Each Vault Is Unique
A Closer Look at the First KeyForge Vault Tour Stops
“Loot the Bodies! Hit the Floor! Loot the Bodies! Hit the Floor!”
–Brobnar War Chant
We're neck deep now in the TIME OF TRIUMPH, and we have players collecting Æmbershards left and right. So… what exactly are you planning to do with your Æmbershards? That's what we're here to talk about right now!
Every time you register a new Archon Deck in the Master Vault or play in a ChainBound event, you gain one or more Æmbershards. In the game, as you know, you can use your Æmber to forge keys and open Vaults. You probably know, also, that the denizens of the Crucible use Æmber in many ways—fueling their technologies, forging their weapons, or even eating the stuff to let it alter their very bodies. But you? When you gather Æmbershards, you can use them to assemble a warchest full of awesome prizes!
Whenever you attend a Vault Tour event, you can redeem your Æmbershards for any of the custom prizes available on its Prize Wall. And like everything in the Crucible, these prizes are profoundly diverse, constantly evolving, and in some cases, unique to each stop. Also, the more Æmber you bring, the more awesome gear you can get!
Infuse Your Game with Æmber
Wherever you join the Vault Tour, you'll find the Prize Wall replete with chain trackers, deck boxes, playmats, and other gear to upgrade your gaming experience.
Our initial stops feature high-energy designs themed to match the houses of the Crucible, so no matter which house you love best, you'll find items featuring iconic artwork that instantly evokes the spirit of your deck!
And for those of you who are just Logos enough to want exact placements for your deck and cards in each game (science demands we replicate our findings, after all), we also have a Vault Tour playmat that's perfect for teaching new players, streaming your games, and satisfying any compulsion you may feel to arrange your battleline "just so."
Sometimes when a player truly loves a specific house, that player and that house are destined to end up together… and you might have noticed that you'll have the option at the Vault Tour to collect a whole matching house set of chain tracker, deck box, and playmat.
Alternatively, you can redeem your Æmbershards for a range of items that aren't house-themed at all—such as this set of commemorative metal Vault Tour keys!
Don't Just Play It… Live It!
One of the coolest things about redeeming your Æmbershards at a Vault Tour Prize Wall is that it allows you to claim the prizes that fit you best… sometimes literally!
You'll find more than gaming gear on the Vault Tour Prize Wall. You'll also find plenty of wearable items to communicate your love of KeyForge—and maybe even to haul your gear and keep yourself warm through the early spring chills.
Design not final.
These items are just the tip of the iceberg! The Vault Tour Prize Wall is going to keep growing and evolving. Change is inevitable. And if you really want to save your Æmbershards, you can build toward some larger items, such as a custom gamer chair or game table!
Design not final.
Nothing says "I love KeyForge" quite like a unique, one-of-a-kind, KeyForge-themed, Geeknson game table!
This amazing table is bound to be one of the rarest items on the Prize Wall—and it's the only one that will simultaneously serve as a beautiful, undying testament to your love of Æmber and as the sturdy, physical object on which you and your friends can play your games.
When you redeem your Æmbershards for this table, you'll be able to theme it to your favorite house—or to the spirit of the Crucible itself!
As an extension of the Crucible, the Vault Tour's Prize Wall is bound to be in constant motion—changing, expanding, surprising, and delighting!
And this change doesn't just happen over a long, gradual process. It happens immediately. Each Vault Tour stop features its own collector's pin—unique to that event alone!
Beyond the pin, there's plenty more that's bound to change from stop to stop.
The house-themed prizes are all limited edition, as are many of the apparel items, meaning there's no guarantee they'll be at the later Vault Tour stops. But individuals at those later stops won't go home empty-handed: as some prizes rotate out, others will rotate in. In the long run, you can think of the Vault Tour Prize Wall as a lush, living garden—there will always be something beautiful, though you'll never know exactly what flowers you'll find in bloom!
Finally, while the KeyForge Prize Wall will also be available at select events outside the Vault Tour (stay tuned for more!), many of the items on the Prize Wall will remain exclusive to the various Vault Tour stops—further ensuring the uniqueness of your Vault Tour Prize Wall experience!
Your Bid for Glory
The KeyForge Vault Tour is more than your chance to play the game with hundreds of enthusiastic players; it's also your chance to pursue your choice of custom prizes. The Prize Wall lets you forge your Æmbershards into a prize haul that's as unque as you are, and—of course—you'll earn Æmbershards for playing and winning at your Vault Tour stop.
Still, the greatest prizes on the KeyForge Vault Tour aren't even available on the Prize Wall. The top performers over the course of the Vault Tour will earn invitations to the 2020 KeyForge World Championship, and the winner of each Vault Tour tournament will win free flight and lodging for a future Vault Tour event, so you can tour the world—fueled by Æmber!
Visit our list of scheduled Vault Tour events to plan your stop. Head to Facebook to let us know which prizes you hope to claim. And stay tuned for more—this is an event tour (and a Prize Wall) as wild as anything the scientists of Logos could dream up!
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Leading the Way
Preview the Rebel Pathfinders Unit Expansion for Star Wars: Legion
“Make ten men feel like a hundred.”
–Cassian Andor, Rogue One: A Star Wars Story
The odds are stacked against the Rebel Alliance in almost every confrontation with the Empire, but especially so for the Rebel’s special forces units. Often operating deep behind enemy lines, these elite operatives are accustomed to facing the full weight of the Imperial war machine without the support of a larger army. The Rebel Pathfinders show a particular dedication to the cause of the Rebellion, often volunteering for the most dangerous missions.
Making extensive use of guerrilla tactics to infiltrate and liberate key areas, the spies, saboteurs, and assassins that make up these units draw on their vast experience to get the job done with little thought of the obstacles that may stand in their way. Soon, you’ll have some of the Rebellion’s best soldiers at your command with the Rebel Pathfinders Unit Expansion for Star Wars™: Legion.
Within this expansion, you’ll find six unique, highly detailed miniatures. Four Rebel Pathfinders armed with A-300 blaster rifles are ready to do anything to keep the dream of the Rebellion alive, while Bistan and Pao are roaring into battle, ready to add some extra firepower with their heavy weapons. Adaptable and ready for anything, your Pathfinders can be further customized with eight upgrade cards that give you new options for how they attack, move across the battlefield, and more. Join us today as we take a look at everything included in the Rebel Pathfinders Unit Expansion!
Despite lacking the heavy weapons that allow Rebel Commandos to engage the enemy from a variety of distances or the prodigious strength and fortitude of Wookiee Warriors, the Rebel Pathfinders nonetheless earn their place among Rebel special forces with incredible battle instincts that only come with years of experience. Starting at 68 points for a squad of four miniatures, you’ll find that they carve a niche for themselves on the front lines, leading the way for the rest of your troops.
Unlike other units that face the enemy head-on, Rebel Pathfinders excel at setting up ambushes and, as a result, they provide benefits from the very beginning of your games of Star Wars: Legion. The Rebel Pathfinders can easily Infiltrate enemy territory, ignoring normal rules for deployment and setting up anywhere on the map beyond range 3 of all enemy units! This could easily put them close to their army’s objectives, but it could also help the Pathfinders put the enemy on the defensive right away.
Moving at a brisk speed two, a unit of Pathfinders can deploy close to the enemy and seize the chance to quickly move in, attack, and begin piling suppression tokens on an enemy unit before it even has the chance to move. At the same time, you could make sure your Pathfinders are ready to go on Overwatch, daring the opposing commander to send their troops walking into the line of fire.
Whether you choose to be aggressive or stay back and wait for the enemy to make a move, the Rebel Pathfinders have plenty of weapons available for when the shooting does start. The A-300 blaster rifles that they carry were designed with versatility in mind and, if you’re looking for something other than the two white attack dice provided by the standard version of the rifle, there are two alternatives.
If you move in close, the A-300 Short Range Config has excellent stopping power, granting every miniature in the unit a powerful red die when making an attack. If the enemy chooses to remain out of reach, however, you can always choose the A-300 Long Range Config instead, losing some power but gaining the ability to target enemies up to Range 4. No matter which configuration you choose, you’re not stuck with your choice. The A-300 can easily be reconfigured when your Rebel Pathfinders recover, giving you the chance to choose which configuration you want on the fly!
While the A-300 certainly reflects the versatile combat style of the Rebel Pathfinders, the members of the unit itself truly cement this idea. Rather than bringing generic soldiers wielding heavy weapons to the fight like most units, two unique aliens bring their own particular style to the Rebel Pathfinders. The Drabatan soldier Pao is ready to assume command of the unit, becoming the unit leader and helping to inspire fellow Rebel troops.
Operating so close to enemy positions, it’s only a matter of time before the Rebel Pathfinders cross paths with an Imperial vehicle. When this happens, the Iakaru Bistan becomes a valuable asset. On top of the five dice he adds to the attack pool, he also gives the unit a better chance of breaking through a unit’s thick armor and ionizing it, hopefully buying enough time for everyone to move out of range.
Even without Bistan to counter enemy vehicles, the Rebel Pathfinders have plenty of ways to escape harm. Since they’re accustomed to being the first to engage enemy troops, they show tremendous resolve in the face of enemy fire. Not only is their courage value twice that of standard Rebel Troopers, they are also Dauntless, allowing them to quickly react with a free move action by gaining a suppression token if they are suppressed but not panicked. Even when they do come under fire, the Rebel Pathfinders have an uncanny knack for sensing danger. In those cases, they can roll one extra defense die for each suppression token they have.
In the end, no matter who has joined them on the battlefield, the Rebel Pathfinders offer key new strategies for bringing down the Empire.
Find a Way
There’s no denying the danger inherent in the Rebel Pathfinders' approach to battle. But they’re willing to take the risk, even if it means making the ultimate sacrifice to end the tyranny of the Empire.
Look for the Rebel Pathfinders Unit Expansion (SWL32) to release alongside the Jyn Erso Commander Expansion (SWL31) at your local retailer in the first quarter of 2019. Pre-order your copy at your local retailer or online through our website here!
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© & ™ Lucasfilm Ltd.
In the Clutches of Chaos
Announcing the Fifth Mythos Pack in The Circle Undone Cycle
“It was in the sky. A definite point among the stars had a claim on him and was calling him. In the morning it had been underfoot; afternoon found it rising in the southeast, and now it was roughly south but wheeling toward the west.”
–H.P. Lovecraft, The Dreams in the Witch House
You thought your mission was simple—discover the fate of four missing persons who disappeared from a charity event hosted by the social elite. But at every turn, you have been forced to face truths more terrible than anything you could imagine. And now, after what you saw at the Unvisited Isle, your faith in humanity is on thin ice. You feel as lost and wayward as one of the spirits that haunt your every moment, whether awake or dreaming. Are you going mad? Is this what the world is now? Or has it always been this way?
Fantasy Flight Games is proud to announce In the Clutches of Chaos, the penultimate Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website!
VII • The Chariot
The conquest has begun. All shall tremble before the host of chaos. Submit or perish.
After your fateful investigation in Union and Disillusion, the state of the city continues to decay. Breaches in reality begin to rip through the fabric of the Earth, and a faint melody of discordant pipes can be heard throughout the streets of Arkham. Tendrils of mist reach out of the woods that border the town, stretching over Hangman’s Brook and crawling through the streets. Windows are shut tight, and if you didn’t know any better, you would swear that the place was a ghost town. Everyone is closed in, safe as possible, waiting for something to happen. Except for you. Always you.
As you face down the darkness with In the Clutches of Chaos, doom does not accrue at the usual rate. Instead, breaches are made at various locations like French Hill (In the Clutches of Chaos, 290) and marked by resource tokens. When enough breaches have been made at a single location, in this case Arkham’s richest and most historical neighborhood, an incursion occurs! An incursion adds doom to its location and causes the breaches to spread, opening rifts in reality at connecting locations.
As an investigator, your goal is to prevent these incursions by removing the breaches that cause them, but this can only be done by activating the dangerous action abilities on each location. Returning to French Hill, you must discard a card from your hand to move a breach from the location to the current act. If you don't maintain control over the breaches, you may soon find yourself overwhelmed and Arkham will fall into madness. Naturally, you cannot allow that to happen.
Call for Reinforcements
Most of Arkham has locked their doors and shuttered their windows against the coming storm, but there are still those who will stand alongside you in your fight to save the city. An experienced Guardian can call for some Agency Backup (In the Clutches of Chaos, 274). With more health and sanity than any other Guardian Ally, this brave band will protect not only your investigator, but your entire team, taking damage or horror for any investigator at the location. Beyond just using the agency as a human shield, you can also put their skills to use. By dealing them damage, you can harm a nearby enemy; or by dealing them horror, you can quickly discover a clue. If you step into the shoes of Leo Anderson (The Forgotten Age, 1) and act as an Inspiring Presence (The Pallid Mask, 228) for your Trusted (The Forgotten Age, 19) allies, you can become a nigh unstoppable force that any enemy would be mad to go up against.
While Guardians may be happy to run into a situation with guns blazing, Mystics tend to prefer a more practiced approach. With the assistance of the powerful Dayana Esperence (In the Clutches of Chaos, 279), Mystics can store their Spell events, like the upgraded Deny Existence (In the Clutches of Chaos, 280), waiting for the opportune moment and having this Witch cast them instead. In this way, they are protected from the discard pile, as Dayana can cast them time and again on your behalf.
In this adventure, you may wish to stick together, but with breaches erupting across the city, you may have no choice but to split up. Still, there is one class that is used to being alone. If you take on the role of a hardened survivor, you gain access to a new event in the form of Trial by Fire (In the Clutches of Chaos, 281), which allows you to set the base value of any one of your skills to five for your turn. Now, you can fill whatever role your team needs for a single vital turn, whether that means clearing clues from a location with high shroud or dealing the final blow to a particularly nasty enemy. The ordeal of this mission will push you to your limits, forcing you to endure more than any mortal should have to bear, but there is no telling what you are capable of until your team and the rest of your city turns to you in search of an answer. When you are their last hope, you cannot fail them.
Once More Unto the Breach
You never asked for this responsibility, but Arkham is teetering on the edge of madness and only you can save the city from the judgement it has brought down upon its own head. Stop the rips in reality and save Arkham from the terrors that lurk beyond!
Look for In the Clutches of Chaos (AHC34) when it arrives at retailers in the second quarter of 2019! You can pre-order your copy of this Mythos Pack at your local retailer today or online through our website here!
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© 2016 Fantasy Flight Games. Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® Fantasy Flight Games.
Standing Out from the Swarm
Announcing a Limited Edition Vulture-class Droid Fighter for AdeptiCon 2019
The Separatist Alliance’s Vulture-class droid fighters are manufactured to precise specifications and—in most cases—it’s impossible for Republic pilots to distinguish individual ships from the larger swarm. But soon, attendees of AdeptiCon 2019 will have the chance to make their Vulture droids stand out from the rest of the pack.
Fantasy Flight Games is happy to announce the Limited Edition Vulture-class Droid Fighter Expansion Pack for X-Wing™, exclusively available at AdeptiCon 2019!
One of a Kind
If you're coming to AdeptiCon 2019, you'll be one of the few who has the chance to pick up this expansion pack, featuring a beautiful Vulture-class droid fighter miniature sporting a striking metallic paint scheme that's sure to stand out among your swarms of Separatist fighters. In addition to the miniature, those who purchase this Limited Edition expansion will also find five ship cards, five upgrade cards, and two Quick Build Cards, along with the rest of the components they need to add this one-of-a-kind fighter to their Separatist squadrons. (All of these cards and components are identical to the ones included in the standard Vulture-class Droid Fighter Expansion Pack.)
Aside from growing your squadron with an exclusive fighter, AdeptiCon is the perfect opportunity for fans in the miniature war gaming community to experience tournaments, seminars, and other events, covering all aspects of the hobby. This year, Fantasy Flight Games will be hosting its own panel, covering Star Wars™: Legion, X-Wing, and Star Wars™: Armada. Join us at 1 p.m. on Thursday, March 28, in the Euphoria ballroom for this discussion with designers Alex Davy and Brooks Flugaur-Leavitt, including a chance for you to ask your own questions!
And last but not least, you'll also have the chance to compete or watch the best in the Star Wars: Armada and Imperial Assault World Championships, as well as plenty of other Organized Play tournaments and events, including an X-Wing System Open and the Star Wars: Legion High Command Inivitational. Even if you're not playing yourself, you'll still have the chance to watch these games played at the highest level, so make your plans to stop by the event space today!
Come See Us at AdeptiCon
We’ll be on hand for all five days of AdeptiCon 2019, and there's plenty for you to see and do. Make your plans to visit the Fantasy Flight Games booth and be the first to demo and purchase all the latest products for our miniatures games—then, be sure that you come to our panel, and our booth to pick up your very own Limited Edition Vulture-class Droid Fighter Expansion Pack, exclusively available at AdeptiCon 2019!
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© and ™ Lucasfilm Ltd.
Return to Echo Base
Tony Fanchi and Todd Michlitsch on the Latest Campaign for Legends of the Alliance
"Wars not make one great."
–Yoda, Star Wars: The Empire Strikes Back
Imperial walkers close in on the Rebel base as the last transports flee. Amidst the chaos, a few select heroes step forward to protect the refugees, never knowing that they may be forced to return to the very planet that they had once fled.
You may have already had the chance to play the free Return to Hoth campaign in the Legends of the Alliance companion app for Imperial Assault. Today, we take a peek behind the curtain at the trials and triumphs of its design process with Tony Fanchi and Todd Michlitsch in this week's designer journal!
Tony and Todd on the Return to Hoth Campaign for Legends of the Alliance
At the opening of the Return to Hoth campaign for the Legends of the Alliance companion app, it is several days after the Battle of Hoth. Our heroes are stranded on the Imperial-controlled ice planet and they must find a way to escape. Luckily, they are not alone. Joining them are two Echo Base troopers, Lieutenant Talcon and Corporal Kish—who you might remember from the Legends of the Alliance tutorial missions!
As the heroes and their trooper allies trudge across Echo Base’s now-defunct trench line, they are assaulted by Imperial forces under the command of General Sorin. Accompanying this Imperial patrol is a vehicle the heroes have never seen before, the SC2-M Repulsor Tank. This vehicle proves too well armored for the heroes and troopers, so they must find an alternate means of taking it down.
Much of what you encounter in this campaign may be familiar if you played through the physical Return to Hoth expansion, but for this new take on the Return to Hoth campaign in the Legends of the Alliance app, we decided to make Sorin’s Repulsor Tank central to the plot. We wanted the tank to not only make an appearance in the opening mission, but to be impervious to normal attacks. Thus, the opening mission presents the players with a formidable puzzle: how do you defeat an indestructible enemy?
The initial version of the mission presented a satisfying puzzle, but once it was solved, it became a little too easy to rush to the ending of this mission, especially upon repeat plays. As we revised, we decided that players would need to not only defeat the tank, but the entire Imperial patrol! This incentivizes you to spend more time dealing with the other Imperial forces, rather than just rushing to defeat the tank… but you still can’t take too long to take out the tank, however, because it is such a powerful threat. Leave it alive too long, and it will blast your team to bits!
Another late addition to this mission was the DF.9 Anti-Infantry Battery. Players first encountered one of these laser turrets (albeit in less-than-working condition) in the introductory mission from the original Return to Hoth campaign, which also has a mechanism for allowing the heroes to fire this turret. So, we decided to bring this mechanic back, with some tweaks to take advantage of the app’s functionality.
In the original campaign, this turret could only be fired four times in the entire mission. For the digital mission, it can be fired any number of times, but only twice per round. This keeps the turret as a tool the heroes can use throughout the mission, but also limits the frequency with which it can be used. And as you might expect, there are some other interesting ways that you could use the turret, but if you haven't played the campaign yet, we'll leave those for you to discover.
One other element of this mission that we liked a lot is the Echo Base Troopers. On this mission, the heroes are accompanied by Lieutenant Talcon and Corporal Kish, in the form of a regular Echo Base Trooper group. These Echo Base Troopers are a powerful pair for the players. Their Front-Line ability gives them strong attacks, stronger even than most hero starting weapons, so long as they are in close with the enemy. At five health, they won’t survive long in close quarters, so keeping them alive becomes a challenge. However, you may find it's worth your while to keep them alive through the entirety of the mission…
Designing a Mission
As we continued to move forward, we knew the second mission of the campaign needed to introduce the main villains: General Sorin and Dengar. A general bent on hunting the surviving Rebels on Hoth would likely be camped at Echo Base and would probably have a shuttle to steal! And if a general like that were desperate enough to prove themselves to the Empire, they may even hire an elite bounty hunter to help them in their task.
After choosing the mission’s premise, we took stock of the Return to Hoth box expansion’s components. We wanted to use as many of the tiles and figures as possible, and it quickly became clear that if we were going to visit Echo Base and encounter Wampas in this campaign, the second mission was our best chance!
With a hazy feel for what the mission might contain, we looked at what it needed to accomplish. Over the course of the second mission, the heroes needed to evade Imperial pursuers, encounter Wampas, elude Dengar, infiltrate Echo Base, steal a shuttle from under Sorin’s nose, and escape from Hoth. Noting the Wampa tunnels running beneath the base, the story seemed to write itself!
But now that we knew the story our second mission would tell, how would it go about doing that?
First, we considered how we wanted players to feel as they played the mission. The heroes would be running low on supplies as the Empire closed in around them. They would be chased into the uncharted caves below Echo Base where they would be lost and cold—maybe even a little frustrated, too.
A maze where you can’t even trust the map’s geometry seemed like the perfect way to make players feel as lost as their characters. We theory-crafted a few concepts before deciding to use a maze we knew we could build, along with a few tricks to make it difficult to remember where you’d been. The mission seemed like a perfect embodiment of the vision. And the maze was glorious!
But the mission was not. The heroes spent too much time walking through empty hallways, setting up map sections, fighting minor skirmishes, and freezing to death. On top of that, it was much too long. Some playtesters reported wandering the caves for as many as five hours! Each week we trimmed a little more of the maze, and each week it was still too long. Eventually we accepted that the original vision was too ambitious. Reluctantly, we stripped out everything that we thought defined the mission and sent it back to the testers.
To our surprise and joy, the reports were positive! From our isolated perspective we felt like we’d had to sacrifice our vision. But in reality, players were finally experiencing what we’d set out to create. We had to remember that Imperial Assault is first and foremost a tactical combat game. While the mission’s initial design had strayed too far from this core experience, we could still deliver on the vision.
We were satisfied with the mission’s buildup, but we still needed a satisfying conclusion. Reinvigorated, we got to work building on this stable ground.
Rediscovering a Mission
The longer we work on a mission, or any game project, the more we learn about what it isn’t. We know so much about what isn’t in the mission anymore, that it can be difficult for us to see what the experience really is. Sometimes during playtesting it’s helpful to take a step back, refocus, maybe ask another developer to play your content, and critically analyze what the game is right now.
When we reexamined the second mission, we noticed that it flowed well, but toward a natural conclusion that was, at the time, far too complicated. With fresh eyes, we saw that we were trying to do too much storytelling “on camera.” It was interfering with good mission pacing. With a new sense of what the mission really was, we reconfigured the ending to carry the story with core Imperial Assault mechanics. The front of the mission was already interesting enough to be memorable. Now, we just needed to let the heroes play.
Reimagining the Return to Hoth campaign for the Legends of the Alliance app was a wonderful experience—and it went far beyond these two missions. Each of the six missions in the campaign (five of which you'll play in a single playthrough) offered its own unique challenges and rewards, and we hope you find the new campaign similarly challenging and rewarding.
Thanks for reading!
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© & ™ Lucasfilm Ltd.
For the Empire
Announcing the First Dynasty Pack in the Inheritance Cycle for Legend of the Five Rings: The Card Game
“The quality of a warrior's skill can be measured in a single stroke.”
–Book of Sun Tao
Though the Great Clans clash on the battlefield and in the courts, they have one common cause. Each, in their own way, serves the Empire. The Crab may cut a smuggling deal to obtain more jade, but this stone is vital to the protection of the Kaiu Wall. Likewise, no matter how dishonorable the task, a Scorpion can always find solace in their duty to Rokugan. Even the Emperor's actions are guided by what will be best for the Empire.
Fantasy Flight Games is proud to announce For the Empire, the first Dynasty Pack in the Inheritance cycle for Legend of the Five Rings: The Card Game!
The Inheritance cycle marks a drastic change in the status quo of Rokugan as the Great Clans continue to battle amongst themselves. With the Emerald Empire becoming more dangerous than ever, iconic samurai must disguise themselves in their travels, only revealing their true identity when they are needed most. Furthermore, Bushi and Courtiers alike are now more valued than ever, fighting for their clans as Rokugan shifts around them.
While the Imperial and Elemental cycles were released over the course of six weeks, the Inheritance cycle will be released on a one pack-per month basis, providing a steady stream of new cards for Legend of the Five Rings: The Card Game!
As an added bonus, if you pre-order For the Empire from the Fantasy Flight Games website, you also gain access to three exclusive art cards featured in the pack! These cards feature no text, allowing you to enjoy the full art from Robin Wouters, Leo Avero, and Pavel Kolomeyets!
More than Meets the Eye
In these dangerous times, a samurai must sometimes hide their true identity in order to best serve their clan and the empire. For the Empire introduces a brand-new mechanic that sees unique characters enter conflicts disguised as other samurai before revealing their true skill and abilities at the most opportune time. These samurai bear the new disguised keyword, followed by a trait or clan affiliation—for example, Akodo Zentarō (For the Empire, 9) has the disguised keyword followed by the Bushi trait. These disguised characters can be played normally, but they also have a unique way of entering the battlefield from your provinces or from your hand.
If you choose to, you can unveil your disgusied character by choosing any non-unique character that matches the restrictions listed on the disguised character. So, in the case of Akodo Zentarō, you could choose any non-unique Bushi that you control. You'll reduce the cost to play the disguised character from your province or your hand by the printed cost of the chosen character, and when you play the disguised character, you'll move all attachments and tokens (including fate tokens and status tokens) from the chosen character to the disguised character. Finally, you'll discard the chosen character from play—they have revealed themselves to be the disguised samurai!
Importantly, your disguised samurai can't have additional fate put on them when they're played in this way! Thematically, they are the same samurai that has been in the conflict all along, only with their true identity revealed. Even if they are a dynasty card like Akodo Zentarō, you can use the disguised keyword any time you could play a character from your hand during the conflict phase, and they will always enter the field unbowed.
Using the disguised keyword, you may discard an Ikoma Reservist to play Akodo Zentarō. In this scenario, the Reservist's Fine Katana and two fate are placed on Akodo Zentarō, and the cost of playing Zentarō is reduced by one—the fate cost of the Ikoma Reservist!
Disguised characters have abilities that can drastically change the face of the game, and with Akodo Zentarō able to steal a holding from an attacked province, you can turn the tables on anyone who dares stand up to the might of the Lion.
While Courtiers do the work of their clan in the glamorous courts of the Emerald Empire, Bushi serve their clans in the blood and dirt of the battlefield. Glorious tacticians, skilled duelists, cavalier commanders, and even the crown prince himself are represented throughout the Inheritance cycle, their boldness and skill overwhelming their foes in military conflicts.
The Crab need these Bushi to defend Rokugan from the horrors to the south—should these samurai fail to hold the Kaiu Wall, the Emerald Empire would fall to corruption and rot. The Fifth Tower Watch (For the Empire, 5) understand the sacrifices that must be made to prevent Rokugan from falling to this terrible fate. When you sacrifice a character with Fifth Tower Watch on the field, your opponent must bow one of their characters with a lower military skill than the sacrificed character. With this and other effects, every sacrificed character serves an even greater purpose, and this ability is emblematic of one of the Crab’s major themes in the Inheritance cycle: sacrifice. While the Elemental cycle saw the Crab tempted by the power of mahō, the Inheritance cycle examines the human cost of defending the wall, and the strength this gives Rokugan’s most stalwart clan.
Even the Phoenix, known for their focus on Shugenja and pacifism, train Bushi to defend the clan when military conflicts are inevitable. The Shiba Sophist (For the Empire, 10) is a two-cost Bushi that lets you search your conflict deck for cards that share a Trait with the element of the contested ring. Not only is the Shiba Sophist a great way to enhance your hand of conflict cards, the Bushi trait itself is a valuable asset in the Inheritance cycle.
For example, the Shiba Sophist is a viable target for Purity of Spirit (For the Empire, 19), a new event that allows you to honor a Bushi for the duration of a conflict. While this honored status does not last, it can be the jump you need to break a province, especially when combined with the massive glory of a card like the Serene Warrior (Core Set, 88). At one influence, Purity of Spirit is also an attractive splash for the Lion Clan, a clan known for their prolific Bushi, who can also take advantage of A Perfect Cut (For the Empire, 22) to emerge victorious in the battlefield.
The honor of a Bushi is essential to victory, and none are as honorable or glorious as those hailing from the Hantei dynasty. Favored by Heaven, this long line of Emperors has held Rokugan together for centuries. For the Empire sees the Crown Prince, Hantei Sotorii (For the Empire, 13) himself, grace us with his presence. With the ability to boost the glory of any character participating in a conflict, Sotorii can pump your own honored characters or shame your opponent’s characters who have fallen into the pit of dishonor. The pure presence of Hantei Sotorii is enough to mold the shape of battle, and his skill in a conflict is just as impressive. However, allies of Sotorii must beware—the crown prince is prone to fits of rage, and the pride keyword could be his downfall should he experience defeat.
A Line in the Sand
With battles breaking out across Rokugan, Bushi are more important than ever. As battle lines between clans are drawn, it will be these samurai who help determine the fate of their clan. Will you stand alongside these warriors in the conflicts to come?
The Inheritance cycle begins with For the Empire (L5C19), available now for pre-order from your local retailer or our website!
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Available Now - February 14
New FFG Products Are Available Now
Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore!
Further explore Rokugan with Children of the Empire, a new premium expansion for Legend of the Five Rings: The Card Game!
Featuring a total of 234 new cards that celebrates the era of tranquility brought upon Rokugan by the Hantei Dynasty. Every Great Clan gets new tools, with themes of dueling and honor persistent throughout the expansion.
Children of the Empire also provides a snapshot of characters and events in the Legend of the Five Rings story as they are today. Look for cards that represent some of the biggest moments from Legend of the Five Rings fiction, and an updated version of an iconic character whose role in the celestial order has shifted.
Pick up your copy of Children of the Empire (L5C16) at your local retailer or online through our website here!
With the First Order poised to usher in a new era of galactic dominance, it's time to display your loyalty. With the First Order Maneuver Dial Upgrade Kit, you can move out of the Empire's shadow and further customize your X-Wing™ squadron.
These upgraded plastic maneuver dials signal your allegiance to the First Order while enhancing the aesthetic look of your squadron. As you secretly plot your maneuvers each round, these kits house a ship’s dial within a secure plastic housing. Additionally, the kits include a space on the back to insert a dial ID token, making it easy to differentiate between your ships in the middle of a game.
Pick up your copy of the First Order Maneuver Dial Upgrade Kit (SWZ20) at your local retailer or online through our website here!
Carry on the spark of the Rebellion and signal your dedication to protect freedom throughout the galaxy with the Resistance Maneuver Dial Upgrade Kit!
During every game of X-Wing, you and your opponent will secretly plot your ships’ movements on cardboard maneuver dials. The dial upgrade kit contains three plastic protectors that situate a ship’s dial within a secure housing, enhancing the aesthetics of your squadron and proudly displaying the colors of the Resistance. Not only does each dial clearly indicate that you fight for the freedom of the galaxy, they also include a space on the back to insert a dial ID token displaying a silhouette of the corresponding ship, making it easy to differentiate between your ships.
Pick up your copy of the Resistance Maneuver Dial Upgrade Kit (SWZ21) at your local retailer or online through our website here!
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© and ™ Lucasfilm Ltd.
Fu Leng's Domain
Preview the Landmarks Found in the Shadowlands Sourcebook for Legend of the Five Rings Roleplaying
The scholars of Rokugan generally agree that, at one time, what is now the Shadowlands was much like any other part of the Mortal Realm. That is the case no longer. As corruption and decay permeate the very elements south of the Kaiu Wall, few samurai understand the horrors that lurk in the shadows. Though rot spreads through the south like a katana through flesh, every location offers its own unique horrors, tormenting samurai who find themselves entangled in the Shadowlands.
Shadowlands is a 144-page sourcebook for Legends of the Five Rings Roleplaying that covers everything from terrifying new enemies to exciting new player options. Today, we are going to examine the harrowing locations found in the first chapter of the sourcebook. Each profile features a history of the location, adventure hooks, rumors, NPCs and more!
As a special bonus for pre-ordering Shadowlands through our website, you’ll also a receive a bookmark and eight 5" x 7" art prints showcasing Legend of the Five Rings art. This bookmark is the perfect way to mark important sections of the sourcebook such as charts or NPC information. Meanwhile, the art prints represent beautiful moments and characters from the Shadowlands sourcebook and the Mask of the Oni adventure!
The False Lantern Grove
The False Lantern Grove is an apparent oasis of spiritual purity in these fell lands. The sorcery of its keeper allows it to masquerade as a shrine kept safe by the kami during the night, when the inviting glow of its paper lanterns draws in the foolish and the desperate. Under the blessed light of Lady Sun, however, its truth is revealed: the “lanterns” are the hanging skulls of those who have fallen victim to the oni who dwells within.
The False Lantern Grove cannot be seen in its entirety at any one time, for it appears differently by the light of the sun and of the moon. At night, without the blessed illumination of Lady Sun to cast away illusions, it appears as a thicket full of beautifully blossoming trees. A visitor who happens across the grove by day sees a much different sight. Under the revelations of sunlight, the trees are shown to be withered and dead, blackened with rot and the Shadowlands Taint. Hanging from their decrepit branches are not lanterns, but skulls. Out of their eye sockets, the skulls cast light from candles that burn with an unnatural flame.
Those players who find themselves lost in the Shadowlands may seek security in the warm glow of lanterns, but perceptive samurai understand nothing is ever what it seems in the southern depths of the Shadowlands.
The Festering Pit of Fu Leng
Although the geography of the Shadowlands is fluid and mutable, it can nevertheless be said to have a center. The dark heart of this terrible realm is the Festering Pit of Fu Leng, the ancient site where the fall of the Dark Kami tore a hole in the mortal world and opened a doorway into the hellish realm of Jigoku. It is from the Festering Pit that the malevolent power of the Shadowlands originates, flowing into the mortal world in waves of corruption. While the Shadowlands Taint spreads in many ways, it is the Festering Pit that is its ultimate and original source.
Near the Festering Pit, the power of the Taint intensifies, oni wander freely, and even the blessed protection of jade falters—to approach the Pit is to approach Jigoku itself. As terrible and malign as the Shadowlands are as a whole, there is nowhere in all of Ningen-dō as terrible as the environment around Fu Leng’s descent. On the rare occasions the Crab have cause to send scouts near the Pit, they do not expect them to return, hoping only that they will accomplish whatever urgent mission draws them forth before succumbing to the Taint. The rare few who do return become some of the Crab Clan’s most venerated heroes—assuming the Kuni find them to be who and what they claim to be.
Players have little reason to risk coming in contact with the Pit, but those courageous enough to venture to this cursed location will never be the same.
The Forgotten Tomb of Fu Leng
Deep within the Shadowlands lies an utterly inhuman building. The architecture of this ancient structure is alien, with impossible angles no mortal can fully comprehend. Its purpose is infuriatingly unclear. Its aura of doom and decay has given rise to the belief that it is a tomb, but no one has found evidence or written records to prove anyone is buried there. Some legends hold that the Black Scrolls contain the sundered body of Fu Leng—his bones, his breath, his skin, his eyes, and other animating parts. Theologians have long argued over whether the Fallen Kami’s soul was banished back to Jigoku, split among the scrolls, or trapped in Ningen-dō, the Mortal Realm. What the Tomb actually contains is a haunting question with no comforting answers, for evil creatures throng about it and no mortal has returned from it sane.
Once in known history, scouts attempted to claim the Tomb in hopes of using it as a stronghold deep in the Shadowlands. Under Hiruma Kosami, a legendary Crab renowned for his bold tactics and dauntless leadership, twelve brave Hiruma scouts entered the Tomb to drive out whatever evil lurked there. They were never seen again, and the Crab have avoided it since. Now only a desperate or ignorant samurai would attempt to take refuge from the dangers of the Shadowlands in such a place.
No one can say for sure what awaits those who venture into this long-forgotten tomb, but it is unlikely to be a pleasant experience.
Throughout the Land
The corruption prevalent throughout the Shadowlands takes on many different forms. Every location is dangerous, luring samurai of Rokugan to a fate worse than death. Will you brave these tainted lands as a samurai of Rokugan, and survive with your soul intact?
Explore Fu Leng’s domain with Shadowlands (L5R06) available now for pre-order from your local retailer or our website!
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The Coiled Snake
Read a New Short Story Set in the World of Legend of the Five Rings
Through the past several weeks, we’ve gotten a look at the thought process of Emperor Hantei XXXVIII and his son, Hantei Daisetsu, as an explosive situation played out between the crown princes. But every conflict cannot be viewed from just one angle, and the Emperor’s eldest son has his own perspective on events.
Fantasy Flight Games is proud to present “Children of the Empire Part III” by D.G. Laderoute, a new short story set in the world of Legend of the Five Rings!
This story completes the “Children of the Empire” short story trilogy and can be downloaded here (6.2 MB). For the full context of this tale, be sure to read the first two parts of the story, “Children of the Empire Part I” and “Children of the Empire Part II”.
A Different Point of View
Keep your eyes on the Fantasy Flight Games website for more fiction set in the world of Rokugan, information on Legend of the Five Rings: The Card Game and Legend of the Five Rings Roleplaying! Also, be sure to pick up your own copy of the Children of the Empire premium expansion when it releases tomorrow!
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Age of Ascension
Announcing a New Set for KeyForge
“See, Momo? I told you it wouldn’t take long.”
In 2018, legendary designer Richard Garfield introduced the world to KeyForge—a game where every deck is as unique as the player who wields it, coming pre-built and ready-to-play. Wits and tactical prowess win the day in a fast-paced game of cosmic competition where death is temporary, but glory is forever.
Along with this groundbreaking design came a lush, endlessly diverse world to call home. The Crucible, an artificial planet filled with secrets known only to the Architects, acts as the perfect setting for the world’s first Unique Deck Game, as the pieces of countless worlds gather to change the landscape every day to create something new and incredible. Now, you are invited to journey deeper into Crucible as your quest to unlock the power of this planet and ascend to a new plane continues.
Fantasy Flight Games is proud to announce Age of Ascension, the second set of KeyForge—now available for pre-order at your local retailer on online through our website!
A New Dawn Rises
Become a new Archon in Age of Ascension! As a new set of KeyForge, Age of Ascension mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced in Call of the Archons to create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master.
Importantly, Age of Ascension is a companion to Call of the Archons, not a replacement or a sequel! You don't need to start with Call of the Archons in order to reach Age of Ascension, and you don't need to switch to Age of Ascension Archon Decks in order to remain competitive. Archon Decks from each set are equally matched against one another, which makes Age of Ascension an invitation to embrace even more of the spirit of exploration and discovery that makes KeyForge unique.
This new set further explores the gameplay of KeyForge with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike. Age of Ascension offers a new tactic for the House with cards like First Blood (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike.
On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon a Duskwitch (Age of Ascension, 320), while the demons of Dis can make use of an Unlocked Gateway (Age of Ascension, 67) to destroy each creature—but the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains like Gateway to Dis (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them.
Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, like Lamindra (Age of Ascension, 272), and the most skilled warriors of the Crucible—those who can create order even in the middle of a chaotic clash between rival Archons. "Lion" Bautrem (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured Æmber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you'll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands.
The previously unseen cards of Age of Ascension are seamlessly mixed with 166 favorite cards from Call of the Archons to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as the Witch of the Wilds (Age of Ascension, 369), have different card numbers from their Call of the Archons counterpart (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find an Age of Ascension deck with only cards that originally appeared in Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars's monstrous Xanthyx Harvester (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of déjà vu, like Archimedes (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer.
Even cards that do not carry over from Call of the Archons to Age of Ascension have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear in Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. In KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even though Quixo the "Adventurer" (Call of the Archons, 144) is not included in the Age of Ascension cardpool, he still has a chance of appearing in your Age of Ascension decks as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind.
The Power in Your Hands
Beyond the cards themselves, you may notice other subtle differences in Age of Ascension, highlighted in the set’s new starter. The KeyForge: Age of Ascension Two-Player Starter Set features all the tools you need to either begin or expand your adventures on the Crucible, including two unique Age of Ascension Archon Decks, a Quickstart Rulebook, two paper poster playmats for easily organizing your play area, and all the keys, tokens, and chain trackers you and your opponent need to start playing.
Unlike the Call of the Archons Starter Set, this set does not include two standardized learning decks, and you'll also discover that stun and increased power are now marked by tokens rather than status cards. Both the Call of the Archons Starter Set and the Age of Ascension Two-Player Starter Set provide excellent points of entry for new players, and as the game continues to grow, the power is with you to choose the option that’s right for you.
Once the Age of Ascension set lands at retailers in the second quarter of 2019, you'll be able to track your Archon Decks from both Call of the Archons and Age of Ascension in the Master Vault at KeyForgeGame.com. Here, you can track your decks and see how they fit into the meta at large, follow the performance of other Archons across the Crucible, and stay updated on tournaments and events from Fantasy Flight Games Organized Play. As KeyForge continues to evolve, so too will the Master Vault, so keep an eye out for what secrets are emerging!
A Softer Side
Each of the seven Houses first introduced in Call of the Archons gain new allies and tools in the Age of Ascension—and some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example, Culf the Quiet (Age of Ascension, 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game!
As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants. Lollop the Titanic (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn't deal any damage when he is attacked.
One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like the Grumpus Tamer (Age of Ascension, 39) have domesticated them… kind of. Now, this House can use their beloved monsters to pull vehicles like the Grump Buggy (Age of Ascension, 24), which can bring your opponent’s progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim a War Grumpus (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They're just a bit more... grumpy.
Return to the Stars
The world of the Crucible is vast—what will you uncover in your journeys? Are you ready to seek the knowledge of a new age? Let your curiosity lead you to new discoveries and step into the Age of Ascension!
Look for the Age of Ascension to begin in the second quarter of 2019! Be sure to pre-order your copy of the KeyForge: Age of Ascension Two-Player Starter Set (KF04) and your collection of KeyForge: Age of Ascension Archon Decks (KF03a) at your local retailer today or online through our website here!
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Battles of the Spirit
Guest Writer Tobin Lopes Addresses the Elemental Roles of Legend of the Five Rings: The Card Game
"What the priests had believed was an angry kami was, in reality, two spirits locked in battle over the shrine. A battle of invisible wills, raking the walls, breaking the rafters, primordial forces locked in stormy opposition."
–Robert Denton III, Outsiders
As a Living Card Game®, Legend of the Five Rings: The Card Game is always changing and evolving. New cards change the ways that players experience the game's central conflicts and the ways they view its Great Clans.
And while this growth and change is to be expected of every LCG with a dynamic card pool, Legend of the Five Rings takes the idea of change—or, more precisely, of impermanence—and pushes it even farther. Characters enter play with a limited lifespan—fated to leave within a few rounds. Even the rules for deckbuilding and the identities of the Great Clans shift with time—and with the selection of each clan's elemental roles.
Now that the first period of Elemental Championships is underway, players all around the world find themselves intricately involved in decisions that will shape their clans' futures. It's an exciting idea—one that offers Legend of the Five Rings players a unique role in the development of their favorite game—and guest writer Tobin Lopes shares his thoughts about why these roles and the selection of them are so important to not only the Organized Play, but also the casual experience of Legend of the Five Rings: The Card Game!
Tobin Lopes on the Elemental Roles in Legend of the Five Rings: The Card Game
Since their introduction to Legend of the Five Rings: The Card Game, the ten possible elemental roles have spurred many passionate discussions and deliberations among the player community.
Few of those discussions echoed more loudly than the ones that emerged from the first role selections at the Kiku Matsuri and that eventually led to the stunning betrayal by a Hatamoto who abandoned his clan—and his Hatamoto status—to play as Scorpion at the Winter Court World Championship, hoping to place high enough to steer the Scorpion Clan away from a potentially overpowered combo.
With drama like that emerging at the Winter Court World Championship as the result of role selection, it’s clear that the Role System has already led to a great deal of community involvement in its brief existence—and this will only get more dynamic, interesting, and engaging in the coming years.
As we are now in the middle of the first period of Elemental Championships, we have reason to explore how role selection will become an even greater part of the game and make even more of a mark upon the people who play it.
Since the game’s release, players have debated which roles their clans should choose, as well as how to go about making those choices.
- The Kiku Matsuri selections were largely about choosing a strong—but not optimal role—in order to get a stronger one at the 2017 Winter Court World Championship.
- Throughout the Toshi Ranbo Kotei Series, players debated whether their role selection should be based on available provinces or the other cards a given role would make available to the clan.
- Although the role choices the clans made at the 2017 Winter Court World Championship resulted in many of the clans gaining an even stronger role, the clans had more mixed results in the Toshi Ranbo Kotei season, largely because it used a unique process through which the clans would pick a second role collectively. Unicorn was probably the biggest beneficiary—getting Keeper of Fire. The Crab, however, got Seeker of Earth—a choice that many Crab were disappointed with. As a result, most players, with the exception of Unicorn players, played with their Winter Court 2017 roles at the 2018 Winter Court World Championship.
Because their elemental roles literally alter their card pools, the clans are deeply invested in determining which roles work best for them. And the newest selections from the 2018 Winter Court World Championship are now carrying players into the first period of Elemental Championships, which will determine the Great Glans' newest roles, and their selection will provide great fodder for conversation and community engagement.
With its tri-annual role rotation, Legend of the Five Rings: The Card Game can now boast the most dynamic play environment ever found in an LCG. The metagame changes with the addition of new products, with the rotation of elemental roles, and with the changes those elemental roles place on the respective values of the new products to each of the Great Clans.
Not only will the new elemental roles shift how the clans play, but the 2019 releases of Children of the Empire and five new Clan Packs will mean that some roles which are strong now may become weaker, and roles currently viewed as weaker will become stronger—and all of this varying from clan to clan.
Taken altogether, this means Legend of the Five Rings players will be playing and deckbuilding in a meta that constantly opens new doors while others close.
The Elemental Championships and the Ever-changing Meta
Choosing roles through the two seasons of the Elemental Championships should lead to exciting times for everyone involved in Legend of the Five Rings: The Card Game Organized Play.
In contrast to the role selection at the Winter Court World Championship, which bestows great honor on each clan's top samurai, the role selection process for the Elemental Championships relies on clan communities communicating about the best way forward for their individual clans. There are far more Elemental Championships, far more samurai earning votes, and far more votes to cast.
The role selection process for the Elemental Championships also ensures that clans won’t be able to retain their outgoing role—although, interestingly, it does allow for multiple clans to share the same roles. However, this process ensures that anytime a clan greatly favors one role, they will be forced to adjust once that role becomes unavailable.
But that’s where the fun is… because with more cards coming—and more chances for clans to use their elemental roles to access new cards—we will see a constantly shifting meta. And I predict that—in order to prepare themselves for the Great Unknown Shifting Meta—each of the Great Clans will look for access to both a Seeker and Keeper Role at any one time.
With an Unknown Future, Excitement Is Coming
With the changes to their elemental roles, players and clans are going to have to stay on their toes. Strategies and card combinations which are popular or powerful in February may not be either in May. And as new cards emerge that play off the different roles, the importance of each clan's role selection is only going to increase.
There's going to be so many exciting new possibilities that I believe players will alter decks and experiment with different themes and—yes, I’m saying it—different clans! All this makes for dynamic, diverse, and exciting games, both casually and in Organized Play.
As I see it, the next year of Legend of the Five Rings: The Card Game will be an exciting one, and I think that all these new beats of change make Legend of the Five Rings the strongest iteration to-date of the Living Card Game moniker.
Bring Strength and Honor to Your Clan
As Tobin suggests, the votes that players are casting during the current period of Elemental Championships will soon play a massive part in shaping the game for months to come. But as he also notes, you, too, can play your part in this critical moment.
Find an Elemental Championship near you, and make your plans to attend. The Top 2 samurai from each clan will get to vote for both an Element and a Role, and even if you don't find yourself among the Top 2, you might be able to persuade your clan's representatives to see things your way and cast their votes as you would have them.
What cards do you want to play with? What do you expect the future may hold for your clan, your element, and your role? Now's the time to play—and to bring strength and honor to your clan!
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For the Republic
Preview the Upgrades in the Guardians of the Republic Squadron Pack
“We’re on your tail, General Kenobi.”
–“Odd Ball,” Star Wars: Revenge of the Sith
Even with the power of the Force on their side, the Jedi cannot hope to take on the Separatist Alliance’s swarms of interlinked droid starfighters alone. Fortunately, the Galactic Republic has turned to a massive army of clone troopers in this time of crisis to support the Jedi in their efforts to preserve the Republic. Working in unison, Jedi and clone troopers play off each other’s strengths to become a lethal combination capable of bringing down the most dangerous droids.
While every clone trooper may be built from the genetic template of the bounty hunter Jango Fett and all Jedi share a connection to the Force, this does not mean they are all uniform in their approach to combat. In fact, skilled clone pilots can be deployed to the space battles of X-Wing™ in any number of ways, while their Jedi commanders tap into a wide range of powers granted by the Force.
With the Guardians of the Republic Squadron Pack set to introduce the Galactic Republic to the game later in the first quarter of 2019, you’ll soon have to opportunity to create your own combination of Jedi generals and dedicated clone troopers. In addition to its fourteen ship cards—five for the Delta-7 Aethersprite and nine for the V-19 Torrent Starfighter—this Squadron Pack also includes 50 upgrade cards, giving you all the tools you need to customize your Galactic Republic squadrons.
On top of providing reprints of many neutral upgrades that you’ll need to fully equip your squadrons, this Squadron Pack also contains several upgrade cards that can be used exclusively by the Galactic Republic and its starfighters. Join us today as we examine how these upgrade cards define the Galactic Republic and its approach to the space combat of X-Wing.
The Separatist Alliance may have the technological edge in the escalating Clone Wars, but no amount of droid starfighters can hope to match the dedication of those who fly for the Galactic Republic. Each battle, the cool calculations of the Separatist’s droids is matched by the Republic pilots’ belief in their common cause and both Jedi and clone pilots work together to defend the Republic from those who would tear it apart.
Often flying into battle in tight formation, the Republic’s clone troopers remain Dedicated to their squadmates, refusing to leave their wingmen even if it puts them at a disadvantage. This talent helps non-limited ships like the Blue Squadron Protector to live up to their name, gaining a strain token so that a friendly ship can reroll one of their blank defense results.
With Plo Koon taking fire, the Blue Squadron Protector gains a strain token, allowing Plo Koon to reroll his blank result!
Better yet, this upgrade supports two distinctly different forms of squad-building. On the one hand, Dedicated pilots can help valuable limited ships stay in the fight for longer. But pilots with the Dedicated upgrade also help each other gain defensive rerolls, giving you the chance to build a large squadron of non-limited ships that can be particularly hard to damage.
Already proficient defensively, a squadron of V-19 Torrents could similarly enhance its offense by equipping a set of Synchronized Consoles. With one of these modifications, a ship can spend a lock on the defender after performing an attack for a different friendly ship to acquire a lock on the defender. When timed correctly, Synchronized Consoles give clone troopers even more chances to launch a deadly cascade of missiles or punch through just a little more damage.
Obi-Wan Kenobi uses his Battle Meditation ability to coordinate with both Gold Squadron Troopers, letting them acquire locks on Captain Sear!
Similarly, the Jedi recognize how important each and every ship is to accomplishing their mission. In our article on the pilots included in the Guardians of the Republic Squadron Pack, we already discussed how their Delta-7 Aethersprite starfighters have the built-in ability to evade after spending a Force charge. With the Battle Meditation upgrade, the Jedi can add a purple coordinate action to their repertoire. Unlike the standard coordinate action, however, the Force charge spent for this action can be used to coordinate two friendly non-limited ships of the same type, potentially letting a Jedi and two Gold Squadron Troopers work together to set up a devastating attack run.
When they’re not working alongside clone pilots, the Jedi will likely be using the Delta-7’s high maneuverability to zip around the engagement area and stay one step ahead of their opponents. They can make this even easier by equipping their fighters with some handy astromech droids. With a simple R4-P Astromech on board, for example, they have two chances throughout a game to reduce the difficulty of a basic maneuver, helping them clear stress while still making aggressive moves. Alternatively, R4-P17 lets them be even more aggressive and perform actions after fully executing a red maneuver, even while stressed.
Mace Windu executes a Segnor's Loop and then uses R4-P17 to perform a boost and close in on the Vulture-class droid fighter!
Using an astromech for navigation has obvious advantages, but these droids can only be relied on for so long, and they won’t help you avoid incoming missiles or torpedoes. To make up for this, a ship can be outfitted with some Spare Parts Canisters. These parts could be used to recover a charge on a ship’s astromech or to put some debris between a ship and its pursuers, breaking all locks assigned to it. Either way, this modification can make a crucial difference when used at the right moment.
In fact, some Spare Parts Canisters may be especially useful for Jedi pilots looking for a little more firepower and durability. If they opt for the heavier Delta-7B configuration, their fighters gain two shields and an increased attack value, making them even more formidable. These enhancements do come at the cost of some maneuverability, though, making a cloud of spare parts an invaluable defensive tool.
Fight As One
The Jedi Knights and clone troopers protecting the Galactic Republic must band together and work as one if they hope to stand against the insurgent Separatist Alliance. When outfitted with upgrades that enhance their natural abilities, nothing can stand in their way.
The Guardians of the Republic Squadron Pack (SWZ32) is releasing alongside the rest of Wave III in the first quarter of 2019. Pre-order your copy at your local retailer or online through our website today!
in our forums!
© and ™ Lucasfilm Ltd.
Announcing a New Expansion for Descent: Journeys in the Dark
The heroes of Terrinoth take on many shapes and sizes. From stoic warriors leading the charge to powerful mages harnessing the power of rune shards to conjure powerful magics and defeat their foes. Your adventures in Descent: Journeys in the Dark have seen you embody a myriad of different classes, and now even more choices await!
Fantasy Flight Games is proud to announce Lost Legends, a new expansion pack for Descent: Journeys in the Dark, created through Fantasy Flight Games's in-house manufacturing!
Lost Legends includes new class options for players venturing into the dark, including two new standard classes and eight new hybrid classes, opening up hundreds of new hero and class combinations for you to discover as you continue your adventures in Terrinoth!
The Essence of Life and Death
Lost Legends adds ancient techniques, long forgotten in the realm of Terrinoth, to your hero's toolset. This includes the enigmatic new Healer class, the Soul Reaper.
The Soul Reaper is an expert at taking the essence of death and transforming it into a powerful ally. At the very beginning of your journey into the mysteries of this class, when any monster is defeated, you may place one damage token on Essence Harvest, representing the very lifeforce of that monster. The Soul Reaper can then use this essence as a powerful currency in your fight against the darkness.
For example, Stream of Life allows you to discard up to four essence from Essence Harvest to help a nearby hero recover that much health, transforming this life essence into a healing salve. As a part of the Healer archetype, many of the Soul Reaper’s class cards focus on trading essence for health.
But in order to gain this essence, a trade must be enacted, and the Soul Reaper must assist in slaying the monsters that fuel their magic. The Harvester Scythe is the starting weapon of the Soul Reaper, and it allows you to recover your own health whenever you defeat a monster with this weapon. Stocking up on health and essence is a powerful combination, and it will behoove your heroes to let the Soul Reaper get the finishing blow on monsters that stand in your path.
Through hard-earned experience, you can even learn to harness the power of essence to snatch victory from the jaws of defeat. Spirit Link not only provides a boost of essence at the start of an encounter, it also gives you the opportunity to save an ally from being knocked out, potentially restoring the majority of their health. With a Spirit Link on the field, your team of heroes can turn certain defeat into a mighty victory through the power of essence.
As you grow in your role as a Soul Reaper, you may even find yourself mastering the Font of Vitality, dramatically increasing your healing efficiency. As a passive ability, Font of Vitality gives a small boost to both Stream of Life and Spirit Link, but it also allows you to refill your essence whenever a hero within three spaces rests!
Mastering the power of essence can be a difficult task, but gaining the power of a Soul Reaper means holding the power of life and death in your hands. But this is just one of the two standard classes introduced in Lost Legends, this expansion also introduces the powerful Elementalist class of the Mage archetype, allowing you to bend the very elements to your will.
The Best of Both Worlds
Alongside these two new standard classes, Lost Legends also contains eight new hybrid classes, bringing the grand total of hybrid classes up to twelve and covering every possible combination of archetypes!
Originally introduced in The Chains That Rust expansion, hybrid classes allow a hero belonging to one archetype to choose a second class, belonging to a different archetype, for use during an adventure. When a player chooses a hybrid class during Hero Setup, the basic skill card will tell you to choose one additional standard class deck belonging to a different archetype. You begin with the basic skills and starting equipment from that second class deck, and may spend your experience on either class deck, allowing you to create powerful combinations unseen in Terrinoth for ages!
For example, the Trickster hybrid class belongs to the Scout archetype, but it also allows you to choose a standard class from the Mage archetype, creating a crafty magic user who uses wits and trickery to outmaneuver their foes.
For example, Now You See Me is a two-experience class card that can get you out of a tight spot. When you are targeted by an attack, a hero within five spaces may choose to switch spaces with you, getting you out of trouble while strategically moving your pieces around the board!
Focusing your efforts on your Trickster spells could even lead to the secrets of Arcane Fusion , an expensive ability that allows you to fuse the abilities and traits of one weapon to another. It will take careful planning throughout your adventure, but forming one super weapon could prove to be overwhelming to any monster who stands in your way.
Of course, there aren’t the only tools you’ll have at your disposal. You’ll also have the powerful tools of the Mage class you choose. From the deceptive Conjurer to the conniving Necromancer, pairing the Trickster hybrid class with these tools can spell doom for the terrors of Terrinoth. And since that's just one of the hybrid classes included in Lost Legends, just imagine what secrets and synergies exist within the other combinations!
Legacy of the Lost
For ages, these ancient techniques have remained lost to the heroes of Terrinoth. Now, this fountain of knowledge has been rediscovered. Will you use it to venture into the dark and become a hero in the realm of Terrinoth?
Discover new ways to explore Terrinoth with the Lost Legends expansion (uDJ45) for Descent: Journeys in the Dark, available now for pre-order from your local retailer or our website!
in our forums!
The copyrightable portions of Descent: Journeys in the Dark Second Edition, its expansions and miniatures are © 2005-2012 Fantasy Flight Publishing, Inc. Descent: Journeys in the Dark, its expansion titles and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc.
Announcing the Downed AT-ST Battlefield Expansion for Star Wars: Legion
“Whoa! That got him!”
–Wedge Antilles, Star Wars: The Empire Strikes Back
The Imperial All Terrain Scout Transport is a formidable war machine, cutting through Rebel lines as it stomps across the battlefields of the Galactic Civil War. Despite their appearance, however, these intimidating assault vehicles aren’t invincible. Soon you’ll find out what happens when one of these towering terrors comes crashing down. Fantasy Flight Games is proud to announce the Downed AT-ST Battlefield Expansion for Star Wars™: Legion!
Rather than marching forward and raining mortar shells on the hapless Rebels in its path, the wrecked AT-ST you’ll find in this expansion joins the fabric of the battlefield itself, providing valuable cover for your troops no matter what planet they’re fighting on. In addition to deepening your immersion in the Star Wars galaxy, the six new battle cards in this expansion also invite you to make your crashed AT-ST a focal point of the struggle between the Empire and the Rebellion, adding even more variety to your games of Star Wars: Legion.
From the tight back alleys of Mos Eisley spaceport to the lush forests of Endor, terrain forms the canvas for your Star Wars: Legion battles, affecting everything—from where you deploy your forces to the very strategies you employ once your troops are on the battlefield. With a finely detailed miniature representing an AT-ST that has crashed and crumpled into a rocky battlefield, the Downed AT-ST Battlefield Expansion can become an exciting and thematic centerpiece to any confrontation.
A downed AT-ST is certain to draw the attention of both Rebel and Imperial troops, of course, and while this miniature can enhance any battlefield you find yourself on, it can also play a larger role as a crucial objective in a totally new type of conflict. The Downed AT-ST Battlefield Expansion contains six new battle cards that dramatize a two-act struggle over a wrecked AT-ST, outlining the objectives, deployments, and conditions of a brand-new, two-part scenario.
As the scenario opens, a lone AT-ST on a recon mission has gathered important intel on the location of an underground Rebel bunker before being shot down by Alliance starfighters. Desperate to Secure the Intel , the first act sees both players racing toward the downed AT-ST to extract this crucial information before it can fall into enemy hands. But as Forces Converge on the crash site, this confrontation is sure to escalate quickly. As it does, the weight of your choices can be felt throughout your army, as each unique unit that is defeated in Act 1 and each unique upgrade equipped to a defeated unit in Act 1 becomes unavailable to you during Act 2.
Between the beautiful downed AT-ST miniature itself and six new battle cards, the Downed AT-ST Battlefield Expansion alters the landscape of your games of Star Wars: Legion while opening up an epic new way to play.
Into the Breach
Even without the use of its powerful MS-4 Twin Blaster Cannons and other heavy weapons, an AT-ST can still play a pivotal role in the confrontations between the Empire and the Rebellion—especially if it’s a part of the battlefield itself.
Look for the Downed AT-ST Battlefield Expansion (SWL30) to be released in the second quarter of 2019! You can pre-order your copy at your local retailer or online through our website here.
in our forums!
© & ™ Lucasfilm Ltd.
Star Wars: Outer Rim
Announcing a New Board Game of Bounty Hunters, Mercenaries, and Smugglers
“Everything you’ve heard about me is true.”
–Lando Calrissian, Solo: A Star Wars Story
Far from the shadows of Coruscant’s skyscrapers lies the dangerous Outer Rim. To many citizens, the galaxy's edge represents a hive of scum and villainy that is better left ignored. But to the scoundrels of the galaxy, the Outer Rim represents opportunity. If you can survive the harsh conditions of the edge of space, you may just find yourself emerging from the grime of the underworld as one of the most famous scoundrels in the galaxy.
Fantasy Flight Games is proud to announce Star Wars™: Outer Rim, a game of bounty hunters, mercenaries, and smugglers for one to four players!
In Outer Rim, you take on the role of an underworld denizen, setting out to make your mark on the galaxy. You’ll travel the Outer Rim in your personal ship, hire legendary Star Wars characters to join your crew, and try to become the most famous (or infamous) outlaw in the galaxy!
But it won’t be easy. The warring factions of the galaxy roam the Outer Rim, hunting down the scum that have proven to be a thorn in their side, and other scoundrels looking to make their mark see you as the perfect target to bring down and bolster their own reputation. Do you have what it takes to survive in the Outer Rim and become a living legend?
Fame and Infamy
A game of Outer Rim takes place over a series of turns that sees players taking dangerous jobs, tracking down bounties, upgrading their ship, and more, all in service of gaining more and more fame.
Regardless of the path you take to get there, the goal of Outer Rim is to gain ten fame, cementing your place in the legends of the Star Wars galaxy. Gaining this fame can come from a variety of sources, such as completing your character’s personal goal, collecting on bounties and jobs, delivering illegal cargo, taking down patrols from the various factions struggling over the galaxy, and enjoying the finer things in life by purchasing luxury items with your hard-earned credits.
While the path to victory may be different for scoundrels finding their way in the Outer Rim, everyone starts from the bottom with a simple starship. Your player board not only tracks your fame progress, but also contains slots for your ship, your character card, gear, reputation, modifications, jobs, and bounties.
The player board is the hub of your adventures in Outer Rim, with spaces for your ship, your character, your jobs and bounties, crew, modifications, and much more!
Of course, you can’t become a legend by idling on planets and staring at the stars. You’ll have to take your ship across the galaxy to build your fame. You’ll have to traverse dangerous hyperspace routes between the farflung planets of the Outer Rim, avoiding hostile patrols, devastating maelstroms, and deadly encounters as you build your legacy.
The wealth and danger of the Outer Rim is laid out before you!
In performing your jobs you’ll have to avoid patrols from the Hutts, Crime Syndicates, Imperials, and Rebels. While these patrols can be nuisances that stand in your path, destroying a powerful patrol can increase your fame, and doing jobs for any of these factions can turn them into helpful allies—but helping one faction may harm your reputation with the other major factions of the galaxy, encouraging them to hunt you down wherever you may hide.
Even if it's not glamorous, you won't get far without a ship. Every would-be legend begins with a starter ship that gives you the opportunity to take your first steps into a larger world. But as your legend grows, so do your resources, and as you find success you can improve and upgrade your ship, even trading it in for a newer model like a modified YT-1300. By meeting certain conditions, you can even transform these ships into iconic Star Wars vessels like the Millennium Falcon!
It might be just a modified YT-1300 light freighter for now, but once you meet your ship goal, you can flip the card over to reveal the Millennium Falcon!
Decide Your Destiny
But what’s a ship without a pilot? One of the most exciting aspects of Outer Rim is stepping into the shoes of some of the most iconic scoundrels in the Star Wars galaxy. Each of the eight character choices has their own skills and and their own personal goal to help them become famous or infamous throughout the Outer Rim. Search for the fastest ship in the galaxy with Han Solo or hunt down dangerous bounties with Boba Fett. Sabotage Imperial bastions with Jyn Erso or make a fortune from illegal cargo with Lando Calrissian. Once these characters achieve their goal, they gain fame and more powerful abilities that will undoubtedly prove useful as they continue their journey through the Outer Rim.
Furthermore, as you travel from planet to planet you’ll gather a crew of famous characters! You might fly alongside the mighty Chewbacca, the respectable businessman Hondo Ohnaka, and more! These crew members add new skills and abilities to your ship, and collecting the perfect crew is essential to victory. But be warned, if there is a death mark on one of your crew members, other players may hunt them down, and it’s up to you to defend them—unless a mutually beneficial deal can be reached…
Characters and crew also contain various skills to help you on your journey, from experts in influence like Lando Calrissian to masters of stealth like Doctor Aphra. These skills will come in handy during your journey across the galaxy: at the end of your turn, you’ll draw an encounter card based on your space. The Star Wars galaxy is brimming with action and adventure, and every space has its own story to tell.
These encounters could see your legend growing, but only if you have the skill to navigate them. Many encounters will ask you to test a specific skill, such as luring someone into a high stakes game of sabacc with your influence, or using your stealth to help a Rebel cell steal some gear from an Imperial garrison.
Succeeding in these encounters can bring you fame and credits, while failure can leave your ship damaged, your reputation ruined, or worse. These dice are also used during combat, and during jobs, which are more in-depth encounters with branching results based on your skills. With factions on your tail and the dirty allure of the Outer Rim constantly calling, a job is never as simple as moving some cargo.
On the Edge
Will you make a name for yourself by hunting bounties for the Hutts, stealing for the crime syndicates, or smuggling goods past Imperial patrols? All this and more is possible as you adventure through the outskirts of the known galaxy. Set your coordinates, gather your crew, and make the jump to hyperspace with Outer Rim!
Create your own legend and pre-order Star Wars: Outer Rim (SW06) through your local retailer today! Look for Outer Rim to release in the second quarter of 2019.
in our forums!
© & ™ Lucasfilm Ltd.
Expand Your Operations
Announcing Wave IV for X-Wing
“Always remember: your focus determines your reality.”
–Qui-Gon Jinn, Star Wars: The Phantom Menace
From the Clone Wars to the conflict between the Resistance and the First Order, the space battles of X-Wing™ now encompass every era of the Star Wars saga. Whether you're flying for the Separatist Alliance or the Galactic Empire, the tides of all these conflicts could turn on the actions of single starfighter pilot. Now, new fighters are on the way to bolster the squadrons of those caught up in these monumental clashes.
Fantasy Flight Games is proud to announce a new wave of nine expansions for X-Wing!
- Naboo Royal N-1 Starfighter Expansion Pack
- Hyena-class Droid Bomber Expansion Pack
- Resistance Transport Expansion Pack
- TIE/vn Silencer Expansion Pack
- Millennium Falcon Expansion Pack
- A/SF-01 B-Wing Expansion Pack
- VT-49 Decimator Expansion Pack
- TIE/sf Fighter Expansion Pack
- Deluxe Movement Tools and Range Ruler
Placing an emphasis on heavily-armed starfighters, this wave shakes up the established strategies for each of the included factions, giving you more options than ever for producing explosive results. While you pursue new strategies for the Rebel Alliance, Galactic Empire, and First Order with starfighters returning from the game’s first edition, this wave also introduces never-before-seen ships and upgrades for the Galactic Republic, Separatist Alliance, and Resistance, taking your squadrons in bold new directions.
Naboo Royal N-1 Starfighter Expansion
Sleek and agile, the Naboo Royal N-1 is well-suited to its role as a diplomatic escort for that planet’s ambassadors. Beneath the gleaming chromium of its elegant spaceframe are advanced Nubian engines further customized by the Theed Palace Engineering Corps, making the N-1 one of the fastest starfighters of its time.
When pressed into combat, N-1 starfighters are known to use this great speed as a defensive strategy—the ship’s Full Throttle ability gives them the option to perform an evade action after fully executing a speed 3–5 maneuver. But the token gained from this action could just as easily be used during an attack if you have R2-C4 aboard.
In addition to the beautifully detailed and pre-painted Naboo Royal N-1 Starfighter miniature, this expansion contains six ship cards, seven upgrade cards that give you greater control over its prodigious speed, and the tokens and maneuver dial you need to defend Naboo or any other planet.
Hyena-Class Droid Bomber Expansion Pack
Baktoid Armor Workshop’s Hyena-class droid bomber is a wartime evolution of the Trade Federation’s Vulture-class droid fighter. Carrying an extensive payload of experimental and deadly ordnance provided by the Techno Union, a Hyena is a nasty surprise to any Republic loyalist who dismisses the danger posed by “mere” droids.
Compatible with the Vulture swarm tactics, Hyena-class bombers add lethal new layers to Separatist squadrons. With access to a variety of deadly devices, missiles, and torpedoes, there’s no telling where a Bombardment Drone will strike next. The Hyena-class Droid Bomber Expansion Pack contains everything you need to supplement your swarm of interlinked droids, including six ship cards and ten upgrade cards.
Resistance Transport Expansion Pack
Often pressed to put their skills and technical knowledge to good use in the fight against the First Order, many members of the Resistance pull double duty as transport pilots. The Resistance transport is a custom-built shuttle, used by the Resistance as a troop carrier and gunship. What's more, its modular design means the vessel's cockpit pod can be flown independently on missions that don’t require heavy weaponry or transport capacity.
With the Resistance Transport Expansion Pack, you can add this versatile ship to your squadrons in one of two forms. As a transport, the ship is perfect for carrying high-ranking Resistance officers into battle to support their more nimble fighters. The Transport Pod, on the other hand, may lack the space for more than one crew member or additional weaponry, but makes up for it with additional agility and a lower cost.
Millennium Falcon Expansion Pack
One of the most iconic ships in the Star Wars galaxy, the Millennium Falcon may look like a YT-1300 Light Freighter, but Han Solo and Chewbacca’s modifications have turned it into anything but. Now, these scruffy-looking smugglers turn their efforts to defeating the Galactic Empire alongside the heroes of the Rebellion.
With the Millennium Falcon Expansion Pack, you can add a generic YT-1300 Light Freighter to your Rebel Alliance squadrons, or you can choose to pilot the legendary Millennium Falcon itself. In addition to a Modified YT-1300 Light Freighter ship miniature featuring a blue engine glow, this expansion also contains four YT-1300 ship cards identical to those found in the Rebel Alliance Conversion Kit, two new Quick Build cards, and reprints of fourteen essential upgrade cards that give you the chance to make your own modifications.
A/SF-01 B-Wing Expansion Pack
Incorporating a revolutionary gyrostabilization system, the A/SF-01 B-wing is dangerous to fly and difficult to master. In the right hands, however, the B-wing’s formidable weapons can be used to devasting effect, earning it a reputation as the premier assault fighter of the Rebel Alliance.
The A/SF-01 B-Wing Expansion Pack contains everything you need to add one of these powerful fighters to your Rebel squadrons, including a fully re-sculpted A/SF-01 B-wing ship miniature—now featuring folding wings, a spinning cockpit, and a body that can rotate on the peg. Additionally, you'll find four ship cards, identical to the A/SF-01 ship cards found in the Rebel Alliance Conversion Kit. Finally, you’ll also find reprints of eight upgrade cards and two new Quick Build cards that provide plenty of options for outfitting your B-wing for battle.
VT-49 Decimator Expansion Pack
A durable vessel capable of independent patrols, the VT-49 Decimator’s size and power blurred the line between shuttle and corvette—but the same qualities that endeared it to up-and-coming Imperial officers also made it useful to agents of the Emperor, under whom failure was not an option.
With the VT-49 Decimator Expansion Pack, you can bring a single VT-49 Decimator to your Galactic Empire squadrons. Additionally, you’ll also find three ship cards matching the VT-49 Decimator ship cards from the Galactic Empire Conversion Kit, as well as a selection of thirteen reprinted upgrade cards, giving you the freedom to add vital crew and deadly devices to your ship. Finally, two Quick Build cards let you get your Decimator in the fight right away with predefined combinations of ship and upgrade cards.
TIE/vn Silencer Expansion Pack
The TIE/vn silencer is the most elite starfighter developed for the First Order by Sienar-Jaemus Fleet Systems. Built in the depths of the Unknown Regions with the technologies that once made the TIE defender an unprecedented threat, this dreaded craft can threaten any Resistance ship—provided the pilot can handle its power and speed.
Featuring a beautifully re-sculpted miniature, the TIE/vn Silencer Expansion Pack gives you everything you need to wield one of these high-tech fighters in your First Order squadrons. In addition to six ship cards identical to those found in the First Order Conversion Kit, you’ll also find reprints of five upgrade cards tailored to the silencer’s unique capabilities, as well as two Quick Build cards inviting you to jump into action right away.
TIE/sf Fighter Expansion Pack
Development of the TIE/sf fighter required Sienar-Jaemus Fleet Systems to pioneer new energy-cell technology to power the advanced systems demanded by the First Order Special Forces. The resulting starfighter boasts a versatile array of weapons, shields, and sensors, suitable for any situation.
Equipped with a Heavy Weapon Turret that can be rotated between its front and rear arcs, the TIE/sf is a threat from multiple angles. When outfitted with a set of Afterburners, it can combine this turret with deadly speed to get in the perfect position to launch an attack. On top of the TIE/sf miniature and Afterburners upgrade card, this expansion also contains four TIE/sf ship cards identical to those in the First Order Conversion Kit, seven upgrade cards, and two new Quick Build cards.
Deluxe Movement Tools and Range Ruler
Every game of X-Wing locks you in a tense duel for space superiority, where every move you make could bring you one step closer to victory or push you toward defeat. Every round, you’ll need to carefully plot a course for each of your ships, trying to anticipate enemy movement and bring opposing ships in range to open fire. Now you can upgrade every move you make with the Deluxe Movement Tools and Range Ruler.
This pack contains premium plastic maneuver templates and a range ruler to upgrade the corresponding components from your X-Wing Core Set. In addition to the eleven movement templates, you’ll also find a range ruler base and four range ruler segments that can be used individually or combined to make your measurements quick and precise.
The galaxy’s major powers are gathering their forces. Prepare your squadrons for the battles to come with a new wave of expansions for X-Wing!
Look for the fourth wave of X-Wing expansions at your local retailer in the second 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.
The Fate of Wilderland
Announcing the Sixth Adventure Pack in the Ered Mithrin Cycle
“Hammers, axes, swords, daggers, pickaxes, tongs, and also instruments of torture, they make very well, or get other people to make their design, prisoners and slaves that have to work till they die for want of air and light."
–J.R.R. Tolkien, The Hobbit
Your mission in Rhovanion has challenged you like never before, forcing you to climb treacherous mountain paths and stand steadfast in the face of a Dragon's fire to restore peace to a troubled land. You were pushed to within an inch of your life, but you managed to survive. It should be over. You should be allowed to go home, but Fate has other plans.
Throughout this cycle, which began in The Wilds of Rhovanion, you have sought to resettle your Haradrim friends into a new life far from the shadow of Mordor, but safety has always been just out of reach. You have chased whispers and rumors across the Iron Hills in search of a fiery foe greater than any you have faced before, and stood before the glinting eye of Dagnir herself. Now, when all should be said and done, you must fight for your lives as the mountain you have liberated falls under siege.
Fantasy Flight Games is proud to announce The Fate of Wilderland, the sixth and final Adventure Pack in the Ered Mithrin cycle for The Lord of the Rings: The Card Game—now available for pre-order at your local retailer or online through our website!
Out of the Frying Pan…
Your delve into the mountain depths in Mount Gundabad was meant to be the end of your harrowing quests in Rhovanion, but you are far from safe. In a move long-planned, one whom you once thought your ally has returned with an army to lay claim to Gundabad and the dragon’s hoard. In Urdug's Assault (The Fate of Wilderland, 168), Goblins swarm up the mountain slope, surrounding your party, and you have no choice but to fight them back. You know the fate that awaits you if you should fail… victory or death are the only options.
In an adventure that feels like it came straight from the pages of Tolkien’s work, The Fate of Wilderland puts you in the middle of a grand battle right at the moment when your only thoughts are of the return journey home. This is no small, loosely organized band of Goblins like you are used to seeing in the Iron Hills. As the fight rages on, you will be pitted against Urdug's Elite (The Fate of Wilderland, 158). Once this group of advanced fighters engages you, you must either exhaust one of your characters to hold back the assault for just a moment, or allow the Goblins to add progress to the quest. And the betrayer himself is the worst of all. At Urdug's Command (The Fate of Wilderland, 166) the Goblin leader makes an immediate attack against the first player in your party, and if he can strike them down, his dark army will be one step closer to victory. In this final challenge, you cannot afford a single slip.
A Worthy Wizard
As you stand outnumbered by the Goblin swarm, you will need every ally you can find, and the more powerful the better. While he may be known for peace, there is one hero who resides in Rhovanion that may be sympathetic to your plight and lend his strength to your cause. Ever since he first came to Middle-earth, Aiwendil, now known as Radagast (The Fate of Wilderland, 145), has been a tender of the beasts and birds of Middle-earth. Even the Great Eagles and Beorn consider him a friend. While he has appeared as an ally (A Journey to Rhosgobel, 59) in the Shadows of Mirkwood cycle, the Wizard’s inclusion as a hero in this Adventure Pack gives you the opportunity to explore deckbuilding opportunities centered on the rare Istari trait.
When the Wizards first arrived in Middle-earth, Radagast unwittingly used his connection to the creatures of the world to have them act as spies for Saruman, believing that he was using his power to help keep watch on the stirrings of Sauron. Radagast can still use his connection to the natural world for the forces of good. If you play a Creature card during your turn, Radagast will not exhaust to quest, sending his beloved animals to scout ahead. And these allies need not be directly under the Brown Wizard’s influence sphere—while Radagast has an emphasis in Lore, he can use his resources to pay for Creature allies of any sphere.
The Wizard’s sway over the beasts of Middle-earth is further increased with Radagast's Staff (The Fate of Wilderland, 154), which lets him use an Action to either ready a Creature ally, reduce the cost to play one of these allies by two, or repel a non-unique Creature enemy to the staging area. This means that Radagast can bring an ally like a Loyal Hound (The Fate of Wilderland, 148) into play for free, then proceed to quest while staying ready to combat whatever obstacles are revealed from the encounter deck. With the aid of the wilds, Radagast is ready to stand against the forces of the shadow in Middle-earth!
Into the Fire
You have freed the region from the terror of the Dragon's fire throughout the Ered Mithrin cycle, but the land is still in peril. You may be weary, but you have come too far to surrender now. The Fate of Wilderland is in your hands—are you ready for the challenge?
This Adventure Pack will hit retailers in the second quarter of 2019. You can pre-order your copy of The Fate of the Wilderland (MEC71) at your local retailer today or online through the Fantasy Flight Games website here!
in our forums!
The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
A Samurai's Edge
Announcing the Legend of the Five Rings Roleplaying Gamemat
From the Shadowlands hordes to the south to the deadly words nesting in courts across the land, the Emerald Empire is a dangerous place. As the samurai wield their words in the courts and their blades on the battlefield, so to do players of Legend of the Five Rings Roleplaying need their own tools to survive in Rokugan!
Fantasy Flight Games is proud to announce the Legend of the Five Rings Roleplaying Gamemat!
This 26” x 26” rubber gamemat keeps your roleplaying sessions organized while immersing your group in the world of Rokugan!
A Samurai’s Tools
The Legend of the Five Rings Gamemat features helpful information for the Game Master and players alike. An initiative tracker along the Game Master's side of the mat lets every player quickly view a visual indication of their relative initiative value during an encounter, while keeping track of their character's current stance via a seperate tracker in the middle of the mat.
Finally, various void pool locations and helpful symbol references spread across the mat help players track their void points and instantaneously interpret any roll of the dice. Coordinating a battle in Legend of the Five Rings Roleplaying has never been easier with this gamemat at your side!
The Emerald Empire will swallow samurai whole without proper guidance. Make sure you have the proper tools when you explore Rokugan with the Legend of the Five Rings Roleplaying Gamemat!
Immerse yourself in Rokugan with the Legend of the Five Rings Roleplaying Gamemat (L5S18), available now for pre-order from your local retailer or our website!
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Prizes and Locations for the Upcoming 2019 Star Wars™: Destiny Galactic Qualifiers
“Your destiny lies along a different path from mine. The Force will be with you, always.”
–Obi-Wan Kenobi, Star Wars: A New Hope
Good news, Star Wars™: Destiny fans!
The Galactic Qualifiers are a series of large, convention-based events for Star Wars: Destiny that have proven immensely successful, drawing hundreds of players from all across the globe to compete for custom prizes and an invitation to the Star Wars: Destiny World Championship.
This season's events have already kicked off with tournaments in Germany, France, the United Kingdom, the United States, and Spain, and there's plenty more to come. Now, we're pleased to share that with the introduction of the Convergence Booster Packs, these exciting events are going to be further energized by the introduction and integration of new formats and prizes!
Rotation Brings a Refresh
As the release of Convergence ushers forth the game's first Standard rotation, we will see the first real distinction between the game's Standard and Infinite formats. This means, we'll see real differences between all three of the game's constructed formats—Standard, Infinite, and Trilogy—and the upcoming Galactic Qualifiers will each feature more than one of these formats.
As a result, these top-level events will gain even more energy as players look to explore the different options available in each format, and you will find even more ways to enjoy your dice-and-card battles over the course of a Galactic Qualifier weekend.
Organizers can supplement their Standard format Galactic Qualifiers with Galactic Qualifiers run in the Trilogy or Infinite formats. You'll even see a number of Galactic Qualifiers run as Sealed events!
Meanwhile, you'll find a wealth of new Convergence-themed prizes introduced to these upcoming Galactic Qualifiers by the end of March. The Galactic Qualifiers have continued to feature the Prize Stations that were so well-received throughout the last season, and you'll see their prizes refreshed, as well, along with new playmats to accompany each of the four supported formats.
The release of Convergence will also see the debut of new spot-gloss cards for the Prize Station, as will the release of each new set. For example, you've already seen the new Jabba the Hutt (Convergence, 36) in our announcement of the Convergence Booster Packs, and if you win enough prize tickets during your participation at an upcoming Galactic Qualifier, you'll eventually be able to redeem them for a stunning spot-gloss, plastic version of this notorious gangster, complete with his ability to search the top of your deck for a bounty or Yellow event!
Claim the Greatest Bounty of Them All
Despite the beauty of the custom prizes you'll find at the Prize Station, the greatest prize at the Galactic Qualifiers isn't even one you can see. Each player who manages to go undefeated through all six Swiss rounds of a Galactic Qualifier main event, regardless of the format, wins a reserved seat at the upcoming Star Wars: Destiny World Championship in October!
That means the Galactic Qualifiers are your pathway to a whole galaxy of adventure—perhaps even your first step along the Jedi path. Will you be the one to battle your way to the World Championship, conquer the galaxy's greatest players, and steer the galaxy's planets toward the light or dark side of the Force? The upcoming events are your chance to find out.
This also means that each Galactic Qualifier is a fantastic opportunity for a young Padawan to be trained in the ways of the Force. You'll see the greatest decks on display, and you'll find them played with top-level precision. If you've ever been curious just how far this game can take you, there's no better place to advance your training than at a Galactic Qualifier.
Adventure and Exploration
There's plenty of reason to enjoy an upcoming Galactic Qualifier even if you're not the most competitive fan of Star Wars: Destiny. Each event will feature Escape Pods in one or more of the game's various formats—Standard, Trilogy, Infinite, or Sealed.
These eight-player events feature three Swiss rounds each and reward you with prize tickets based on your performance. They're great for casual players—or even just for casual decks. You can explore new strategies, try crazy new deck designs, or even get in some last-minute testing ahead of the main event (depending on the event schedule).
Either way, you'll earn prize tickets that you can use toward the same Prize Station prizes as participants in the main event, and most Galactic Qualifiers will offer you plenty of time to try both the main event and the Escape Pods, meaning you'll find every Galactic Qualifier is a weekend full of Star Wars: Destiny action, regardless of your status as veteran or beginner, or your preference for casual or competitive play.
Fulfill Your Destiny
Eager to celebrate the release of Convergence and the thrilling back-and-forth of your Star Wars: Destiny battles? You can find more detailed information about the upcoming Galactic Qualifiers and their prizes on the Galactic Qualifiers website. Start making your plans to attend today!
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© & ™ Lucasfilm Ltd.
Available Now – February 7
New Products from the Android Universe and The Lord of the Rings Are Available Now
Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore!
In the not so-distant future, humanity has spread out across the solar system, unlocked the frontiers of cyberspace, and created millions of intelligent androids in its own image. At the heart of this progress stands a ladder leading to the riches of the stars—the massive space elevator called the Beanstalk. And at its base sprawls the biggest, meanest, and most exciting city on Earth: New Angeles.
You can explore this world with Shadow of the Beanstalk, an Android sourcebook for the Genesys Roleplaying System!
Take on the roles of cops, con artists, roughnecks, and escaped androids trapped between greedy corporations, corrupt officials, and vicious street gangs. Outwit your foes, uncover their conspiracies, flee their retribution, and maybe you’ll survive. Who knows? Maybe you’ll even get rich...
Shadow of the Beanstalk is a 256-page sourcebook for use with the Genesys Roleplaying System. In this book, you’ll find new rules for character creation, new weapons, equipment, and adversaries, new rules for running the Net, information on the Android universe, and advice for Game Masters running a campaign in the cyberpunk future of Android. All of this is accompanied by beautiful art and elegant mechanics that can be used in any setting for Genesys Roleplaying!
Pick up your copy of Shadow of the Beanstalk (GNS04) at your local retailer or online through our website here!
Enter the greatest city on Earth with the Citizens of New Angeles Adversary Deck for Shadow of the Beanstalk!
The Citizens of New Angeles Adversary Deck features twenty cards representing powerful adversaries from the Android universe for use in the Genesys Roleplaying System. These cards feature vital stats for these adversaries, giving Game Masters all the tools they need to keep the game running while introducing new NPCs into your adventure!
The Citizens of New Angeles Adversary Deck features characters from all walks of life in the city of New Angeles, from seedy club owners to corporate sysops to grizzled detectives. These characters all call New Angeles their home, and with the Citizens of New Angeles Adversary Deck, they can be right at your fingertips!
Pick up your copy of the Citizens of New Angeles Adversary Deck (uGNS08) from your local retailer or online through our website here!
Access a world beyond humanity with the Androids, Drones, and Synthetics Adversary Deck for Shadow of the Beanstalk!
The Androids, Drones, and Synthetics Adversary Deck features twenty cards representing powerful adversaries from the Android universe for use in the Genesys Roleplaying System. These cards feature vital stats for these adversaries, giving Game Masters all the tools they need to keep the game running while introducing new NPCs into your adventure!
The Androids, Drones, and Synthetics Adversary Deck explores new life in the world of Android. From the bioroids of Haas-Bioroid to the clones of Jinteki, populating your world with these characters will make it feel like the not-so-distant future, and this adversary deck keeps them right at your fingertips!
Pick up your copy of the Androids, Drones, and Synthetics Adversary Deck (uGNS07) from your local retailer or our website here!
Dive into the underworld with the Runners, Mercs, and Criminals Adversary Deck for Shadow of the Beanstalk!
The Runners, Mercs, and Criminals Adversary Deck features twenty cards representing powerful adversaries from the Android universe for use in the Genesys Roleplaying System. These cards feature vital stats for these adversaries, giving Game Masters all the tools they need to keep the game running while introducing new NPCs into your adventure!
The Runners, Mercs, and Criminals Adversary Deck features some of the most famous faces in the Android universe. From clone detective Caprice Nisei, to NBN executive Jackson Howard, to rogue runner Reina Roja, if you want to include individuals who have made their mark in the Android universe in your games, this is the Adversary Deck for you. While some of these adversaries are featured in Shadow of the Beanstalk, others are profiled for the very first time in this deck!
Pick up your copy of the Runners, Mercs, and Criminals Adversary Deck (uGNS09) from your local retailer or our website here!
Javier Zamora used to be a real journalist, with all the perks of working for NBN. Now, he vids scandalous, fringe, and downright disgusting content for a less mainstream corner of the Net. His stories draw an audience, at least enough of one to fund his life in the undercity. Or they used to, anyway.
When Zamora stumbles on evidence of a serial killer stalking the undercity, he thinks it might be his ticket back to journalistic respect—or at least a steady revenue stream. But as the investigation draws him into a sordid world of underground cage fights and blackmail scams, the notorious Los Scorpiones gang warns him to drop the story.
Faced with the choice between abandoning the story of his career or antagonizing a dangerous criminal cartel, Zamora must tread carefully if he wants to keep his creds, his life, and maybe even his integrity.
Walk into the deepest parts of New Angeles with Undercity: A Javier Zamora Novella by Richard Lee Byers! This page-turning adventure explores the dark center of the Android universe, as Javier Zamora risks life and limb to find the perfect story!
Pick up your copy of Undercity (NAD10) from your local retailer or online through our website here!
The Ghost of Framsburg is the fourth Adventure Pack in the Ered Mithrin cycle for The Lord of the Rings: The Card Game.
In an attempt to slay the Dragon Dagnir, you have set off for the cursed city of Framsburg in search of a weapon capable of felling the beast. It is said that the legendary blade Wormsbane, sword of Fram son of Frumgar, lies here entombed with its master. But the city will not offer up its treasures easily. Foul beasts prowl the city's ancient keep and disturbing those long past is sure to draw their ire. You would do well to discover Fram's sword and escape quickly, lest you lose yourself in the darkness of this place forever.
Among The Ghost of Framsburg's sixty cards, you'll find a new Spirit hero, as well as a new Song and Weapon that will boost any of your Warrior characters.
Pick up your copy of The Ghost of Frambsburg (MEC69) from your local retailer or our website here!
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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.