahead.
Once the priority cards have been laid out for the round, you reveal the top card of either of your investigator’s action deck and place it on any of the row’s faceup priority cards that does not already have an action card on it. Then, in one of the biggest mechanical changes from multiplayer mode, you immediately resolve the card’s effect. If the action card was placed on one of the two lowest priority cards, you resolve its top effect; if it was placed on one of the two highest, you resolve its bottom effect. This gives you the chance to watch the board evolve, gaining more information to work with as the round progresses. You may choose to have your characters investigate first before any monsters are fought, which may alter where you decide to move or which creature you battle. This may provide vital information that will be key to keeping you alive as you face the terrors of the Mythos alone.
Ashcan Pete may either play his action on priority card 7 to resolve its top effect, or on 10 to resolve its bottom effect.
This process is repeated until each investigator has resolved two cards. You are free to choose the order of the investigators’ actions each round, either resolving both action cards from one investigator and then the other or alternating investigators. No matter what order you choose, each investigator’s action cards go to their separate discard piles at the end of the phase. Hopefully you will have found precious clues to help you undo the ritual and return the natural order of the universe before it’s too late!
Facing an Ancient One alone may seem daunting, but you have no choice if you wish to save the Earth from their wrath. As with a multiplayer game, during the Reckoning step of the Ancient One phase, you discard the four priority cards used during the Action Phase and resolve the effect on the Ancient One sheet that corresponds to the number of omen icons on those cards.
Now, as you do not have a hand of priority cards to choose from, the control you have over the number of omen icons that appear is limited. You must take care to find balance at the start of the Action Phase when you choose which priority card to set aside next to the Ancient One sheet. If you are torn as to which symbols you need to reverse the ritual, it may be wise to place the card with the most omen icons aside so they will not return to haunt you later. After the Reckoning, the Gate step is resolved as normal, with rifts growing and monsters spawning across the board, and the Pass Lead Investigator Token step is skipped. And thus, your dance with death continues until you are ready to undo the hellish rite and singlehandedly save the world.
In this case, three matching priority cards have been committed, successfully reversing the ritual!
When you are ready to attempt to reverse the ritual, you automatically commit all of the priority cards that were placed next to the Ancient One sheet over the course of the game. This may seem like a distinct disadvantage from multiplayer play where you have the choice to commit cards from your hand at the end of the game, but where a multiplayer game requires matching symbol icons equal to twice the number of investigators, a single player game only requires three. If you can successfully deduce which symbols you need, you will be single-handedly responsible for saving Arkham! But if you fail, you will be the key that leads to its downfall.
The Final Hour
Arkham is in peril and there is nowhere else for you to turn when the fight for the world is at hand. You must defend your city, even if it costs you your life or your sanity. Prepare to face the final hour and stand fearless against the powers of the Mythos!
Pre-order your copy of Arkham Horror: Final Hour (AFH01) at your local retailer today or online through our website with free shipping in the continental United States here!
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Wind Through Falling Leaves
Read a New Short Story Set in the World of Legend of the Five Rings
Kakita Yoshi cannot look to the past. Dwelling on his mistakes does nothing to assist the Crane in their struggle for the very survival of their Clan. Now, in the Imperial Capital, where the brazen Bayushi Shoju has made his grab for power, the Crane are in more danger than ever. Surrounded by enemies in a world that seems set against them, who can the Crane turn to in their hour of need?
Fantasy Flight Games is proud to present “Wind Through Falling Leaves” by Lisa Farrell, a new short story set in the world of Legend of the Five Rings!
Look to the Future
In this new era of Rokugan, what surprising new alliances will emerge? Can Kakita Yoshi succeed in an Imperial Capital controlled by the Scorpion? Continue visiting the Fantasy Flight Games website for answers to these questions and more!
Join us next week for even more Legend of the Five Rings Fiction, and be sure to check out Legend of the Five Rings: The Card Game for your own opportunity to influence the fate of Rokugan!
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2019 Star Wars: Imperial Assault Prime Championships
Prizes, Dates, and Locations
“It's not wise to upset a Wookiee.”
–Han Solo, Star Wars: A New Hope
Star Wars™: Imperial Assault players, prepare yourselves for the upcoming Prime Championships, where the very best Imperial, Rebel, and Mercenary armies will meet on the battlefield for a series of spectacular skirmishes! In this article, we're excited to share dates and locations, as well as the prizes for these rousing Star Wars™ events!
Previously known as Regional Championships, Prime Championships are high-level tournaments that draw in talented players from all over to compete. These events are a central part of the Organized Play path that leads the World Championship, offering an invitation to the one player who outsmarts the competition on the ground and claims the title of Prime Champion! Not only do these events serve as challenging conflicts where you can truly put your personalized army to the test, but they're also excellent opportunities to form new friendships in your area as you play Star Wars: Imperial Assault with other passionate fans!
Before you lock in your final roster and deploy your armies, make sure you first get the full briefing on the prizes available at these engaging events! Among these prizes, you'll find acrylic tokens, extended art cards that include errata, deckboxes, and of course, an invitation to the next World Championship! After the prize preview below, you will find a full list of dates and locations for this upcoming season of Prime Championships.
At a Star Wars: Imperial Assault Prime Championship, each player in the Top 32 will receive an extended art version of the imposing Gamorrean Guard. Players who fight their way into the Top 8 will win a plastic version of Spectre Cell, with added errata. Then, those players who prove to have extraordinary abilities and make the Top 4 cut will receive a set of eight green and red activation tokens. Separately, the Top 4 Imperial players will receive an extended art version of The Grand Inquisitor, the Top 4 Mercenary players will earn Bossk and finally, the Top 4 Rebel players will win an extended art version of Leia Organa, with errata.
Finalists and Champion
Both finalists of a Prime Championship will win an Imperial Assault trooper box, but only the Prime Champion, the one player who overwhelms the opposition at every turn, will win a medallion emblazoned with the damage symbol and an invitation to the next World Championship!
You Are in Command
Listed below are dates and locations for the upcoming Prime Championships. Find one of these events near you and make your plans to attend one today! Check back for more events as we update this list. For specific event details, please contact the event location directly. Retailers, if your information is listed incorrectly, please send the corrected information to email@example.com and we will update it.
Updated: October 15, 2019
|December 7, 2019||Pastimes Comics & Games||Niles||Illinois|
|December 7, 2019||Blackfyre Games||Pleasant Grove||Utah|
|December 7, 2019||The Realm Games & Comics||Brea||California|
|January 11, 2020||Epic Loot Games||Springfield||Ohio|
|January 11, 2020||Atomic Empire||Durham||North Carolina|
|January 18, 2020||Heroes Comics & Gaming||Louisville||Kentucky|
|January 18, 2020||Fantasy Flight Games Center||Roseville||Minnesota|
|February 8, 2020||Bluegrass Magic Gameshop||Lousiville||Kentucky|
|February 8, 2020||Game Wizard and Blue Sky Hobbies||Bremerton||Washington|
|February 22, 2020||Eternal Games||Warren||Michigan|
|February 22, 2020||Mythic Games||Littleton||Colorado|
|January 18, 2020||Dueling Grounds||Peterborough, ON||Canada|
|January 25, 2020||A Muse N Games||Winnipeg, MB||Canada|
An Explosive Finale
Defeat is not an option. Push through any obstacle you encounter and do whatever it takes to win, even if all you leave behind on the battlefield are ash and cinders. Don't miss out on these one-of-a-kind Star Wars: Imperial Assault events. Make your plans to attend a Prime Championship today and seize your reward!
Be sure to check this page regularly as we will continue to update the list above with more events from around the world. Now, prepare for the coming battles that lie ahead and lead your army to victory!
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© & ™ Lucasfilm Ltd.
Preview the Imperial Stormtroopers Upgrade Expansion and the Rebel Troopers Upgrade Expansion
"It's them! Blast 'em!"
–Stormtrooper, Star Wars: A New Hope
Since it launched, Star Wars™: Legion has grown to encompass iconic units from across the Star Wars saga, including both the Galactic Civil War and the Clone Wars. From grizzled veterans willing to do whatever it takes to defeat the Empire to intimidating special forces units like Imperial Death Troopers, each unit opens new possibilities for its faction, adding variety to your armies while expanding the strategies you can pursue.
Now, both sides of the Galactic Civil War are taking a different approach, outfitting the troops that have formed the backbone of their armies from the very beginning with new weapons and gear with the Imperial Stormtroopers Upgrade Expansion and the Rebel Troopers Upgrade Expansion!
In addition to containing four miniatures featuring different sculpts than those found in either the Star Wars: Legion Core Set or their respective Unit Expansions, these Upgrade Expansions also include upgrade cards featuring new heavy weapons and personnel options, giving you even more power to customize these units.
These upgrades can be seamlessly incorporated into your existing Stormtrooper and Rebel Trooper units to suit your strategy. At the same time, the heavy weapons miniatures can also be assembled with their standard weapons, giving you even more sculpts to choose from as you create your units! Join us today as we take a closer look at the new ways you can outfit some of the Galactic Civil War’s most iconic troops!
Shock and Awe
The E-11 blaster rifle may be the weapon most closely associated with the Empire’s ubiquitous Stormtroopers, but it is far from the only weapon they utilize in the field. These troops actually carry a wide range of heavy weaponry into battle, with each new weapon serving its own purpose on the battlefield.
In the Star Wars: Legion Core Set alone, Imperial Stormtroopers could add the long-range power of a DLT-19 Stormtrooper or hammer enemy vehicles with an HH-12 Stormtrooper. The Imperial Stormtroopers Upgrade Expansion adds two more heavy weapons to their arsenal, allowing them to take on an even more specialized role within your army.
Rebel units are known for their ability to dodge incoming fire, but a T-21 Stormtrooper gives their unit a better chance of hitting their targets no matter how quick they move. Sometimes, though, you need to target an enemy at longer range. During those moments, an RT-97C Stormtrooper can unleash a torrent of fire against an enemy that thought it was safe.
But heavy weapons aren’t the only way for Stormtroopers to mix up their tactics. Although their stark white armor makes it hard to discern one from another, specially trained Stormtroopers can bring benefits to the entire unit. Every corps unit risks becoming rattled in the thick of battle, but a Stormtrooper Captain assuming command can keep their troops steady in the face of adversity. Better yet, a Stormtrooper Captain brings much needed discipline to their unit, adding a valuable training icon to the unit’s upgrade bar. This opens the door for them to freely Duck and Cover from enemy fire without worrying about being suppressed during their own activation provided a nearby commander keeps them from panicking.
While they may lack the leadership abilities of a Captain, a Stormtrooper Specialist can contribute in their own way. This mini can spot targets for the unit, helping them fire more accurately. They also give the unit the option of equipping additional gear, making the unit more versatile. Combining some Grappling Hooks with Environmental Gear, for instance, makes the unit highly mobile—and all the more threatening to the enemy.
The Rebellion’s greatest strength is its ability to draw beings from every planet to its ranks. Banding together to fight the Empire, these soldiers do much more than diversify the units they’re a part of. They also bring a wide variety of weaponry into battle beyond the standard A-280 blaster rifle, helping Rebel Trooper units across the galaxy adapt to changing battle conditions.
The Star Wars: Legion Core Set already gave Rebel Troopers two powerful options to deal with common battlefield situations. The Rebel Alliance knows that its troops are likely to face powerful Imperial vehicles any time they engage Imperial troops, and an MPL-57 Ion Trooper can prove invaluable when they do. Likewise, the Empire has entire legions of troops at its command, and a single Z-6 Trooper can quickly help the Rebels even the odds.
Despite these powerful options, Rebel Trooper units can contribute to their armies in even more ways with two new heavy weapons. An Ithorian equipped with an SX-21 scatterblaster, for instance, makes their entire unit extremely lethal at close range, even against enemies sporting thick armor. On the other hand, a Theelin DLT-20A Trooper can not only target enemies from a distance, they can also punch through armor and cover with a critical hit.
But some problems can’t be resolved with heavy weapons alone. One of the biggest challenges the Rebel Alliance faces is keeping the fires of rebellion burning even when all hope seems lost. An Ishi Tib Rebel Trooper Captain makes these moments a little easier for the troops under their command to bear. What’s more, combining their ability with the training slot they provide can help the captain lead their unit on an Offensive Push toward a critical objective.
On the other hand, Rebel Troopers are trained to nimbly dodge incoming attacks and a Gran Rebel Trooper Specialist can further complement this ability. Just like the Stormtrooper Specialist, they also open up new possibilities by giving their unit the chance to carry more gear. With their defensive capabilities enhanced by the Rebel Trooper Specialist, your unit might be more inclined to head deep into enemy territory loaded with some Recon Intel and Emergency Stims to help them along the way.
Outfit Your Armies
As the Galactic Civil War escalates, both sides look to better equip their troopers fighting on the ground. Enhance your units and switch up your strategies with these Upgrade Expansions for Star Wars: Legion!
Look for these Upgrade Expansions at your local retailer in the fourth quarter of 2019. Pre-order your copies at your local retailer or online through our website with free shipping in the continental United States here!
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© & ™ Lucasfilm Ltd.
Roar of the Lioness
Read a New Short Story Set in the World of Legend of the Five Rings
“Victory—true victory, not simple reclamation of what is ours—is a taste we have been denied for too long.”
–Matsu Tsuko, Roar of the Lioness
In a state of constant war, the Lion have been denied victory for too long. They fight for scraps to reclaim what is already theirs. With a lack of meaningful progress, of direction, what do the Lion have to offer to the empire? This is the question that plagues Matsu Tsuko, burning with vengeance for the loss of her beloved Akoda Arasou. But Tsuko has a plan, one that may change the fate of the Lion Clan forever.
Fantasy Flight Games is proud to present "Roar of the Lioness" by Annie VanderMeer Mitsoda, a new short story set in the world of Legend of the Five Rings!
A New Path
"Roar of the Lioness" continues the story of the Lion Clan—whose roots can be found in "The Price of War"—and can be downloaded here (2.0 MB). The story also follows up on events found in both "The Fate of Flames" and "The Fires of Justice".
Be sure to check back frequently for even more Legend of the Five Rings fiction.
Discover the new path of the Lion with The Emperor’s Legion Clan Pack (L5C27) for Legend of the Five Rings: The Card Game, available now for pre-order from your local retailer or our website with free shipping in the continental United States!
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Earth's Mightiest Heroes
Preview the Heroes of the Marvel Champions: The Card Game Core Set
Each hero in Marvel Champions : The Card Game is dedicated to fighting evil, but they all go about in their own way, whether it’s through the power of science and technology like Iron Man or through raw strength like the mighty She-Hulk. Though each hero has their own methods, they all allow you to harness the power of a champion!
Join us today as we preview the heroes of the Marvel Champions: The Card Game Core Set!
Marvel Champions invites players to step into the role of Marvel’s most iconic heroes. The Core Set features Iron Man, Black Panther, Captain Marvel, Spider-Man, and She-Hulk, but the adventure is just getting started. More heroes are on their way, including Ms. Marvel and Captain America, adding even more options to your repertoire of heroes!
Assemble the Team
One of the smartest men alive, Tony Stark's (Core Set, 29B) powers come from his genius level intellect and of course, his iconic Iron Man (Core Set, 29A) suit. In Marvel Champions, your game plan with Tony Stark will be to construct your suit using various Tech upgrades found among Iron Man’s Hero Cards. Upgrades like Arc Reactor (Core Set, 35) not only increase Iron Man’s ability to attack villains and thwart schemes, but can increase his overall hand size as Iron Man incorporates efficient new upgrades.
Of course, Tony Stark also has heroic allies to call upon for additional firepower. James Rhodes has his own modified Iron Man Suit, calling himself War Machine (Core Set, 30) Rhodey can just be just as effective as Iron Man when it comes to stopping villains. Not only does he have the firepower to fight off villains, he can unleash a devastating explosive ordinance, damaging every minion and villain on the field! When Iron Man needs backup, War Machine is always ready to answer the call!
If you want to embody a more straightforward hero, Jennifer Walters (Core Set, 19B) can take on any threat without fancy tech! As a lawyer, she has the oppurtunity to use her knowledge to thwart the villain when they least expect it. And as the mighty She-Hulk (Core Set, 19A), she can smash anyone that stands in her way! Whether that means targeting every enemy on the field with an earth-shattering Ground Stomp (Core Set, 22) or preparing a massive Gamma Slam (Core Set, 21) to stop any enemy in their tracks. You’ll have to time the Gamma Slam right to get the most out of it. Its power grows as She-Hulk sustains more and more damage, and being able to turn that damage back on an enemy can put an end to any fight in a dramatic manner.
When she needs assistance, Jennifer can always count on Patsy Walker AKA Hellcat (Core Set, 20) to get her out of a jam. Like most allies, Hellcat takes a damage whenever she attacks or thwarts. However, as an action, you can always return her to your hand, saving her from defeat and letting her return later to mix it up with any villains that are standing in Jennifer’s way!
The King of Wakanda T’challa (Core Set, 40B) has many titles, but none strike fear into enemies like that of the Black Panther (Core Set, 40A)! Like Iron Man, T’Challa can slowly build up his suit through upgrades like Panther Claws (Core Set, 47) and Energy Daggers (Core Set, 46). Unlike Iron Man, Black Panther can unleash his power in an explosive fury with Wakanda Forever! (Core Set, 43A) which allows you to trigger each of your Black Panther upgrades back-to-back! The more upgrades you have on the field, the stronger Wakanda Forever! becomes. This all-out assault will quickly show any villain why they call T’Challa King.
Black Panther can always rely on his sister Shuri (Core Set, 41) to support him when it matters most, able to research and deliver new upgrades to him whenever she enters play! But Shuri can also hold her own in a fight, making her the perfect ally for the Black Panther in his quest to protect Wakanda.
Ms. Marvel, Warbird, Binary, Captain Marvel, Carol Danvers (Core Set, 10B) has had many names, and all strike fear into the villains of the Marvel Universe! Infused with the power of the Kree, Captain Marvel (Core Set, 10A) is a master of energy manipulation. Energy Channel (Core Set, 18) lets you spend energy resources to build up a massive attack. The more counters you place on Energy Channel, the more damage it can do when the time is right. Energy Absorption (Core Set, 14) can provide a significant boost to this strategy, providing three resources at the cost of just one card. Of course, you can also use this energy to power a Photonic Blast (Core Set, 13), an event that both puts the villain on notice and lets you draw a card from your deck, giving you even more momentum on your turn!
When Captain Marvel needs to take a more tactical approach, she can call on Spider-Woman (Core Set, 11) to assist her. Not only can Jessica Drew thwart and attack with equal efficiency, she confuses the villain when she enters the fray, preventing them from scheming during their turn! While Captain Marvel is the hammer, Spider-Woman can step into the role of the scalpel with ease.
The final character included in the Core Set is Peter Parker (Core Set, 1B) AKA Your Friendly Neighborhood Spider-Man (Core Set, 1A)! The Old Web-Head is a more defensive hero, able to avoid attacks with a stylish Backflip (Core Set, 3) on a moment’s notice! He can even avoid the villain’s treacherous plans with his Enhanced Spider-Senses (Core Set, 4 )! With plenty of tricks up his sleeve, the Amazing Spider-Man can always find a way to wiggle out of trouble.
Sometimes friend, sometimes foe, Spider-Man is never sure whether or not he can trust Felicia Hardy, the infamous Black Cat (Core Set, 2). In Marvel Champions, Black Cat is willing to help out Spidey when it matters most…for now. Trusting Black Cat is a risky proposition, she can either fill your hand with mental resources, or discard important cards from your deck depending entirely on your luck. Are you willing to take a chance on Black Cat?
A Day Unlike Any Other
Each of the five heroes in the Marvel Champions: The Card Game Core Set offers a unique way to play. From the pure power of Captain Marvel to the spectacular agility of Spider-Man, each champion has their own role to play. What hero will you embody when Marvel Champions: The Card Game Core Set releases on November 1st!
Join the fight against evil with the Marvel Champions: The Card Game Core Set (MC01en), available now for pre-order from your local retailer or our website with free shipping in the continental United States!
in our forums!
Fortune and Fate
Learn About the Draft Side Event at the 2019 Winter Court
"I fear you are searching for the perfect answer. Sometimes there is none, and you must still make a decision."
At the upcoming Winter Court World Championship, you can experience the Emerald Empire of Rokugan like never before through participating in the new Legend of the Five Rings: The Card Game draft side event, hosted by developer Tyler Parrott! Represent your Great Clan at the Winter Court in this unique side event, earn prize tickets that can be redeemed for exclusive prize wall rewards, and potentially spar with Tyler Parrott himself! Now, join Tyler as he details this exciting side event!
Tyler Parrott on the 2019 Winter Court Draft Side Event
Each winter in Rokugan, the champions and emissaries of the Great Clans gather together to determine the policies and alliances of the coming year. For some, it is a chance to outwit rivals, elevating themselves and their clan in the eyes of the Emperor. For others, it is a chance to renew bonds of friendship and share experiences that forge future alliances. For all, it is often one of the more spectacular events of the year.
The Winter Court is much the same for players of the Legend of the Five Rings: The Card Game. For those attending on November 6–10 at the Fantasy Flight Games Center in Roseville, Minnesota, the chance to play their favorite game and connect with the global Organized Play community is looking to be a varied and exciting opportunity. The main attraction, of course, is the World Championship that will be played out over that weekend, but there will be plenty of other events for those not competing in the main tournament.
Ongoing games allow players to accumulate victories for their clan in a persistent contest for the Emperor’s favor, while another ongoing game series encourages players to experiment with all ten elemental roles. Space will be made for games of Enlightenment multiplayer and/or player-organized casual matches. There are even RPG events on some days for those interested in exploring the rich stories that Rokugan has to offer. But for those seeking something new, fate has allowed for a unique Legend of the Five Rings: The Card Game experience that will truly present a challenge of skill and the chance to find new and creative uses of cards that may not always make it into decks.
For the first four days of Winter Court, I will be running five special draft events that will challenge players’ deckbuilding abilities as much as their play skill. In each of these events, seven players will sit down at a table with me and we will draft cards from a common pool until we each have a pair of decks, a row of provinces, and a stronghold that our opponent is trying to break. After Winter Court, the tools players will need to draft with their friends will be made available online, but this represents the first opportunity for anyone to play an exciting and dynamic new format of Legend of the Five Rings: The Card Game!
If you're unfamiliar, drafting is a type of game format in which players are given a small pack of cards from which they must choose the strongest, or their favorite, to add to their deckbuilding pool, before passing the remaining cards in the pack to the player sitting next to them. Packs are passed around the table in this way, with each player taking a single card at a time, until each player has a collection of cards they have specifically chosen for their power level or synergy.
Using the cards that you have drafted, you'll build a pair of decks to play against the other players in the draft pod in a contest to see who was able to build the strongest decks and/or pilot those (often not optimized) decks to victory. Because this process requires randomized packs of cards, drafting is a format most often found in collectible games rather than Living Card Games®. However, the draft pool I have constructed creates random packs that can be drawn from, played with, and returned to the box to be repeated again at a later date with the same—or different—players. Importantly, the draft pool can be built with the contents of a single collection, including three Core Sets and one copy of each other expansion.
Because decks that have been drafted are often not optimized in the same way as standard constructed decks, they often look very unique and involve a more creative use of cards. This often requires the mixing of factions, and this new draft experience allows that to happen in both decks—often leading to unexpected card combinations!
Legend of the Five Rings: The Card Game requires several specific card types to construct a deck, so when drafting from a limited card pool, it is possible for a player to fail to find a key piece. Perhaps every other player picked up a stronghold right away, leaving you with nothing that remotely matches your drafted clans, or you were able to secure a province of every element except Earth. The draft pool compensates for this by giving each player a ten-card draft starter that contains unique, “Draft format only” cards, ensuring that every player ends up with playable (and fun!) draft decks.
The draft starter supplies each player with a stronghold, five provinces, and eight roles so that they can focus on drafting their conflict and dynasty cards. That said, not everyone ends up using the same stronghold and provinces, as the draft pool also contains most of the strongholds and provinces you’re used to playing with… but if you want to upgrade your deck, you have to draft the stronghold or province out of a pack!
During the draft, players select one card at a time from packs of sixteen cards, each curated by the developer to maximize the fun of the experience. Twelve of these cards are “commonplace” cards, each included in the draft pool in triplicate (except singleton provinces) and chosen to provide base functionality to decks. Some may be very strong, but most of the time these cards support a particular clan’s playstyle rather than incentivizing players to commit to that clan.
The final four cards in that pack are “distinguished” and only appear once in the entire draft pool. This is where players can find the most powerful effects in the game, and/or incentives for constructing a particular style of deck. Moto Nergüi (Disciples of the Void, 17) and Meishōdō Wielder (Core Set, 113) may be commonplace, but the more powerful or specialized Utaku Tetsuko (Underhand of the Emperor, 16) and Iuchi Shahai (All and Nothing, 91) are distinguished enough to only appear once, making them much more valuable cards to select.
At the end of the draft, each player will end up with 80 cards from which they will build two 30-card decks with a stronghold and row of provinces. For players who do not end up with enough dynasty or conflict cards, their decks can be filled out with Wandering Rōnin and Good Omens, respectively—though I don’t recommend it!
To make the draft work, eight new “Draft format only” roles are used. These roles unlock most of the cards in the draft pool but require players to commit to two (or three) clans. Per the text on the seven Allied roles, a player may include any number of cards of their allied clan, ignoring influence values—dynasty, conflict, and provinces. This means that if I have a Unicorn stronghold and I’m Allied with the Scorpion, I can include every Unicorn or Scorpion-clan card that I draft in any of my decks!
The Allied roles also contain a plethora of traits, as the card pool for draft is expanded to allow all elementally-locked cards to exist in the same decks. The limited card pool already restricts players’ ability to access powerfully elementally-locked cards, so that deckbuilding restriction is mostly ignored in draft. This can result in some powerful deck constructions if the correct cards are chosen!
But there is also an eighth role, which suggests greater power at a greater cost. This is the Allies of Convenience role, which represents a daimyō who can call upon no allies of note, but whose position allows them to hire or recruit samurai from neighboring clans in a short-sighted attempt to vanquish their foes. The Allies of Convenience role allows a player to include cards from two different clans that don’t match their stronghold, nearly doubling the available options to draft! However, that added flexibility comes with limited power: they cannot include unique cards or provinces from those two additional clans and cannot include role-restricted cards at all!
If a player wishes to pursue the Allies of Convenience role, they may prioritize non-unique cards from several clans, allowing them to bring together effective combinations of potentially synergistic cards but without getting to use some of the more powerful cards available. Playing For Greater Glory (Core Set, 168) to put fate on a Shiba Yōjimbo (Core Set, 89), Hero of Three Trees (Shoju’s Duty, 116), and Army of the Rising Wave (A Champion’s Foresight, 96) can be powerful, especially when the counterattack is defended by Mirumoto’s Fury (Core Set, 159) or Display of Power (Core Set, 179). But when Phoenix and Lion are both only Allies of Convenience, that player misses out on powerful cards that they could only include if they had Allied with one clan or the other.
Draft opens up a huge array of new strategies and tactics that aren't usually employed in Legend of the Five Rings: The Card Game. For example, if a player recognizes which clan the other players are not drafting, that player can capitalize on the availability of the clan and end up with a consistent collection of synergistic cards. Imagine if you figured out that no one was taking the Crane cards—you would get one or more good Crane cards from every pack! But figuring out which clan is available can often be difficult, especially when different players evaluate the power level and importance of cards differently. Will you collect the right combination of cards to formulate a successful strategy?
Glory in Victory
The draft event at Winter Court will take place on Wednesday, Thursday, Friday, and Saturday. Two draft events will be run on Wednesday for players not participating in the Last Chance Qualifier, because they already have their invitation to the World Championship tournament. A draft will run on Thursday and Friday for players not playing in the World Championship that day, and another draft will run on Saturday morning for players who did not make the top cut.
One player from each Great Clan will be selected for each event, resulting in seven players who will be drafting alongside—and potentially playing against—myself. These players will be drawn from registration lists where players sign up under the clan that they will play in their primary tournament (whether that’s the World Championship or the Last Chance Qualifier). Of course, each player can only draft once during the Winter Court so that more people get an opportunity to participate! If drafting is not your thing, don’t worry–there are several other side events being hosted throughout the Winter Court that you can participate in!
Each player who participates in the draft event, as well as many players who sign up but are not able to play, will be given a draft starter so that they can use it when drafting with their friends after the event. In addition, players who do well during the event will win prize wall tickets: a tangible reward for illustrating their deckbuilding skills and ability to adapt to unexpected game states!
Drafting is one of my favorite ways to play games, as every game is wholly unique. By adapting this format for Legend of the Five Rings: The Card Game, I hope to inspire players to engage with this great game in a new and exciting way and provide a way for a larger group of players to play together. I had a ton of fun developing and playtesting this format, and I think that players will enjoy it as well!
I look forward to getting to meet and play Legend of the Five Rings: The Card Game with many of the players who will be attending Winter Court next month. For those who are not attending, this format will be made available after the event through downloadable files on the website. But for those who attend and participate, they will be given the exclusive first opportunity to try the format. And who knows, maybe they’ll find something unexpected when they open up their first pack to draft!
I'll see you at Winter Court!
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Preview a Scenario from the Epic Battles Multiplayer Expansion for Star Wars: X-Wing
“I don’t think we can protect two transports at a time.”
–Carlist Rieekan, Star Wars: The Empire Strikes Back
From small skirmishes between scouting craft to unexpected encounters in the depths of space, every engagement between starfighters in the Star Wars™ galaxy has the chance to escalate into a fully pitched battle between ships of all sizes. You’ll soon have the chance to create your own large-scale starfighter battles with the Epic Battles Multiplayer Expansion for Star Wars™: X-Wing!
In addition to new rules for flying groups of ships in formation, this expansion broadens the possibilities of X-Wing with eleven cinematic scenarios that evoke iconic Star Wars scenes. Featuring unique objectives and mechanics, each scenario invites players to tackle new challenges as they enter chaotic free-for-all battles, intense team-based conflicts, and much more.
Whether you’re mobilizing your squadrons to intercept a planetary strike or escorting a wave of devastating warheads as they barrel toward key targets, these scenarios can put you in command of individual starfighters or massive fleets, including new huge ships like the CR90 Corellian corvette or the C-ROC cruiser. Join us today as we take a closer look at one of the scenarios included in the Epic Battles Multiplayer Expansion!
Prepare for Evacuation
Few moments across the Star Wars saga are as thrilling as desperately evacuating a planet while the enemy closes in. When this happens, fighting is just as likely to break out in the space above the planet as on the surface. Whether you’re looking to recreate the Rebellion’s hurried escape from Hoth, the Resistance’s bold evacuation of D’Qar, or something of your own creation, the Epic Battles Multiplayer Expansion puts you directly into one of these tense confrontations.
In the “Cover the Evacuation” scenario, three transport vessels attempt to plot a jump to hyperspace as an attacking force approaches. Each team is composed of one to three players, with one side playing as the defenders, hoping to buy time for the vulnerable transports to escape, while the other side becomes the attackers hoping to destroy them.
The defending team must buy enough time for the three shuttles to make the jump to hyperspace!
Taking place on a 6’ x 3’ play area, the defending team begins this scenario with three shuttle remotes scattered across the battlefield. Unfortunately, performing the precise calculations required to jump to hyperspace prevents these shuttles from moving, making them vulnerable to attack.
But that does not mean they are totally defenseless. In addition to their thick hulls, every shuttle is better at evading attacks when it has an escort. These remote shuttles add an evade to their defenses while a friendly ship is in the attack arc, helping them shrug off some of the attacks headed their way.
Ultimately, though, a shuttle’s goal is not to survive, but to make the jump to hyperspace, a task that becomes easier the longer the scenario continues. During each end phase, the defending team rolls attack dice equal to the round number, placing one objective token on a shuttle’s remote card for each standard and critical damage result.
It is the End Phase of Round 3, so the defending player rolls three attack dice, placing one objective token on Shuttle #1 for the standard damge result and one objective token on Shuttle #2 for the critical damage result!
Once a shuttle accumulates three objective tokens on its card, it jumps to hyperspace and the defending team scores all of its objective tokens, claiming 25 points per objective token (added to their standard score for destroying and damaging ships). The attacking team, on the other hand, scores all of a shuttle’s objective tokens after the shuttle is destroyed.
The struggle to accomplish these goals will involve more than just a handful of starfighters. This is a large-scale evacuation where both teams have 500 points, putting each player in command of one chunk of a larger fleet. Each team is free to select any ships from the faction of their choice, of course, but “Cover the Evacuation” leaves plenty of room for teams to make use of the huge ships, no matter if they’re using the cards from the Huge Ship Conversion Kit or the cards and miniatures from huge ship expansion packs.
A GR-75 Medium Transport loaded with a group of Echo Base Evacuees, for example, is ideal for such a mission. Although lightly armed, the transport can support faster and more maneuverable friendly ships as they protect the shuttles, spending its own energy to remove red and orange tokens or even helping nearby fighters recover their shields. Better yet, the ship can take this one step further if it is outfitted with some Adaptive Shields, spending energy or sacrificing its own shields to cancel damage against friendly ships.
If the situation becomes truly dire, the GR-75 can use its considerable bulk to shield a shuttle from incoming fighters and grant it an extra defense die as long as the transport is obstructing the attack. In fact, a transport such as the Luminous is particularly well suited for such a task. It can begin in the play area close to a friendly ship, giving it a chance to move in and block the easiest paths to at least one shuttle before the enemy can reach it.
On the opposite side, the attacking team has plenty of options to counter these defense plans. With both ships and obstacles in their path, attacking ships will have to rely on precise flying to get clean shots on the shuttles. If they choose to play as the Empire, this task becomes all the easier with some of the Imperial Navy’s best officers commanding their forces. An experienced officer like Captain Needa, for example, can help his ships plot a better course, allowing them to change their dials to another maneuver of the same difficulty and speed as the one they’ve revealed. Similarly, a high-ranking officer like Admiral Ozzel is accustomed to directing both large and huge ships, however clumsily.
But the attacker doesn’t have to base their strategy solely on commands from officers. They can also designate one of their starfighters a Dreadnought Hunter and directly target any huge ships that might be blocking their path to the shuttles. As long as the huge ship is in your bullseye arc, your ship bearing this designation can apply the extra Precision Shot effect on a huge ship damage card no matter what arc it attacks from. No matter what factions you're playing, "Cover the Evacuation" presents a cinematic scenario that broadens the possibilities of your games of X-Wing.
"Cover the Evacuation" only gives you a taste of what to expect in the Epic Battles Multiplayer Expansion. Ten more scenarios await, each putting you in thrilling new engagements that shake X-Wing to its core. For more Epic X-Wing, check out our stream of the Free-for-All "Aces High" scenario on YouTube here and our stream of the Head-to-Head scenario "Atmospheric Entry" here!
Look for the Epic Battles Multiplayer Expansion (SWZ57) to launch with the huge ships in the fourth 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.
Rise of the Ancient Ones
Previewing the Ancient One Phase in Arkham Horror: Final Hour
“They worshipped, so they said, the Great Old Ones who lived ages before there were any men, and who came to the young world out of the sky. Those Old Ones were gone now, inside the earth and under the sea; but their dead bodies had told their secrets in dreams to the first men, who formed a cult which had never died.”
–H.P. Lovecraft, The Call of Cthulhu
Your adventures in the Arkham Horror Files universe have pitted you against countless challenges, facing evil cults and eldritch monstrosities, and you have always done everything in your power to stop them. But in Arkham Horror: Final Hour, you arrived too late. The rite has been completed, and now an Ancient One tears through reality, spilling hordes of monsters onto the campus of Miskatonic University. Now all that is left for you to do is hold back the masses and try to find some way to reverse what has been done.
And time is running out.
Last week, we showed you how to fight against the horde and discover the ritual components you need during the Action Phase. But with every step you take; you will find the forces of evil pushing back against you. You must be ready to face the unthinkable trials ahead. Today, we offer you a glimpse into the horror of the Ancient One Phase in Arkham Horror: Final Hour—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!
The Day of Reckoning
In our last preview, which you can check out here, we examined the possibilities that you and your fellow investigators have during the Action Phase, fighting monsters, looking for clues, and building wards to protect Miskatonic University. Regardless of the number of investigators in your team, you can only perform four actions and you need to make them count, as once the Action Phase ends, the Ancient One steps forth to wreak havoc as they break through the veil that divides our world from their own.
During the Ancient One Phase, the Ancient One’s malign influence strikes the campus, and the eldritch monstrosity comes closer to walking the world. Your investigators resolve this phase in three steps: Reckoning, Gates, and passing the Lead Investigator. The lead investigator makes all decisions during this phase.
First, during the Reckoning step, your team discards the priority cards you played during the Action Phase and count the number of omen icons on those cards. This will determine how the Ancient One will act, as detailed on their Ancient One Sheet. The more omen icons present, the worse the effect will be. For example, if the Sleeper in R’Lyeh, Cthulhu, only finds one or two omen icons, he will order the activation of all his minions currently on the board, then spawn two Deep Ones. But if he finds seven or more, he will automatically force each investigator to lose two health.
The Investigators played priotity cards with a total of seven omen icons and therefore they must resolve R'lyeh Risen!
If by some miracle the total number of omen icons is zero, the Ancient One is powerless and you do not resolve any effect, but you may find that the risk of invoking the Ancient One’s wrath will be worth it to ensure that you can perform the action you wish. If you wish to survive long enough to undo the rite, balance will be key.
The second step of the Ancient One Phase is activating Gates. Gate tokens represent portals to unnatural and alien otherworlds that are home to all manner of dangerous beings and the horrors you discover in each will depend on which Ancient One you battle in any given game. Over the course of the game’s eight rounds, the gates grow larger, releasing more monsters onto the campus and becoming ever more difficult to manage. You must work quickly! During this step, the lead investigator reveals the top gate token on the gate stack and places it on top of the matching gate token on the board. Then, the lead investigator spawns a number of monsters at that location equal to the number of gate tokens there.
Sorority Row has two gate tokens, therefore it spawns two monsters!
Monsters spawn one at a time and any decisions for where they are placed or where they will move if a location is already full are made by the lead investigator. When a monster spawns at a location, the lead investigator takes one random monster token and places it in an empty space in that location. If there are no empty spaces for the creature to spawn into, it moves following the arrows along the campus paths that correspond to the monster’s token color. Blue monsters follow the blue arrows and stay along the walkways, while red monsters follow the red arrows, which may sometimes make a path between locations that are not adjacent. If there are still no empty spaces in the monster’s new location, the monster moves again and again until it reaches a location that has an empty space, even this means looping around the entire campus back to its original spot.
However, a monster’s ultimate goal is to reach the ritual location where the rite was first conducted to allow their glorious master to pass into our world. And if a monster cannot reach an empty monster space on the campus, it moves directly to the ritual location instead. Monsters do not move out of the ritual location unless forced to move by an item card or the top effect of an action card. If the monster moves into the ritual location and cannot be placed there because all of the spaces are full, the location is overrun, and your investigators lose the game along with all hope of saving humanity!
The final step of the Ancient One Phase is to pass along the lead investigator token, guaranteeing that no matter how many investigators you have, everyone will have a chance to lead and be forced to make these difficult decisions at least twice. Just as every person is unique, so to may be their leadership style. You must trust and rely on one another if you are to have any hope of overcoming these horrors. With the fate of the world at stake, you must remain united. Only together can you undo the rite!
Stop the Clock
The Ancient Ones have awoken from their slumber and now, with the help of unhallowed rites, they have arisen to claim the world as theirs once more. Humanity teeters on the edge of extinction and only you can stop them now. Gather your team, face the maddening Ancient Ones, and undo the ritual before time runs out!
Pre-order your copy of Arkham Horror: Final Hour (AFH01) at your local retailer today or online through our website, with free shipping within the continental United States here!
in our forums!
Behind the Empty Throne
Read a New Short Story Set in the World of Legend of the Five Rings
It’s a brave new world for the Emerald Empire. As the most turbulent night in Rokugan’s history draws to a close, the fallout must now begin. Bayushi Shoju prepares to sit as the Regent of the Emerald Empire, and his first order of business will be to deal with the betrayal of his wife, Kachiko. What fate awaits the Scorpion, and what of the Dragon army moving into the city? Many questions remain, and the weight of the answers now falls upon Imperial Regent Bayushi Shoju to answer.
Fantasy Flight Games is proud to present “Behind the Empty Throne” by Mari Murdock, a new short story set in the world of Legend of the Five Rings!
“Behind the Empty Throne” serves as both an epilogue to the Inheritance cycle of fiction and a precursor to what’s to come, and can be downloaded here (5.1 MB). It’s a new turning point for the story of Legend of the Five Rings; be sure to catch up on the story by visiting our fiction page here and influence the story itself by playing Legend of the Five Rings: The Card Game!
The New World
A missing prince, an Emerald Champion who has seemingly disappeared overnight, the mysterious death of the Emperor. These events changed the fate of Rokugan in an instant. What shifts will Imperial Regent Bayushi Shoju bring to the Emerald Empire? What fate awaits the Great Clans of Rokugan?
Be sure to visit our website next week for even more Legend of the Five Rings Fiction!
in our forums!
Dark Side of the Moon
Announcing the Third Mythos Pack in The Dream-Eaters Cycle
“All life is only a set of pictures in the brain, among which there is no difference betwixt those born of real things and those born of inward dreamings...”
–H. P. Lovecraft, “The Silver Key”
Your adventures in The Dream-Eaters cycle have drawn you across the colorful and deadly Dreamlands, bringing you face to face with creatures that defy explanation. You came here in search of evidence that proves this world’s existence to those you left behind, and hopefully save both this world and the other dreamers trapped within it. Now, a rescue mission draws you to the far side of the moon, where the one person who may hold the key to your entire investigation has been taken by murderous creatures who now guard their prisoner with a watchful eye.
Fantasy Flight Games is proud to announce Dark Side of the Moon, the third Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!
Dark Side of the Moon is Scenario 3–A of The Dream-Quest campaign for Arkham Horror: The Card Game. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaters cycle to form a larger four or eight-part campaign.
After the events of The Search for Kadath, the investigators who ventured into the Dreamlands are drawn even further from the world of the waking than they could have ever thought when Virgil Gray, the occult author whose stories started this whole adventure, is taken to the cold, distant moon. The silence of the place is deafening. There is no wind whistling through the air, no chirping of birds, no idle sound of any kind. This is a dead world. Though you know danger lurks around every corner, you hear no sign of the beasts or the Corsairs who call this place home. You must remain even quieter in order to stay hidden. You know that Virgil is being held captive somewhere in the vast, strange city of the moon-beasts. You must be quiet and cunning if you are to find him and escape unnoticed.
Remaining hidden will prove to be the most difficult and most important part of your rescue mission as you must contend with the Alarm Level. At the start of this scenario, each investigator must place 1 doom on their investigator card, marking their current “alarm level.” While your alarm level is marked using doom tokens, it is important to note that an investigator’s alarm level is not doom, and it does not count toward the agenda’s doom threshold, but it does add a new sense of urgency to your mission.
As you attempt to escape from the grasp of the moon-beasts, your respective alarm levels may increase or decrease based on your actions and decisions. A higher alarm level means you are closer to being discovered, which will significantly hinder your attempts to escape, but if you do not take any risks, you may never recover Virgil Gray and fail in your mission altogether. Your alarm level has no effect on its own, but it may alter or strengthen other encounter card effects, such as the Moonbound Byakhee (Dark Side of the Moon, 227) that will pursue you only if your alarm level is three or higher. If an effect raises your alarm level by any amount, you simply place that much doom on your investigator’s card. Likewise, if an effect reduces your alarm level, remove that many doom tokens from your investigator’s card. Take care that you do not raise the alarm levels too high—you cannot hope to save Virgil if you are captured yourself!
A World Your Own
As you prepare to take to the moon, this Mythos Pack offers you a variety of new player cards to fortify your deck and prepare you for the cosmic trials ahead. In addition to two cards for each class, Dark Side of the Moon also offers a new neutral card for investigators to consider with Lucid Dreaming (Dark Side of the Moon, 205). This Spell offers you greater insight into your investigator deck and control over it, allowing you to choose a card in either your play area or your hand and search your deck for another copy of that card and draw it. While surely a boost for any investigator who includes multiple copies of cards in their deck, this may prove particularly useful for the new Guardian Tommy Muldoon (The Dream-Eaters, 1), ensuring that he has a new copy of a favored asset in hand when one on the field is about to be defeated, or for Mandy Thompson (The Dream-Eaters, 2) if she is looking to use her ability to gather every Segment of Onyx (The Dream-Eaters, 21) in a single swoop.
But while such new powers over your sleeping mind are wonderous, your time in the Dreamlands is beginning to take its toll. This manifests in the form of a new Weakness, False Awakening (Dark Side of the Moon, 233). False Awakening begins each game next to the agenda deck, with one doom on it. If you wish to dispose of this, you must use an action to test any skill against a value of 2. This may not seem so bad initially, but the test gains +1 difficulty per investigator, meaning the very bonds that have allowed you to make it this far are now working against you, forcing you to face a difficulty value of six in a four-player game before you have even had a chance to build your board state. Success means removing False Awakening from the game, but only until your next scenario begins. If you are afflicted by this Curse, there is no true hope for escape. The pull of nightmares will always be there, waiting. As a small comfort, because your team is all sharing in the same dream, any investigator may trigger the action ability to free you for the time being. But are they truly with you, or is their presence nothing more than another dream?
Day of the Moon
Virgil Gray needs your help and you cannot leave him to the Corsairs and other Moon-beasts, no matter how great the danger. Ready your deck, steel your nerve, and prepare for the dangers ahead. Who knows what will be waiting for you on the Dark Side of the Moon?
Pre-order your copy of Dark Side of the Moon (AHC41) at your local retailer today or online through our website—with free shipping in the continental United States—here!
in our forums!
© 2016 Fantasy Flight Games. Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® Fantasy Flight Games.
Announcing the Ms. Marvel Hero Pack and Game Mat for Marvel Champions: The Card Game
“You don’t have to be someone else to impress anybody. You are perfect just the way you are.”
–Yusuf Khan, Ms. Marvel #5
Already struggling with who she was, and who she wanted to be, teenager Kamala Khan just wanted a simple life. But when she became trapped in a Terrigen Mist enveloping New Jersey, Kamala’s life went in a different direction. After emerging from the mist, Kamala discovered she was able to morph her body into nearly anything. Inspired by her idol Carol Danvers, Kamala took on the name Ms. Marvel and New Jersey gained its very own teenaged crime fighter!
Fantasy Flight Games is proud to announce the Ms. Marvel Hero Pack for Marvel Champions: The Card Game!!
Ms. Marvel is one of the most flexible heroes in the game, able to fit into whatever role is needed while learning to be a hero and protecting her friends from harm by reusing event cards from her hand!
Even when out of costume, Kamala Khan (Ms. Marvel, 1B) is always preparing for her next battle, with her Teen Spirit ability allowing her to discard cards form the top of her deck until she finds a Ms. Marvel hero card! While this will discard aspect and basic cards, it guarantees you’ll be ready for the job when it’s time to step up and be a hero. With five recovery, staying in the Kamala Khan alter-ego form is a surefire way to refill your hand while recovering plenty of hit points.
While Ms. Marvel (Ms. Marvel, 1A) may be inexperienced, with low attack, thwart, and defensive values, she truly shines in her versatility and flexibility. Any time Ms. Marvel plays an Attack, Thwart, or Defense event, you may exhaust her to return that event to your hand! Ms. Marvel’s hero cards feature three different events that have these traits, representing her ability to morph her body in strange new ways.
Ms. Marvel doesn’t need a big attack value when she can just use Big Hands (Ms. Marvel, 3) to put a villain in their place! By enlarging her hands, Ms. Marvel can deal a devastating four damage to an enemy. And because Big Hands is an Attack event, Ms. Marvel can exhaust to return Big Hands to her hand, able to play it again immediately or save it for just the right time. The flexibility of Ms. Marvel allows you to get the most out of her big events by replaying them!
Of course, you still have to pay the cost of these events, but luckily, Kamala Khan has the love and support of friends and family in her quest to become a hero. Best friends since childhood, Nakia Bahadir (Ms Marvel, 8) and Kamala Khan have always supported each other, and Nakia can help Kamala in her superheroics by reducing the cost of cards. You can only use Nakia when you’re in your Alter-Ego form, but that doesn’t mean you can’t flip your identity immediately afterward, prepared to kick butt at a discounted cost!
But Nakia isn’t Kamala’s only ally in her fight against evil. Kamala’s other best friend, Bruno Carrelli (Ms. Marvel, 7) was one of the first to know about Kamala’s powers, and is always ready to help her carry the burden of being a Marvel Champion.
As an Alter-Ego Action, you may attach cards to Bruno facedown, letting you draw more cards at the end of the player phase. Then, when the time is right, you can bring up to three cards attached to Bruno back to your hand, setting Ms. Marvel up for a massive turn!
With the ability to heal by returning to her natural form, Ms. Marvel fits right at home in the Protection aspect, which fills up the majority of her pre-constructed deck included in the Ms. Marvel Hero Pack. Kamala can deliver a devastating Tackle (Ms Marvel, 15) to her foes, both stunning them and dealing damage if you paid for the card using a strength resource! With the enemy stunned, they won’t be able to attack the first hero they activate against, letting Kamala Khan protect her friends while dealing some serious damage to her foes.
Ms. Marvel can also use more directly protective measures. Energy Barrier (Ms. Marvel, 17) follows a similar pattern to Tackle, letting Ms. Marvel strategically soak up damage and deal it back to her enemies.
Of course, like any hero, Kamala Khan has her own personal obligations and history to contend with. As a teenager, Ms. Marvel has to deal with a problem other heroes simply don’t: curfew. Kamala always has to be Home By Dawn (Ms. Marvel, 25) , or else she faces punishment from her over-protective parents, losing access to some of her good friends!
One of Kamala’s first tests as a hero was taking down The Inventor, a clone of famed historical icon Thomas Edison (Ms. Marvel, 27)! After she thwarted his plans to use the youth of New Jersey as an alternative energy source, The Inventor has held a grudge against Ms. Marvel, and is ready to strike when she least expects it!
Also included in the Ms. Marvel Hero Pack are three-copies of one card for each of the other three aspects. As the leader of the Champions, Kamala is also a solid fit in the Leadership aspect! Morale Boost (Ms.Marvel, 32) can give Ms. Marvel or a teammate the boost they need to overpower the villain and defeat their evil schemes!
Get Some Space
Show your inner-hero with the Ms. Marvel Game Mat for Marvel Champions: The Card Game!
This 24x12 slip-resistant game mat gives you plenty of space for your hero’s deck, identity card, upgrades, supports, and more while showing off beautiful art! Show your dedication to becoming a hero with the Ms. Marvel Game Mat at your side!
The New Normal
With the ability to morph her body into nearly anything, Ms. Marvel is one of the most versatile characters in Marvel Champions. Bring powerful events back to your hand and smash the villain before they complete their scheme when the Ms. Marvel Hero Pack and Game Mat launch in the first quarter of 2020!
Become the hero you were always meant to be with the Ms. Marvel Hero Pack (MC05en) for Marvel Champions: The Card Game, available now for pre-order from your local retailer or our website with free shipping in the continental United States!
in our forums!
2019 Star Wars: Armada Prime Championships
Prizes, Dates, and Locations for the Armada Prime Championships
“Alert all commands. Deploy the fleet.”
–Admiral Piett, Star Wars: The Empire Strikes Back
Attention! Attention! A swarm of squadrons and capital ships have begun to converge in the heart of the galaxy! Fleet admirals, assemble your squadrons now and have your ships plan a course for the Star Wars™: Armada Prime Championships, where these epic battles will take place between the Galactic Empire and the Rebel Alliance. As you make your final preparations for the assault, get the full report on the prizes in contention as well as the dates and locations for these exciting events!
Previously known as Regional Championships, Prime Championships are high-level tournaments that draw in talented players from all over to compete. These events are a central part of the Organized Play path that leads the World Championship at AdeptiCon, offering a World Championship invitation to the one admiral who overcomes all odds and claims the distinguished title of Prime Champion. While these events are excellent opportunities to test the capabilities of your fleet while making new friends, don't let down your guard while facing your fellow rivals amongst the stars—the galaxy is at stake, as are a host of exclusive prizes.
By expertly fulfilling your duty as an admiral, you can obtain the rewards below, including extended art cards, tokens, range rulers, and of course, an invitation to the Star Wars: Armada World Championship! After the prize preview below, you will find a list of dates and locations for this upcoming season of Prime Championships.
Top 32 and Top 16
During a Star Wars: Armada Prime Championship, the Top 32 players will an extended art version of the Quasar Fire I-class Cruiser-Carrier, as well as the Hammerhead Torpedo Corvette, two ships outfitted for a variety of challenging engagements. The Top 16 players will also receive a set of three objective cards, evoking the iconic title crawl of the Skywalker saga.
Top 8 and Top 4
Players who can prove themselves and make it into the Top 8 will receive a plastic card of the durable flotilla freighters: the Gozanti-class Carriers. Those who are able to secure one more win and advance to the Top 4 cut will be rewarded with a number of prizes that include sets of red and white tokens (five of each type of token per player) and similarly styled ship and squadron range rulers. The Top 4 Rebel Alliance players and the Top 4 Galactic Empire players will also receive a double-sided alternate art card of the X-Wing Squadron card and TIE Fighter squadron.
The sole player who secures their victory at a Prime Championship will be handsomely rewarded for their heroic efforts. In addition to the rewards previewed above, the Prime Champion will also win a one-of-a-kind damage deck, a metal coin adorned with the navigate symbol, and of course, an invitation to the next Star Wars: Armada World Championship!
Below are the list of dates and locations for the upcoming Prime Championships. Find one of these events near you and make your plans to attend today! Check back for more events as we update this list. For specific event details, please contact the event location directly. Retailers, if your information is listed incorrectly, please send the corrected information to firstname.lastname@example.org and we will update it.
Updated: October 19, 2019
|November 16, 2019||Quest Comic Shop||Carrollton||Georgia|
|November 16, 2019||Uncle's Games||Spokane||Washington|
|November 16, 2019||Gameology||Upland||California|
|November 23, 2019||The Realm Games & Comics||Brea||California|
|November 30, 2019||Pastimes Comics and Games||Niles||Illinois|
|December 7, 2019||Critical Hit Games||St. Petersburg||Florida|
|December 7, 2019||Fantasy Flight Games||Roseville||Minnesota|
|December 14, 2019||Toys N Things||Danvers||Massachusetts|
|December 14, 2019||Huzzah Hobbies||Ashburn||Virginia|
|December 14, 2019||Game Kastle||Mountain View||California|
|December 21, 2019||Game Theory||Raleigh||North Carolina|
|January 18, 2020||Hard Knox Games||Elizabethtown||Kentucky|
|January 18, 2020||Dragon's Lair||Houston||Texas|
|January 18, 2020||Game Wizard and Blue Sky Hobbies||Bremerton||Washington|
|January 25, 2020||Battlegrounds||Midlothian||Virginia|
|January 25, 2020||maCnarB Gaming||Gautier||Mississippi|
|February 1, 2020||Giga-Bites Tabletop Cafe||Marietta||Georgia|
|February 1, 2020||Mayhem Collectibles||Clive||Iowa|
|February 8, 2020||Total Escape Games||Broomfield||Colorado|
|February 8, 2020||Red Castle Games||Portland||Oregon|
|February 22, 2020||The Gift of Games||Grayslake||Illinois|
|February 22, 2020||Uncle's Games||Redmond||Washington|
|February 29, 2020||Heroes Comics & Gaming||Louisville||Kentucky|
|November 30, 2019||Face to Face Games||Toronto, ON||Canada|
|November 30, 2019||ThunderGround Comics||St. Albert, AB||Canada|
|January 11, 2020||Freegame||St-Romuald, QC||Canada|
|January 11, 2020||The Sentry Box||Calgary, AB||Canada|
|January 18, 2020||Imperial Hobbies||Richmond, BC||Canada|
|February 8, 2020||A Muse N Games||Winnipeg, MB||Canada|
|TBA||T3 Terminal Entertainment||Frankfurt am Main||Germany|
|October 19, 2019||Goblin Trader Norte||Madrid||Spain|
|November 10, 2019||Empire Games||Sevilla||Spain|
|November 24, 2019||Drobbit Store||Barcelona||Spain|
|January 11, 2020||Goblin Trader||Valencia||Spain|
|February 16, 2020||Legion Games||Torre del Mar (Malaga)||Spain|
|February 23, 2020||Goblin Trader||Zaragoza||Spain|
|March 15, 2020||Dados y Cubitos||Salamanca||Spain|
|January 11, 2020||Common Ground Games||Stirling||United Kingdom|
|February 9, 2020||Beanie Games||Stockton-on-Tees||United Kingdom|
|TBA||Dark Sphere||London||United Kingdom|
Bigger is Better
If you're going to overcome these challenges, you'll have to outwit the opposition and dispatch calculated strategies. Stay the course and follow through with a full-on assault—show the enemy no mercy!
Be sure not to miss out on these epic, action-packed conflicts that will determine the outcome of the Galactic Civil War. Make your plans now to attend a Star Wars: Armada Prime Championship. Check this page regularly as we will continue to update the list with more events from around the world. Take the helm of your most powerful capital ship and navigate your way to victory!
in our forums!
© & TM Lucasfilm Ltd.
Favor of Rex
Previewing the Saurian Republic in KeyForge: Worlds Collide
“A million years ago the empire rose.
A million years from now, it will still stand.”
A new side of the Crucible is opened before you in Worlds Collide! This latest set of KeyForge, a standalone companion to Call of the Archons and Age of Ascension, invites you to explore the Crucible further than ever before, introducing you to new cards, mechanics, and two brand new Houses! Worlds Collide changes out Mars and Sanctum for the Saurian Republic and the Grand Star Alliance, but that does not mean that these beloved Houses are gone for good. The Crucible is ever-changing, and they may return in the future to either challenge or stand alongside these newcomers to the Crucible!
But with new Houses come new ways to battle, and you must be prepared to face the challenges ahead. Today, we are pleased to offer you a closer look at the Saurian Republic, one of the two new Houses crashing onto the Crucible in Worlds Collide—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!
Sixty-Five Million Years of Dominance
For sixty-five-million years, the Saurian Republic has held its place as the oldest and (despite whatever the Sanctum may claim) most prestigious culture on the Crucible. Although this House has risen and fallen many times over the ages, the Saurians have not only survived, but thrived under the guidance of the wise Saurus Rex (Worlds Collide, 227), first among equals in the Saurian Senate. In the course of their time on the Crucible, the Saurians have repelled Martian aggression from Nova Hellas and broken three separate Sanctum crusades, but their own search for greater expansion and power ended after the defeat of the Smilodon Barbarians.
Still a major power after all this time, the Saurian Republic’s political system is led by the most advanced philosophical minds on the planet, but divided between two main parties, each with their own ideas of what the Saurian Republic is and should be. The Hegemonics argue that the Republic is in decline as the Saurians spend more and more time among the other “lesser beings” of the Crucible. Contrariwise, the Sequestarians say simply that the Republic has outgrown its expansionistic days of conquest.
Beyond these two main parties, the Saurian Republic is further divided by the many tribes that make up its rich culture. But no matter how much variation there is both between and within the tribes, Saurians tend to be large and physically potent creatures. Even the bravest Brobnar giant would think twice before challenging a Gargantodon (Worlds Collide, 203) on the battlefield! This does occasionally cause practical problems on an everyday scale, as the unintentional Stomp (Worlds Collide, 210) of one of these creatures can be…rather inconvenient.
But more than their size, the Saurians pride themselves as the most advanced philosophical minds on the Crucible. Their Senatorial debates are legendary for their duration and the strength, passion, and insight of their arguments. These great minds also create the famed Saurian technology that is a perfect harmony of form and function. In fact, their artifacts are so beautiful and advanced that some may mistake it for magic. The spears and shields of their warriors are more potent than any blaster or raygun, and even their beasts of burden have their behavior ably controlled by advanced harnesses.
Even Archons are integrated into Saurian society in a way almost unheard-of on the Crucible, granted permission to attend meetings of the Saurian Senate by default, and welcomed into the Saurian academies. There have also been instances of Archons serving as Governor of a city-state throughout the history of the Saurian Republic. And, if the Archons believe in the Saurian Republic, it must truly be their destiny to rule.
Sic Semper Tyrannosaurus
Beyond their fascinating history and thematic background, the Saurians also introduce new ways to play with the mechanics of KeyForge, pushing the game to explore new territory and welcoming players to test new strategies. The pride shared amongst the Saurian Republic makes them ideal candidates to make use of the new exalt mechanic. When you exalt a creature, you place 1 Æmber on it from the common supply. Then, if this creature then leaves play, the Æmber is added in your opponent’s pool.
This introduces a new element of measured risk as cards with the exalt mechanic offer remarkable abilities but make your creatures targets for your opponent's attacks. While it is true you may be able to wipe out your enemy’s board with a Phalanx Strike (Worlds Collide, 189) or Axiom of Grisk (Worlds Collide, 182), you must never lose sight of your goal, for you may end up benefiting your opponent if you are not careful.
But while prideful, the Saurians are not foolish. To counter the risk of exalt and increase its possibility for reward, Worlds Collide also introduces ways to move Æmber from your characters to your pool. For example, Senator Shrix (Worlds Collide, 193) can hold Æmber on their card, but you can also spend it as if it were in your pool. Senator Bracchus (Worlds Collide, 229), meanwhile, goes further, extending this ability to all your creatures. If you are truly merciless, you may even choose to exalt a creature and then Exile (Worlds Collide, 202) it to your opponent’s side, destroying them to claim the Æmber they hold for yourself before your enemy can take it.
This new form of Æmber control is sure to shake up the current meta like an earthquake and make the Saurians a force to be reckoned with as they boldly bring more Æmber into play and challenge any who dare try to take it. Remember, while Æmber is held by specific characters, it is safe from thieves, like Breaker Hill (Worlds Collide, 237) who would steal it from your pool. As long as your citizens are willing to follow and pay tribute when the time to forge arises, you will find little to trouble you as your quests for the Vaults progress.
Dawn of the Saurians
The Saurian Republic has risen and fallen many times, but now their day is here again. With you and your Archons to lead them, this new glorious age of the empire will never end! Gather your recruits, prepare your teams, and steel your nerves for battle!
Pre-order your KeyForge: Worlds Collide gear at your local retailer or online through our website with free shipping in the continental United States here! This new set of KeyForge will arrive at retailers in the fourth quarter of 2019!
in our forums!
2019 Winter Court World Championship
Prizes and Event Details for the 2019 Winter Court World Championship
“One does not achieve victory by holding forces in reserve.”
Snow has begun to fall in parts of the Emerald Empire. This change of seasons serves as a reminder that the momentous Winter Court, hosted by the Crane Clan, will soon arrive. In this tournament of noble duels, where the most skilled champions from the Great Clans of Rokugan will vie for the favor of the Emperor and compete for glory and riches! These historic affairs of honor will be recorded and retold as stories long remembered, for many seasons to come.
At the end of the Winter Court, the one samurai who stands above the competition earns the prestigious title of Shōgun. This renowned champion not only receives riches beyond imagination, they will also be presented with a rare opportunity, where their sole decision could dramatically change the course of history for all Rokugan.
Legend of the Five Rings: The Card Game players, you can fight for your clan's honor and strive for the title of Shōgun at this year's Winter Court, held in the Fantasy Flight Games Center in Roseville, Minnesota from November 6–10, 2019! As the pinnacle of all Organized Play events, you can challenge the best players from around the world as you contend for top-tier prizes and take part in a wide variety of fun side events with exclusive prizes. As a World Championship event that's solely dedicated to Legend of the Five Rings: The Card Game, you can celebrate the world of Rokugan across multiple days with other passionate players!
For the first time ever, the Winter Court is invite-only—but if you haven't won your seat to this year's event yet, you'll have one last chance to earn it at the Last Chance Qualifier, taking place on November 6, one day before the main festivities begin. As highlighted in a previous article, even if you don't qualify through this event, you can still participate in all World Championship side events, the costume competition on Saturday, and the 2020 World Championship Qualifier. Tickets for the Last Chance Qualifier event are $25, and if you win your seat for the World Championship and choose to participate, there is an additional $25 charge. Get your tickets now!
This Winter, travel to Crane territory to defend your clan's honor and seek glory. Now, take a look at the full schedules of this year's World Championship events below, as well as the fantastic prizes you'll be contending for this November!
With this year's World Championship event dedicated to Legend of the Five Rings: The Card Game, you can experience your favorite game on a scale like never before. Soon, the seven Great Clans will meet for a series of decisive duels that will forever alter the fate of Rokugan.
Make your plan of attack now and download the full World Championship schedules below. We're looking forward to seeing how these epic duels unfold in November!
2019 Winter Court World Championship - Main Schedule 03 Oct 2019 707.7 KB
2019 Winter Court World Championship - Events 03 Oct 2019
As an empire that has stood for more than one thousand years, Rokugan is rich with tales of miraculous triumphs and bitter defeats, both in the courts and on the battlefield. Some histories tell of noble courtiers and brave warriors who, when faced with immeasurable odds, discover the inner strength to triumph. Now, the Emperor's Winter Court presents you with a rare opportunity to forge your name in these timeless pages of history and join these honorable heroes of legend.
Through your noteworthy achievements at the World Championship, you can earn promotional cards with metallic finishes, deckboxes, token bags, playmats, a variety of tokens, and more! With participation prizes, placement prizes, and exclusive rewards gained through the prize wall, you can enhance your game and fully commemorate your Winter Court experience.
The time has finally come to reveal this year's prizes. Read on below to unearth the treasures that await you.
A bounty of riches awaits those samurai who earn prize tickets through the main event or side events. Among these prizes are a wide array of promotional cards, featuring characters like Vanguard Warrior, Brash Samurai, or Agasha Swordsmith and events like Hand to Hand, Display of Power, and Calling in Favors. All of these offerings feature black framing laced with an intricate silver or gold trim. Also available on the prize wall at the 2019 Winter Court World Championship is a deckbox featuring art by Mark Smylie from the Crane event card, The Spear Rushes Forth.
Depending on your chosen faction, each player who participates in the 2019 Winter Court World Championship will receive a set of three promotional character cards, with black framing and a striking gold trim. Players will also receive a gorgeous playmat and deckbox featuring art from The Spear Rushes Forth. Not only that, simply for participating in the main event, players receive a drawstring token bag (not pictured) and a set of premium metal ring tokens! Separately, all players who make it to Day 2 will receive an Imperial Favor token, naturally featuring both military and political sides of the coin.
Players who cut their way into the overall Top 32 on Day 2 will receive a blue honor dial featuring the art of Kevin Sidharta from the Crane character card, Winter Court Hosts. Separately, on each day, the Top 32 players for each clan will receive a set of three promotional cards of one of their clan's characters. Each of these cards has black framing with gold trim. As you will soon discover, your loyalty to your clan will be greatly rewarded, but this is only the beginning of the rewards available.
Following the theme of clan loyalty, the Top 16 players per day from each clan will receive a different set of three promotional cards with black framing and a gold trim, including such powerful options as Display of Power, Political Rival, and Watch Commander. In addition, the Top 16 overall players will win a set of twenty-five wooden honor tokens, adorned with the 2019 World Championship symbol.
Those who prove their mettle and place within the Top 8 of each clan per day will be rewarded with a gorgeous playmat for their performance. These playmats feature art from cards like Graceful Guardian, Kaiu Shihobu, and Never Yield. Furthermore, during the elimination rounds on Day 2, players who make it into the Top 8 cut will receive a set of five promotional province cards with gold trim, including Manicured Garden, Shameful Display, Meditations on the Tao, Midnight Revels, and Upholding Authority. These cards will also be awarded to the Top 2 players per faction on for each day of the main event. In addition, the previous World Champions will be honored with a set of these cards!
Samurai who rank among the very best of their clan on either day of the main event will achieve Hatamoto status and a playmat that signifies their profound accomplishment. Those who climb the ranks to the Top 4 overall will also be bestowed with the esteemed title of Hatamoto. In addition to this exclusive prize, the title of Hatamoto grants these elite players many other benefits and rewards, including the opportunity to shape the future of their clan!
The one Legend of The Five Rings: The Card Game player who rises above the competition and claims the title of Shōgun will also win a one-of-kind stunning playmat with an illustration of a samurai on their steed, illuminated by the blazing sun. In addition to this prize, and every other reward they earned along the path to achieving victory, this accomplished player will also receive a unique trophy (not pictured) denoting their masterful achievement!
The Emperor Awaits
The greatest samurai from all parts of Rokugan will brave the elements and meet at the Winter Court, where one warrior will achieve the legendary status of Shōgun. You have been chosen to represent your Great Clan, now you must bring honor to your people and fulfill your destiny! While this event is invite-only, you can still get your seat at this year's Winter Court by participating in the Last Chance Qualifier event. Be sure to get your now for this event and join us this November!
Of course, if you are obligated to fulfill your duties at home, you can still be a part of the action as we livestream the main event from FFG Live on Twitch and YouTube. Support your clan and cheer on your favorite players as they come head-to-head with the greatest warriors from the Emerald Empire.
Join us this winter for the Legend of the Five Rings: The Card Game World Championship and your chance at the coveted title of Shōgun and a host of legendary prizes!
in our forums!
2019 KeyForge Prime Championships
Dates and Locations for the KeyForge Prime Championships
“We get it, you're the best. Now come out and fight!”
Welcome, KeyForge players! Today, we're excited to share dates and locations for the upcoming season of Prime Championships! Hold on to your æmber, you're in for a wild ride!
As the tier above Store Championships, Prime Championships are open events that draw in talented players from all over to compete for the chance of becoming a Prime Champion. With an invitation to the KeyForge World Championship on the line, Prime Championships form a central part of the Organized Play path that leads to the World Championship. As you face other Archons in a race to unlock precious vaults, not only can you test your might against some of the best players in your area, you may even forge new friendships along the way!
No matter which of the KeyForge houses you represent at a Prime Championship, these events are certain to challenge your abilities as an Archon. Reveal your true unbridled power and forever leave your mark on the Crucible by becoming a Prime Champion!
While you forge keys and defeat rival Archons at a Prime Championship, you'll also be gaining loads of Æmbershards—and possibly even Power Levels, depending on your overall placement. Of course, there are prizes too! At these events, you can win unique prizes, including stun tokens, large deckboxes, playmats, and metal keys! These electrifying prizes were recently previewed in an article, but if you missed it or just want to check out the goods again, simply click on the KeyForge image below.
Below, you will find a list of dates and locations for the upcoming season of Prime Championships. Find an event near you and make your plans to attend today! Be sure to check back for more events as we update this list! Retailers, if your information is listed incorrectly, please send the corrected information to email@example.com and we will update it.
Updated: October 7, 2019
|November 2, 2019||The Wandering Dragon Game Shoppe||Plainfield||Illinois|
|November 2, 2019||BluegrassMagic Gameshop||Louisville||Kentucky|
|November 2, 2019||Quest Comic Shop||Carrollton||Georgia|
|November 2, 2019||Dreamers Vault Games||Minneapolis||Minnesota|
|November 2, 2019||Beyond the Dungeon Comics and Games||Spring||Texas|
|November 2, 2019||Red Castle Games||Portland||Oregon|
|November 2, 2019||Pair A Dice Games||Vista||California|
|November 9, 2019||Black Moon Games||Lebanon||New Hampshire|
|November 9, 2019||Knight Watch Games||San Antonio||Texas|
|November 9, 2019||Uncle's Games||Bellevue||Washington|
|November 9, 2019||NJoy Games and Comics||Northridge||California|
|November 16, 2019||Relentless Dragon||Nashua||New Hampshire|
|November 16, 2019||GameStorm Gaming||Lemont||Illinois|
|November 16, 2019||Prodigy Games||Lake Worth||Florida|
|November 16, 2019||The Village Geek||Manhattan||Kansas|
|November 16, 2019||Game Chest||Sioux Falls||South Dakota|
|November 16, 2019||Petrie's Family Games||Colorado Springs||Colorado|
|November 16, 2019||Critical Hit Games||Corona||California|
|November 23, 2019||Pandemonium Books and Games||Cambridge||Massachusetts|
|November 23, 2019||Sapphire City Board Game Parlor||North Canton||Ohio|
|November 23, 2019||Game Nite||St. Louis||Missouri|
|November 23, 2019||Board Game Barrister||Greenfield||Wisconsin|
|November 23, 2019||Forgotten Path Games||Vacaville||California|
|November 30, 2019||Pastimes Comics & Games||Niles||Illinois|
|December 7, 2019||Game Knights||Gardner||Massachusetts|
|December 7, 2019||Epic Loot Games||Centerville||Ohio|
|December 7, 2019||Covenant||Tulsa||Oklahoma|
|December 7, 2019||ProSoul Games||Ontario||Oregon|
|December 7, 2019||Gameology||Upland||California|
|December 14, 2019||Beyond the Board||Dublin||Ohio|
|December 14, 2019||Play It Today Games||Ft. Wright||Kentucky|
|December 14, 2019||maCnarB Gaming||Gautier||Mississippi|
|December 14, 2019||The Game Chest||Torrance||California|
|December 21, 2019||NuGames||Eureka||California|
|January 4, 2020||WNY Gaming LLC||Hamburg||New York|
|January 4, 2020||Critical Hit Games||St. Petersburg||Florida|
|January 4, 2020||Turn Zero Games||Los Angeles||California|
|January 11, 2020||Canton Games||Baltimore||Maryland|
|January 11, 2020||Recess Games||North Olmsted||Ohio|
|January 11, 2020||The Gamer's Armory||Cary||North Carolina|
|January 11, 2020||Serenity Games||Seminole||Florida|
|January 11, 2020||Dreamers Vault Games||Saint Louis Park||Minnesota|
|January 11, 2020||Gabi's Olympic Cards & Comics||Lacey||Washington|
|January 11, 2020||Emerald Knights Comics and Games||Burbank||California|
|January 18, 2020||Hex & Company||New York||New York|
|January 18, 2020||Dragon's Roost||Sylvania||Ohio|
|January 25, 2020||The Gift of Games||Grayslake||Illinois|
|January 25, 2020||Collector Store LLC||St. Peters||Missouri|
|January 25, 2020||The Game Shoppe||Bellevue||Nebraska|
|January 25, 2020||Common Ground Games||Dallas||Texas|
|January 25, 2020||GMI Games||Riverside||California|
|February 1, 2020||Games and Stuff||Glen Burnie||Maryland|
|February 1, 2020||Battlegrounds Game Center||Ravenna||Ohio|
|February 1, 2020||Tier Zer0 Gaming||Goldsboro||North Carolina|
|February 1, 2020||I'm Board! Games & Family Fun||Middleton||Wisconsin|
|February 1, 2020||Phoenix Fire Games||Meridian||Idaho|
|February 1, 2020||Great Escape Games LLC||Sacramento||California|
|February 8, 2020||Dream Wizards||Rockville||Maryland|
|February 8, 2020||Parker Banner Kent and Wayne||Cornelius||North Carolina|
|February 8, 2020||Level One Game Shop||Kansas City||Missouri|
|February 8, 2020||Mayhem Collectibles||Clive||Iowa|
|February 8, 2020||Dragon's Lair Comics and Fantasy||Houston||Texas|
|February 8, 2020||Crazy Squirrel Game Store||Fresno||California|
|February 15, 2020||Just Games||Rochester||New York|
|February 15, 2020||Labyrinth Games & Puzzles||Washington||Maryland|
|February 15, 2020||The Geekery||Shawnee||Kansas|
|February 15, 2020||The Gaming Goat||St. Paul||Minnesota|
|February 22, 2020||Tower of Games||Virginia Beach||Virginia|
|February 22, 2020||Eudemonia||Berkley||California|
|February 29, 2020||Redcap's Corner||Philadelphia||Pennsylvania|
|February 29, 2020||Game Time||Indianapolis||Indiana|
|February 29, 2020||Atomic Empire||Durham||North Carolina|
|February 29, 2020||Meeple Madness||Braselton||Georgia|
|February 29, 2020||Paradox Comics-N-Cards||Fargo||North Dakota|
|February 29, 2020||Zia Comics||Las Cruces||New Mexico|
|February 29, 2020||Geeky Teas & Games||Burbank||California|
|March 7, 2020||Millennium Games||Rochester||New York|
|March 7, 2020||Gamers N Geeks||Mobile||Alabama|
|March 7, 2020||The Village Geek||McPherson||Kansas|
|March 7, 2020||Heroes Welcome Comics & Games||Menomonie||Wisconsin|
|March 7, 2020||Edmond Unplugged||Edmond||Oklahoma|
|March 14, 2020||Six Feet Under Games||New Holland||Pennsylvania|
|March 14, 2020||Game Kastle||Mountain View||California|
|March 21, 2020||Weekend Anime||Westbrook||Maine|
|March 21, 2020||Huzzah Hobbies||Ashburn||Virginia|
|March 21, 2020||TableTop Game & Hobby||Overland Park||Kansas|
|March 21, 2020||Fantasy Flight Games Center||Roseville||Minnesota|
|March 21, 2020||The Armchair Adventure||Honolulu||Hawaii|
|March 28, 2020||Campus Cards & Games 2||Winter Park||Florida|
|TBA||Games, Toys, & More||Linz||Austria|
|November 2, 2019||401 Games||Toronto, ON||Canada|
|November 16, 2019||Magic Stronghold Games||Vancouver, BC||Canada|
|November 23, 2019||Metal Galaxy Social Games and Bistro||Calgary, AB||Canada|
|December 14, 2019||HFX Games||Halifax, NS||Canada|
|January 18, 2020||ComicReaders Downtown||Regina, SK||Canada|
|January 25, 2020||Gamezilla||Fredericton, NB||Canada|
|February 8, 2020||Rain City Games||Vancouver, BC||Canada|
|February 9, 2020||Wizard's Tower||Ottawa, ON||Canada|
|March 7, 2020||A Muse N Games||Winnipeg, MB||Canada|
|TBA||Hunter Board Game||Beijing||China|
|TBA||Miaoyou Board Game||Shenyang||China|
|TBA||Nice 86 Club||Wuxin||China|
|TBA||Facetime Board Game||Foshan||China|
|TBA||MAGI Board Game||Fuzhou||China|
|TBA||Wind Castle Fun HZ Xiaoheshan||Hangzhou||China|
|November 23, 2019||Atlantis||Hamburg||Germany|
|December 8, 2019||Brettspielplatz||Berlin||Germany|
|February 23, 2020||City Comics||Leipzig||Germany|
|TBA||A & E Wirth||Mainz||Germany|
|TBA||Zu den vier Winden||Bochum||Germany|
|TBA||Dungeons and Donuts||Galway||Ireland|
|November 2, 2019 (TBC)||Tabletop Kingdom||Den Haag||Netherlands|
|November 16, 2019||Bordspelers||Gouda||Netherlands|
|November 30, 2019||Bazaar of Magic||Delft||Netherlands|
|January 12, 2020||Subcultures||Utrecht||Netherlands|
|January 26, 2020||Spel en Meer||Zoetermeer||Netherlands|
|February 9, 2020||Friends & Foes Amsterdam||Amsterdam||Netherlands|
|November 2, 2019||Heroes for Gaming vs Cancer||Southampton||United Kingdom|
|February 1, 2020||Excelsior||Bristol||United Kingdom|
|February 15, 2020||Fan Boy Three||Manchester||United Kingdom|
|February 16, 2020||Beanie Games||Stockton-on-Tees||United Kingdom|
|February 22, 2020||Eclectic Games||Reading||United Kingdom|
|TBA||Bean Gaming||Leicester||United Kingdom|
|TBA||Chaos Cards||Folkestone||United Kingdom|
|TBA||d20 Board Game Cafe||Watford||United Kingdom|
|TBA||The Dice Cup||Nottingham||United Kingdom|
|TBA||Firestorm Games Cardiff||Cardiff||United Kingdom|
|TBA||Patriot Games Sheffield||Sheffield||United Kingdom|
|TBA||Proud Lion||Cheltenham||United Kingdom|
Supercharge Your Game
Archons, ready your creatures and start making your plans now to attend a Prime Championship! Check this page regularly as we will continue to update it with more events from all around the world. We can't wait to see how these exciting KeyForge events will unfold during this season of Prime Championships!
in our forums!
Available Now – October 4
The Dead of Night Expansion for Arkham Horror Third Edition Is Now Available
Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore!
"We don’t ask questions because we like the answers. We ask because ignorance is lethal."
Step into a world of horror with Dead of Night, a new expansion for Arkham Horror Third Edition!
In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. This expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, and four new investigators to face these fresh horrors, armed with new spells, items, and allies.
Pick up your copy of the Dead of Night (AHB04) at your local retailer today or online through our website with free shipping in the continental United States here!
in our forums!
The Things We Do for Love
A Premium Pack Expansion for A Game of Thrones: The Card Game
“A reader lives a thousand lives before he dies. The man who never reads lives only one.”
–Jojen Reed, A Dance with Dragons
A Game of Thrones: The Card Game has taken you from the opening pages of A Game of Thrones to the closing chapters of A Dance with Dragons, fighting alongside the greatest warriors of Westeros on the battlefield and plotting courtly intrigues with the finest schemers of the realm. You have stepped beyond the pages to explore the world of A Song of Ice and Fire free from the bounds of time. Through six cycles, you have seen the game evolve, inviting you to find new ways to fight your battles and challenge you to change alongside the world of Westeros.
Now, a new era has arrived for A Game of Thrones: The Card Game—the release model for this game is changing from cycles of monthly Chapter Packs to larger Premium Packs, released at more sporadic intervals. These Premium Packs are a new size of expansion for A Game of Thrones: The Card Game, matching the size of Clan Packs in Legend of the Five Rings: The Card Game.
Fantasy Flight Games is proud to announce The Things We Do for Love Premium Pack for A Game of Thrones: The Card Game—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!
A Change of Seasons
The Things We Do for Love is an expansion for A Game of Thrones: The Card Game containing 88 cards, drawing on the game’s rich history as both a collectible card game and a Living Card Game, and bringing powerful and iconic cards from earlier eras of the game’s life to the second edition of A Game of Thrones: The Card Game. Whether it be the return of the Master of Coin, Littlefinger (The Things We Do for Love, 17), or the haunted Harrenhal (The Things We Do for Love, 21), players will find plenty to be excited about.
Each of these carefully selected cards have been updated to fit within the current meta while still holding true to the original spirit of the card. For some, this simply means updating traits or cleaning up text while others, like Catelyn Stark (The Things We Do for Love, 11) have new costs or STR values to better align with how the card would fit in the current state of A Game of Thrones: The Card Game.
In either case, the card’s original art is maintained to celebrate the game’s past as we look forward to its future. The Things We Do for Love also includes a comprehensive insert with a letter to fans from lead designer Nate French, as well as a look at the game’s rich history and an explanation of each included card’s place within that history—offering you a peek behind the curtain at the decision-making process and a chance to see how the game has touched the life of one of its creators.
Wheels Within Wheels
Beyond giving new life to beloved cards, The Things We Do for Love also introduces a new keyword to the second edition of A Game of Thrones: The Card Game in the form of prized. When a character, location, or attachment with the prized (X) keyword leaves play, each opponent of that card’s controller gains X power for his or her faction. But this is no easy task. The Targaryens have always built their armies around a few key characters they must protect, and the return of Mad King Aerys (The Things We Do for Love, 13) offers their House a character who cannot be killed unless your opponent controls a Lord or Lady character, or the Kingslayer Ser Jaime Lannister (Core Set, 87). Furthermore, the king may himself choose to kill one of those few who may stand against him by simply kneeling during the dominance phase. If a traitor can murder their rightful ruler, they will gain one power for their side, but the rage this will awaken within House Targaryen is not to be underestimated—their words are Fire and Blood, and they will ensure that any who stand against them will be reduced to ash.
As a final way to shake up the game, The Things We Do for Love also brings four agendas to customize your games. For example, you may choose to run Dark Wings, Dark Words (The Things We Do for Love, 28), the card originally designed by 2011 Melee World Champion Corey Faherty to focus your deck around devastating events. Or perhaps you wish to increase your deck size even further and run the classic agenda The Long Voyage (The Things We Do for Love, 30). Regardless of which faction you favor, this increased deck size lets you collect the largest assortment of warriors, servitors, lords, and ladies in all of Westeros, loading your deck with powerful characters and events along with the resources to pay for them. Add in some redundancy and a few key plots like Summons (Core Set, 22), At the Gates (At the Gates, 20), or Wheels within Wheels (Oberyn’s Revenge, 100) that allow you to easily search your deck, and you will be nigh unstoppable in the battle for the Iron Throne!
The Final Feast
The Things We Do for Love Premium Pack marks the beginning of a new release model for A Game of Thrones: The Card Game and it also designates the end of Organized Play support for the game.
In addition to Season 3 kits, which will be making their way into stores soon, the final Prime Championship season will kick off in November and will carry on into early next year. Beyond that, the last planned event with official support for the game will be the culmination of all Organized Play events, the World Championship, taking place at the Fantasy Flight Games Center from February 7–9. As a World Championship that's solely dedicated to A Game of Thrones: The Card Game, this is sure to be a memorable experience: one final celebration and one final World Champion.
While these are the last events we have planned for the game, it's entirely possible that it could receive more support in the future, such as at select fan events. If that happens, we will be sure to announce it.
With deluxe expansions, dozens of Chapter Packs, and countless tournaments, the world of Westeros has been brought to life by A Game of Thrones: The Card Game, but this game would not be what it is today without the incredible community behind it. Through your passion and creativity, you have turned a great game into something truly special, that players around the world have enjoyed for years and will continue to enjoy. Thank you so much! We can't wait to celebrate this game and its community in February.
The Realm Lives On
Just as the world of Westeros continues to shift with each rotation of the sun, A Game of Thrones: The Card Game will continue to evolve and change. We hope that you will continue to find new cards to delight and intrigue you as the game moves into a new phase of its life. You have made this game what it is, and we wish you well in all your battles to come!
You can pre-order your copy of The Things We Do for Love (GT54) at your local retailer today or online through our website with free shipping in the continental United States here!
in our forums!
The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.