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Unfathomable Wallpapers

Published 23 September 2021 | Unfathomable

Unfathomable Wallpapers

All-New Unfathomable Mobile Wallpapers Now Available

The steamship Atlantica makes way to Boston, but dark shadows trail the ship, staying just out of sight beneath the waves. Your fellow passengers seem unnaturally fixated, staring out to sea with a silent, desperate longing. Your dreams are plagued by eerie underwater nightmares. And now, a passenger has been murdered. This voyage began like any other, but now it seems that the Atlantica may never reach its destination.

Prepare to dive into Unfathomable, the all-new board game full of hidden loyalties, intrigue, and paranoia, by downloading this exclusive wallpaper for your mobile device. Inspired by the art on the card backs in the game, we'll be releasing additional wallpapers as we get closer to the release of Unfathomable. Make sure to follow us on our social media channels for all the latest updates!

To download on an iPhone/Android phone, first click on the thumbnail. When you see the full image, press the image and hold until you see "Save Image/Download Image". Once the image has been saved, you'll need to set it as a wallpaper in your device's settings.

 

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© and ™ Fantasy Flight Games.

Available Now: September 17

Published 17 September 2021 | Marvel Champions: The Card Game

Available Now: September 17

Nebula Hero Pack Now Available

Check out the latest product from Fantasy Flight Games, now available online through our webstore or at your local retailer!


Nebula

Created by Thanos to be the perfect killing machine, Nebula broke free from her tyrannical father to become a feared space-pirate. But when the Mad Titan threatened all life in the universe, she joined forces with the Guardians of the Galaxy to stop him. Though she may have a checkered past, Nebula is ready to prove that she can be a hero too.

As a sometimes-friend, sometimes-enemy of the Guardians of the Galaxy, Nebula blitzes into action in this expansion pack, which introduces her as a brand-new playable hero, along with her fifteen signature cards. With a pre-built Justice deck ready to go, you’ll be ready to try out Nebula’s technical gameplay from the moment you open the box. With a versatile range of abilities and the potential for some powerful combos, Nebula is a dangerous hero that should never be underestimated!

Not a standalone product. Marvel Champions: The Card Game core set required to play.

Pick up your own copy of the Nebula Hero Pack (MC22en) at your local retailer or online through our webstore today!

 

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© MARVEL

In-Flight 2021

Published 15 September 2021 | Descent: Legends of the Dark

In-Flight 2021

Recapping the 2021 FFG In-Flight Report

It’s finally time for Gen Con 2021! And while we won’t be at the event in person this year, we did still hold our annual Fantasy Flight Games In-Flight Report this week. Be sure to give it a watch over at our YouTube channel if you haven’t already done so!

If you don’t have the time to watch the report or you would like a recap of the highlights, you can find a quick summary of everything we announced below.


Descent

The first game in the newly-rebranded Terrinoth Legends universe, Descent: Legends of the Dark is the largest single project ever produced by Fantasy Flight Games. And it’s just getting started!

In addition to a brief shout-out to Level Up Dice and their awesome upcoming dice for the game, we also teased a sculpt from an upcoming expansion, Ghosts of Greyhaven. This expansion is a side-story that can be incorporated into your Act I campaign or played as a standalone adventure. Act II is still a ways off, but development is going smoothly, and in the meantime fans of Descent can look forward to Ghosts of Greyhaven to tide them over!


KeyForge

As we mentioned in an article last week, KeyForge is going on hiatus with a planned relaunch alongside a digital version of the game in the future. In the In-Flight Report, we gave a sneak-peek at the game’s sixth set, Winds of Exchange.

In addition to a whole new batch of cards and mechanics, Winds of Exchange also introduces the game’s eleventh house, the Compacts of Ekwidon. This is a mercantile house founded by the asymmetrical Getrookya, and it’s all about themes of trade and exchange. Joining the Ekwidon are six returning houses, including Brobnar, Sanctum, Saurians, Star Alliance, Unfathomable, and the long-awaited return of Mars!


Arkham Horror: The Card Game

Can you believe it’s already been five years since Arkham Horror: The Card Game first launched? This game has been going strong all this time and it’s not slowing down anytime soon. We had two big announcements for Arkham LCG in the In-Flight Report, with the first being Machinations Through Time.

This new standalone scenario gives us our first look at the city of Arkham in different time periods. Investigators must jump between the 1890s, the 1920s, and the 1950s as they try to solve a mystery of scientists disappearing throughout time. Machinations Through Time is the next in line of our special Gen Con scenario releases, similar to The Blob That Ate Everything and War of the Outer Gods. Like those two scenarios, Machinations is compatible with epic multiplayer mode, which means players can work together with other teams to solve this chronological caper. This standalone scenario will hit stores in the first quarter of 2022.

The other big announcement for Arkham LCG is a repackaging of the Dunwich Legacy cycle. Similar to the upcoming Edge of the Earth expansions, all of the player cards for the cycle can be found in the Dunwich Legacy Investigator Expansion while all the encounter cards and campaign cards can be found in the Dunwich Legacy Campaign Expansion. These expansions are the first in a wave of repackaged content for Arkham Horror, and they will both release within the first quarter of next year.


The Lord of the Rings: The Card Game

The Lord of the Rings: The Card Game is Fantasy Flight Games’ longest-running LCG by a wide margin. This game has been around for ten years now, and the size of its loyal fanbase is a testament to how great of a game it is. To that end, we want to introduce this fantastic card game to even more people, and so we designed the Revised Core Set.

This new version of the game’s core set comes packed with enough cards and components to support up to 4 players right out of the gate. There is also some new content in this box—specifically, some new campaign cards, boons, and burdens that have not existed in the game before. But don’t worry, if you already own a core set, you will be able to print off these new cards from our website for free. We’re aiming for an early 2022 release for the Revised Core Set, so stay tuned!

We also plan to rerelease some (but not all) of the game’s cycles in the same fashion as we are for Arkham Horror LCG, with all player cards in a Player Expansion and all other cards in a Campaign Expansion. This is all to help new players get into this fantastic game as easily as possible. Look forward to more information on this initiative in the coming months!

Finally, the last announcement we made for Lord of the Rings LCG was The Dark of Mirkwood, a long-promised scenario pack containing two scenarios: The Oath and The Caves of Nibin-Dûm. These scenarios were originally released as part of the Limited Collector’s Edition two-player starter set, and now they will finally be available as part of their own standalone scenario pack. This pack will be available in Q1 of 2022.


Marvel Champions: The Card Game

We kicked off the Marvel Champions section with the reveal of the final hero pack of the Mad Titan’s Shadow wave, Vision! As the ultimate android, Vision comes packaged with a pre-built Protection deck ready to play from the moment you open the box. His gameplay revolves around his unique density manipulation mechanic, which makes him a strategic hero with some impressive durability. Stay tuned for an in-depth announcement article for Vision in the near future!

We also teased the next campaign expansion for the game: Sinister Motives. This Spider-Verse-themed box comes with two web-slinging heroes, Ghost Spider and Spider-Man (Miles Morales), as well as a plethora of classic Spider-Man villains, such as Sandman, Venom, and the notorious Sinister Six. The hero packs that follow this expansion will include a couple more web-warriors but also some surprises mixed in. Who else will be joining the forces of good in Marvel Champions? You’ll have to wait to find out!


Twilight Imperium and Android

With the 25th anniversary for Twilight Imperium around the corner, we have a lot of amazing things in store for fans of the franchise next year. The first of theseare two graphic novel series developed by our friends at CMON.

These stories will expand the universe of Twilight Imperium in exciting and unexpected ways, and they are written and drawn by some of the biggest names in comics, including Ron Marz (Silver Surfer, Witchblade), Andy Lanning (Guardians of the Galaxy, Annihilation), Dan Abnett (Gaunt’s Ghosts, Horus Heresy), and more. Of course, we’re working closely with the folks at CMON to ensure that everything in these stories will perfectly fit within the Twilight Imperium canon.

We’re also working with CMON on a graphic novel series that takes place in the Android universe. This work is being handled by its own all-star cast, with Collin Kelly and Jackson Lanzing (Joyride, Batman & Robin Eternal) doing the writing and Guilherme Balbi (Spartacus, Superboy) doing the art. All three series (Android and both Twilight Imperium) are being edited by comic book industry veteran David Hedgecock (TransformersTMNT).

There is a ton of talent involved in these projects and we can’t wait for their completion. Keep an eye out for more information and sneak peeks in the future!


FFG Fan Sites

In a similar vein to the graphic novels above, we also revealed our partnership with Event! Merchandising, who are helping us launch our very own Fantasy Flight Games Official Fan Sites. These online stores will feature all sorts of awesome swag themed around our various IPs, including mugs, pillows, shirts, art prints, and more. The stores will continue to grow after launch, which means even more exciting goodies will be gradually added as time goes on.

The first of our IPs to launch its fan site will be Legend of the Five Rings, followed closely by Arkham Horror and then eventually Twilight Imperium. The launch dates for each site will vary by region; we’ll have more information on the exact details as we get closer to launch.


Star Wars™: Outer Rim

 

Finally, we capped off our In-Flight Report with a (very brief) teaser on the long-awaited expansion for Star Wars: Outer Rim, titled Unfinished Business. We won’t have any additional information on this product to share for some time, but rest assured, it is coming!


 

Which part of the In-Flight Report was your favorite? Remember, if you haven’t seen it yet and would like to watch it, you can find it over on our YouTube channel. Be sure to check out our upcoming livestreams for more looks at some of our upcoming titles, and have a fantastic Gen Con!

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© and ™ Fantasy Flight Games.

Down, But Not Out

Published 10 September 2021 | KeyForge

Down, But Not Out

Update on the Future of KeyForge

Hello, KeyForge fans.

The past year and a half have been rough. The pandemic has not been kind to this game that we all love, and while we were able to give you some print-and-play content, there is no doubt that there has been a long wait between news and content releases. Unfortunately, due to both the pandemic and another unforeseen complication (which we will go into in a moment), we have been unable to provide KeyForge with the amount of content it deserves, and we will not be able to do so for some time yet.

However, we refuse to give up!

KeyForge is a game that is dear to all our hearts, so in order to give it a proper chance to shine again, we have decided to put the game on hiatus for the time being, with plans to relaunch the game with new life at a later date. Some of you may wonder why we cannot simply relaunch the game now, and the answer is that we simply do not currently have the ability to make new decks.

The “unforeseen complication” that we mentioned above is the fact that the deckbuilding algorithm for KeyForge is broken and needs to be rebuilt from the ground up. This is neither an easy process nor a fast one, which is why the game will be going on hiatus for a while. We wish we had better news in this regard, but the fact is that, even if the pandemic was not a factor, we cannot currently generate any new decks. We ask for your continued patience as we work to rebuild the unique deck engine in preparation for the game’s relaunch. And don’t worry, all existing decks will still be valid and playable when the game relaunches.

That said, to show you that we mean business when we say KeyForge is coming back, we’d like to give you a quick peek at the game’s sixth set, Winds of Exchange!

This set adds loads of new content for the game, and the best part is the set is already completely developed! In fact, if the algorithm was not broken, the set would already be well on its way to stores this fall. This means that when we do relaunch KeyForge in the future, Winds of Exchange will be ready to produce and hit store shelves.

In other exciting news, we very much hope and intend to launch a digital version of KeyForge courtesy of our friends at Stainless Games (Duels of the Planeswalkers). This exciting new project is currently in discussion, and we are so delighted that we simply had to share this snippet of incredible news with all KeyForge fans!

Forging Ahead

We hope that today’s update sheds some light on KeyForge’s current situation. We know the wait has been long and frustrating, and we thank you for your continued patience. Keep an eye out in the future for further updates on the game and more information on the horizon.

Hang in there, KeyForge fans. The best is yet to come.

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FFG Live in September

Published 9 September 2021 | A Game of Thrones: B'Twixt

FFG Live in September

Announcing FFG's Livestreams for Gen Con 2021

Gen Con 2021 is almost upon us! While we will not be attending the event in person this year, we still plan to partake in the event at a distance, starting with no less than four livestreams that week! Read on to discover what’s in store for the week of Gen Con 2021 on FFG Live:

Wednesday, September 15

  • 7:00 PM CDT – Fantasy Flight Games In-Flight Report. Join head of studio Chris Gerber for a look at upcoming FFG games, new announcements, and more.

Thursday, September 16

  • 3:00 PM CDT – The Lord of the Rings: Journeys in Middle-earth – Spreading War Gameplay Preview. Developers of the game sit down and play through the newest expansion of Journeys in Middle-earth. Join us for some exciting new gameplay and a special showcase of the new heroes, new roles, and, of course, new miniatures!

Friday, September 17

  • 11:00 AM CDT – A Game of Thrones: B’Twixt Gameplay Preview. Come watch designer Frank Brooks and other members of the creative team as they play through this all-new game based on the characters and setting of George R.R. Martin’s A Song of Ice and Fire series. Join us for a first look at this game’s exciting gameplay, twisting loyalties, and power struggles as neighbors at the table become friends and foes.

Saturday, September 18

  • 11:00 AM CDT – Unfathomable Big Game. Tune in for an exciting 6-player game of Unfathomable with several members of FFG’s staff. Try to guess who are the Humans, who are the Hybrids, and who is the Cultist in this thrilling showcase of the game’s characters and mechanics.

 


Be sure to tune in to our YouTube Channel each day so you don’t miss a beat! Also, if you are in the Roseville, Minnesota area on the 17th or 18th, be sure to swing by the Gamezenter for our Pop-Up Gen Con events!

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FFG At Pop-Up Gen Con

Published 9 September 2021 | A Game of Thrones: B'Twixt

FFG At Pop-Up Gen Con

Take a Look At FFG's Schedule for Pop-Up Gen Con

Gen Con 2021 is almost upon us! While we will not be attending the main event in person this year, we will be participating in Pop-Up Gen Con at the Gamezenter in Roseville, Minnesota! Read on to discover what’s in store for this event next week.

Friday, September 17th

Event Tables

You know them, you love them. These epic multiplayer scenarios for our beloved cooperative LCGs always draw in lots of fans, and this year’s scenarios will prove to be no different. One of the scenarios is brand-new, while the other is finally getting its chance to shine at the event it was made for. Note: You must sign up for these events to participate.

  • 12:00 PM CDTThe Lord of the Rings: The Card Game – Hunt for the Dreadnaught Scenario. Join game designer Jeremy Zwirn for an epic multiplayer event with our longest-running LCG. This is the first time this scenario will be playable at Gen Con, so you won’t want to miss it!
  • 5:00 PM CDTArkham Horror: The Card Game Gen Con Scenario. MJ Newman hosts the debut of a brand new epic multiplayer scenario for Arkham LCG. You’re bound to have a thrilling time solving this mystery with other teams!

Learn-to-Play Tables

Is there an FFG game you want to try out, but haven’t had the chance to play? Join an FFG staff member and some fellow newcomers to play through a full scenario of one of our current classics. Note: You must sign up in order to participate in a full learn-to-play.

  • 1:00 PM CDTMarvel Champions: The Card Game. Join forces with your fellow heroes and take on the Rhino, a brutish villain with a penchant for breaking and taking. Can you stop him from stealing a shipment of vibranium?
  • 6:00 PM CDTThe Lord of the Rings: Journeys in Middle-earth. Gather a fellowship of likeminded individuals and tackle the first scenario of this epic adventure game. In addition to the heroes from the core set, we will also have heroes from the new Spreading War expansion available for play, allowing you to journey as iconic characters like Beorn, Boromir, and more!

Demo Tables

Want to try out an FFG game, but don’t have the time to commit to a full game/scenario? No problem! Simply take a seat at one of our open gameplay demo tables and try out a few rounds of one of our games yourself. These tables are first come, first serve, so grab a seat whenever one is available!

  • 12:00 PM to Closing Time – Take a seat and enjoy a few rounds of any of the following games that you want:
    • Descent: Legends of the Dark
    • A Game of Thrones: B’Twixt
    • The Lord of the Rings: Journeys in Middle-Earth
    • Marvel Champions: The Card Game (with or without The Hood Scenario Pack)
    • Unfathomable

Saturday, September 18th

Event Tables

If you miss the chance to play one of these epic multiplayer scenarios on Friday, you have another opportunity to enjoy them on Saturday! Keep in mind that they happen in the opposite order on this day. Note: You must sign up for these events to participate.

  • 12:00 PM CDTArkham Horror: The Card Game Gen Con Scenario. MJ Newman hosts the debut of a brand new epic multiplayer scenario for Arkham LCG. You’re bound to have a thrilling time solving this mystery with other teams!
  • 5:00 PM CDTThe Lord of the Rings: The Card Game – Hunt for the Dreadnaught Scenario. Join game designer Jeremy Zwirn for an epic multiplayer event with our longest-running LCG. This is the first time this scenario will be playable at Gen Con, so you won’t want to miss it!

Learn-to-Play Tables

Just like on Friday, join an FFG staff member and some fellow newcomers to play through a full game from our current lineup. Keep in mind that one of Saturday’s games is different from Friday’s! Note: You must sign up in order to participate in a full learn-to-play.

  • 1:00 PM CDTA Game of Thrones: B’Twixt. In this game of politics and treachery, you will use your influence to manipulate the other players and try to have the most powerful small council in Westeros. Just be sure to watch your back; you never know when your allies may turn on you!
  • 6:00 PM CDTMarvel Champions: The Card Game. Join forces with your fellow heroes and take on the Rhino, a brutish villain with a penchant for breaking and taking. Can you stop him from stealing a shipment of vibranium?

Demo Tables

Want to try out an FFG game, but don’t have the time to commit to a full game/scenario? No problem! Simply take a seat at one of our open gameplay demo tables and try out a few rounds of one of our games yourself. These tables are first come, first serve, so grab a seat whenever one is available!

  • 12:00 PM to Closing Time – Take a seat and enjoy a few rounds of any of the following games that you want:
    • Descent: Legends of the Dark
    • A Game of Thrones: B’Twixt
    • The Lord of the Rings: Journeys in Middle-Earth
    • Marvel Champions: The Card Game (with or without The Hood Scenario Pack)
    • Unfathomable

 


We look forward to seeing you all! If you won’t be able to join us at the Pop-Up, be sure to tune in to our livestreams next week. You can find the full livestream schedule here.

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Before the Legend

Published 3 September 2021 | Descent: Legends of the Dark

Before the Legend

Take a Look At These Short Stories for Descent: Legends of the Dark

Even before they faced the darkness imperiling the Barony of Forthyn, the six playable characters of Descent: Legends of the Dark heard the call to become heroes. However, answering that call has not been without its own perils.  

Fantasy Flight Games is pleased to present six exciting short stories that tell the beginning of these heroes’ legends before their appearance in Act I: “Blood and Flame.” These tales were written by Robbie MacNiven, author of two novels also set in the epic fantasy world of Terrinoth, The Doom of Fallowhearth and The Gates of Thelgrim

The first four tales are available to read and download now in PDF format. Stay tuned in the coming weeks for the final two stories featuring Kehli Deepfire and Chance! 

Syrus, the Human Prodigy 

During his first year studying rune magic at the legendary University of Greyhaven, Syrus Indahlu was a middling student except in his one-on-one sessions on elemental channeling. When Professor Greysdon requests Syrus’s help in healing an ailing phoenix, Syrus finds himself in peril and is forced to make a snap decision. His life—and that of the phoenix, Indris—will never be the same. Read the story of how Syrus and Indris forged an inseparable bond in this short fiction (2 MB)

Vaerix, the Dragon-Hybrid Outcast 

Vaerix was once a respected teacher and leader among the dragon hybrids who serve Dragonlord Levirax. However, when they began to tell others of their dreams, they were brutally beaten, mutilated, and cast out. Since then, Vaerix has played the part of the wandering prophet and adventurer, trying their best to forget the pain and humiliation of their exile...and the plight of the dragon hybrids they left behind. Read this short story (2 MB) to discover Vaerix’s history, and their dreams of doom. 

Galaden, the Elf Huntsman 

The Barony of Kell, long known as the Shield of Daqan, could not withstand the onslaught of the demon-tainted Uthuk Y’llan hordes. After the barony fell and the Uthuk were scattered, many heroes and warriors took up the call to hunt and defeat the warbands that still menaced eastern Terrinoth. But for the wandering elf huntsman Galaden, the fight against the Uthuk and their demonic overlords is much more personal. Learn why Galaden is so adept at fighting the Uthuk Y’llan and what pain and sorrow he carries with him in this short story (2 MB)

Brynn, the Human Avenger 

Brynn wasn’t always next in line to inherit the title of Baroness of Forthyn. Growing up, Brynn heard tales of her mother’s daring adventures and learned from her father’s sense of duty. She decided to forge her own path by training to become a Marshal of the Citadel, a wandering judge and defender of justice—and of the common people. But when tragedy and betrayal strikes, Brynn’s training is cut short, and she is called to shoulder new responsibilities. Read this short story (2 MB) to find out what happened to the Marshals and what made Brynn an avenger. 

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© and ™ Fantasy Flight Games.

A Political Waltz

Published 2 September 2021 | A Game of Thrones: B'Twixt

A Political Waltz

Announcing A Game of Thrones B'Twixt, a New Game of Influence and Intrigue

“I will be as good a lord to you as Eddard Stark ever was. Betray me, though, and you’ll wish you hadn’t.” – Theon Greyjoy, A Clash of Kings

The tangled, political web of King’s Landing ever widens, and powerful figures conspire for greater influence and manipulate those around them. Winter is coming, and alliances are betrayed as fast as they are forged. When the dust settles, who will come out on top?

Fantasy Flight Games is thrilled to announce A Game of Thrones: B’Twixt, a brand-new game of twisting loyalties and unpredictable power struggles set in the world of George R. R. Martin’s A Song of Ice and Fire series!

Manipulate the flow of politics in King’s Landing in this fast-paced card game for 3 to 6 players, and lead your House as one of nine iconic characters from the Song of Ice and Fire series. Use your influence to attract new allies and carefully navigate the other players’ allegiances as you strive to have the most powerful small council in Westeros. Just be wary of your own alliances—you never know when someone will stab you in the back!

Allies and Influence

In B’Twixt, the goal is to have the most powerful small council at the end of the game. We’ll explain what your “small council” is in a moment, but for now, let’s talk about how you amass power.

The two sources of power in this game are allies and power tokens. An ally is, as you would expect, a character from the Song of Ice and Fire series that provides a set amount of power to whatever council they’re in. A power token, on the other hand, can be worth anywhere between 1 and 3 power, but you won’t know how much your tokens are worth until the very end of the game.

Each player has two “councils”: one to their left, and one to their right. Whenever you gain an ally or a power token, you can choose which of your councils you want to place them in. However, there is a catch: you share each of your councils with another player, which means whenever you add power to one of your councils, you add it to one of theirs as well. Your council with the lower total power is your “small council,” and you’ll want it to have more power than anyone else’s small council at the end of the game. 

The ally and power tokens in council A are shared by Cersei and Euron. Similarly, the allies and power tokens in council B are shared by Euron and Melisandre.

At the beginning of a round, an ally is revealed from the top of the ally deck. This will be the ally that everyone tries to claim this round, which they do by bidding influence. At the start of the game and the beginning of each subsequent “season” (which is a certain number of rounds determined by player count), each player receives 10 cards from the influence deck. Each of these cards has a value, which contributes to a player’s total influence in their bid. Once each player has chosen to pass (or “kneel”), whoever has the highest influence total in their bid claims the ally.

However, influence cards are more than just numbers; they also have a wide variety of abilities that can shake up the game depending on when they’re played. Gossip & Lies can force a player to discard a card from their hand while Counting Coppers lets you draw a card for a later round of bidding. If you know you’re going to lose a bid to one of your neighbors, you can use Pulling the Strings to ensure that you still get the ally added to one of your councils. And while the massive 11 influence from The Game of Thrones may seem enticing, you must be wary of a Betrayal turning your own cards against you!

After each leader has knelt, Tyrion has three cards in his bid pile which total 12 influence while Cersei has two cards in her bid pile which total 15 influence. Cersei wins the bid and claims the current ally.

In addition to claiming the ally, the winner of the bid gets to add a random power token (without looking at its numbered side) to one of their councils as well. Remember that you can choose which council to place the ally and power token in (unless otherwise stated by an ability), and that you share each of your councils with another player, so choose carefully when claiming an ally! Of course, the allies themselves are worth more than just their power values; some, such as Tywin Lannister and Hodor , have “When Claimed” abilities that trigger once somebody wins a bid. Others, such as Ser Davos Seaworth and Benjen Stark , have “During this Round” abilities, which add additional rules to the bidding phase. Some allies, such as Mance Rayder , have negative power values, which can be used to sabotage the other players. Other allies, such as Sandor Clegane , can even kill an ally in someone’s council, setting the ally aside in a “dead pile” and out of play, which could significantly swing the power balance of the game. The opportunities are endless!

Winning the Game

At the end of winter, the game is over. To determine the winner, each player first flips the power tokens in their councils over to their numbered sides. Then, for each council, the players add up the power values of the allies and power tokens in that council to determine its power total. When all the adding is done, players compare the power values of their small councils—whoever has the most powerful small council wins!

However, if there is a tie, then the tied players compare the power value of their other councils to see who wins. This means that, even though your small council is technically the “more important” one, it’s a good idea to amass as much power across both your councils as possible. But don’t get too carried away, or you might end up helping your opponents as well—such is the nature of a game of B’Twixt!

The small council of both Daenerys and Jon has a total of 17. This results in a tie. By comparing the power of their other councils, since Jon’s council is 22 compared to Daenerys’s council of 20, Jon wins!

Twisting Loyalties

Do you have what it takes to become the most powerful leader in King’s Landing? Outwit your friends in this thrilling game of intrigue and political manipulation when A Game of Thrones: B’Twixt releases later this year!

You can pre-order your own copy of A Game of Thrones: B’Twixt (BTW01) at your local retailer or online through our webstore today!

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Available Now: August 27

Published 27 August 2021 | Arkham Horror: The Card Game

Available Now: August 27

Return to the Circle Undone for Arkham Horror: The Card Game Now Available

Check out the latest product from Fantasy Flight Games, now available online through our webstore or at your local retailer!


Return to the Circle Undone

The reading is not yet complete. Dark machinations once again enshroud the Silver Twilight Lodge, and as the cards spin a new story, you find that you are the key to unlocking its secrets. It is time to reopen this chapter of horrors and put your fate in the hands of fortune once more.

This upgrade expansion comes oozing with new scenario cards and encounter sets that you can add to each scenario of The Circle Undone, enhancing your investigations with new dangers and new objectives. New player cards, including some upgraded versions of cards from The Circle Undone, give you new tools and options for upgrading your decks, and with a full assortment of card dividers you’ll easily be able to sort and store your entire campaign. On top of that, this expansion comes with a brand-new deck of 22 tarot cards that can be used to enhance any Arkham Horror: The Card Game campaign or scenario!

This is not a standalone product. A copy of Arkham Horror: The Card Game Core Set and The Circle Undone deluxe expansion is required to play.

Pick up your own copy of The Return to the Circle Undone expansion (AHC61) at your local retailer or online through our webstore today!

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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.

From the Halls of Valhalla

Published 26 August 2021 | Marvel Champions: The Card Game

From the Halls of Valhalla

Announcing the Valkyrie Hero Pack for Marvel Champions: The Card Game

“I am the chooser of the slain.” – Valkyrie

Appointed as leader of the legendary Valkyrior by Odin, Brunnhilde defied the All-Father’s wishes by leaving Asgard to join the Avengers. Since that day, she has dedicated herself to the defense of Midgard as the valiant Valkyrie!

Fantasy Flight Games is excited to announce the Valkyrie Hero Pack for Marvel Champions: The Card Game!

As a member of the mighty Valkyrior, Valkyrie charges into battle in this expansion pack, which introduces her as a brand-new playable hero along with her sixteen signature cards. With a pre-built Aggression deck ready to go, you can take a stab at Valkyrie’s dueling-focused gameplay from the moment you open the box. With strong attacks and plenty of stat boosts, this is one Asgardian that you won’t want to mess with!

Flight of the Valkyrior

As a “chooser of the slain,” Valkyrie’s playstyle revolves around marking her enemies for death. This is represented with her special signature upgrade, Death-Glow (Valkyrie, 2), which starts the game set aside out of play.

While in her hero form, Valkyrie  (Valkyrie, 1A) can play Death-Glow as if it’s in her hand. She can attach it to any enemy she wants, marking them as her next foe to vanquish. If you mark a minion, then Valkyrie can ready for free after she defeats that minion. Combine that with the effects of cards like Valhalla (Valkyrie, 4), and Valkyrie can build up some serious minion-slaying momentum.

Even if there are no minions to mark, Death-Glow still has plenty of uses. Valkyrie’s signature weapons, Dragonfang  (Valkyrie, 6) and Valkyrie's Spear  (Valkyrie, 5), provide significant boosts to her stats against the foe marked with Death-Glow. Meanwhile, Shieldmaiden (Valkyrie, 11) can be used to protect an ally (or herself) against the marked enemy’s attack without needing to exhaust Valkyrie in the process. Even without these defense-boosting cards, Valkyrie can take plenty of hits from the villain with her trusty steed Aragorn (Valkyrie, 7) at her side. Finally, once some minions enter play, Valkyrie can flip back to Brunnhilde (Valkyrie, 1B) to recuperate from her duel and detach Death-Glow from the villain; that way, when she flips to hero form once more, she can use it to help her clean up the riffraff!

Valkyrie’s playstyle lends itself to dueling enemies one at a time, but villains won’t always let you fight entirely on your own terms. Thankfully, Valkyrie comes with plenty of other cards in her pre-built deck to help her keep the enemy on their toes. Scrappy allies like Thor (Valkyrie, 13) and Throg (Valkyrie, 14) can deal with minions that you don’t have time for, and events like The Best Defense... (Valkyrie, 20) and Smash the Problem (Valkyrie, 19) can take advantage of Valkyrie’s solid attack stat to slow the villain’s momentum. If Valkyrie is exhausted and Death-Glow is attached to a minion, use Quick Strike (Valkyrie, 18) to defeat that minion and trigger Death-Glow’s ability, letting you ready back up and keep fighting!

Chooser of the Slain

Whether you pick off minions one-by-one or hone your attention on the villain itself, Valkyrie’s focused assault makes her a potent hero perfectly at home on the front lines of any team. With the rise of the Mad Titan Thanos and his obsession with death, it’s only fitting that Valkyrie remind him who is the real chooser of the slain!

You can pre-order your own copy of the Valkyrie Hero Pack (MC25en) at your local retailer or online through our webstore today!

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Across the Atlantic

Published 13 August 2021 | Unfathomable

Across the Atlantic

Previewing the Gameplay of Unfathomable

Back in June, we announced Unfathomable, the latest board game of traitors and terror in the Arkham Horror Files universe. A few weeks ago, we introduced you all to the ten playable characters in this game and gave you a glimpse into their strengths and abilities. Today, we’re providing a brief look at what the actual gameplay of Unfathomable entails, including the various twists and turns that will unfold in any given play session. Read on to discover what depths of terror await in this thrilling game!

Starting the Voyage

At the very beginning of the game, after everyone has chosen their character and received their corresponding item and feat, each player is randomly dealt a loyalty card. This card, as you might expect, determines where your loyalties lie, and ultimately decides what needs to happen in order for you to win the game.

Your loyalties remain a secret from the other players—it’s against the rules to ask someone whether they are a human or hybrid, and you can’t show the others what your loyalty card is unless you become a revealed traitor (more on that later).

For human players to win, the SS Atlantica needs to make it all the way to Boston. For hybrid players to win, they simply need to stop the ship from reaching port. If any one of the Atlantica’s four resources is reduced to zero, the ship becomes too damaged, or the supply of Deep Ones runs out, then the ship is lost at sea and the traitors win!

Against the Odds

Once everyone has their loyalty cards, then the game can begin. At the start of each player’s turn, they receive five skill cards. The types of skill cards they draw correspond to the skill set on their character sheet, and these cards can be used in a number of different ways, some of which we’ll cover below.

William Bowleg draws 3 lore and 2 will cards at the start of his turn.

During their turn, each player can perform two actions. These can be used to do things like attack a Deep One, move around the ship, rescue passengers, use an ability, and more. Players may find themselves using skill cards to aid them in their tasks—for example, if Arjun Singh attacks a Deep One but does not roll high enough on the die to defeat it, he or another player could play Combat Training to take another shot. There’s a lot to do on the Atlantica, especially while it’s being overrun by eldritch monsters, so you’ll want to make the most out of what you have!

That said, make sure you conserve some of your skill cards, since you will need them to help with skill checks. While performing certain actions or resolving a crisis, the game may call for a skill check, listing two or more of the five skill types (influence, lore, observation, strength, and will) as the supporting skills for that test. Each player has the opportunity to contribute any number of skill cards to that test, playing them all face-down in a pile. The game also tosses two cards from a chaos deck into the mix, which could be of any skill type and may positively or negatively affect the result of the check.

Once everyone has contributed (or chosen not to), the cards are shuffled and then revealed; any skill card of the same type as one of the supporting skills adds its value to the total result, while any card not of the supporting skills subtracts its value! Once the final total has been determined, players compare it to the target number listed in the skill check—if they meet or exceed that value, then they pass the check! If not, the check fails and the players suffer the consequences.

Skill checks can occasionally provide opportunities for the players to gain some resources or advance the ship on its journey to Boston. However, they also provide opportunities for hidden traitors to sabotage the ship. For example, each player’s turn ends with the mythos step, which unveils a crisis that the players work together to resolve. More often than not, these will force the players to perform a skill check, typically with dire consequences if they fail. If a traitor contributes the wrong type of skills to the check, they could easily reduce the result below the target number, pushing the Atlantica ever closer toward its doom.

Adding to the intensity, once a crisis has been resolved, enemy activations occur. At the bottom of each crisis card, there is an icon representing which type of monster activates because of that card. For example, after resolving Hull Leak , the Deep Ones activate, while Food Stores Raid will activate Father Dagon. Activating Deep Ones will have them leap aboard the Atlantica, and any that are already on the ship will attack players and passengers in their space or advance inward to damage the ship. Activating Father Dagon spawns additional Deep Ones directly onto the ship, while activating Mother Hydra damages the ship directly. Remember, if the ship takes too much damage, then the human players lose the game!

Thankfully, each crisis also advances one of the game’s two tracks: the travel track or the ritual track. Each track has its own corresponding token to represent the Atlantica’s progress on either its voyage to Boston or its casting of a greater banishment spell.

When the token on the travel track reaches the “Arrive” space, the players have made it one step closer to reaching Boston. The captain looks at the top two cards of the waypoint deck and chooses one to resolve. The resolved waypoint cards stay in play, and the numbers on them represent the distance that the Atlantica has traveled so far. Each waypoint card has a distance value ranging from 2 to 4, and when the combined total distance of all resolved waypoints equals 12 or more, the humans just need to get the travel token to the Arrive space one more time. If they do that, the Atlantica makes it to Boston, and the humans win!

The ritual track

Meanwhile, when the ritual token reaches the “Cast” space at the end of the ritual track, the greater banishment spell commences. This is a massive arcane pulse that instantly clears the Atlantica’s decks and the surrounding ocean of any Deep Ones that may be there, as well as (temporarily) sending both Mother Hydra and Father Dagon back to the Deep. However, the spell is dangerous; any humans, including the passengers you are trying to protect, that are caught outside when the spell is cast are also instantly defeated. Player characters are sent to Sick Bay while passengers are removed from the game, taking some of the ship’s precious resources with them. Only by being in one of the ship’s internal spaces will someone be safe from the spell, which means that casting the spell at the wrong time could end up doing more harm than good!

There is one more twist to consider while struggling to survive on this ship: while you may begin the game as a human, it is entirely possible that you may awaken to your true identity as a Deep One hybrid halfway through. This is fittingly called the awakening phase, and it takes place as soon as the Atlantica has traveled a total distance of 6 or more.

In the awakening phase, everyone is dealt one more loyalty card. Anyone who gains a hybrid loyalty card during this stage must now play as a traitor for the rest of the game, even if they were human up to that point. This phase drives home the point that you can never really trust anyone, because you never know when they may turn against you!

The Traitor Revealed

During their turn, a hybrid player may decide that keeping their identity a secret is no longer beneficial. When that happens, they can use an action to reveal as a traitor. Doing so will shake up the game in a number of ways, with the first (and most obvious) being the character’s reveal ability.

This is the reveal ability for Arjun Singh.

These are single-use abilities that fire off as soon as a traitor reveals themselves, and they can have devastating effects for the humans if used at the right time. For example, Arjun Singh can reset the travel track when he reveals, which can be a huge setback to the humans’ progress if triggered right before the token reaches the Arrive space.

After triggering their reveal ability, the revealed traitor passes their extra loyalty card to another player. If they managed to get more than one hybrid loyalty card between setup and the awakening phase, then they can give their extra card (without revealing it to the other players) to someone to transform them into a hybrid as well. As if a traitor revealing wasn’t bad enough, this passing of the loyalty cards adds more tension to the game as human players wonder if a trusted ally was just turned against them.

After revealing as a traitor, the hybrid is then able to use treachery cards in place of normal skill cards, if they wish. These cards can activate monsters, reduce the ship’s resources, or cause other issues for the humans, and they can be contributed to skill checks to sabotage the results.

These are just two examples of the dastardly tricks in the treachery deck.

However, revealing as a traitor does have a cost. Once your identity as a hybrid is known, you no longer draw mythos cards at the end of your turn, which limits the number of crises that can hinder the humans. In addition, revealed traitors can only contribute a single skill card to skill checks, and since the other players know that you will try to sabotage it, they will plan accordingly when contributing their own cards. Finally—and perhaps most importantly—you lose access to your character abilities when you are a revealed traitor, which means you will have to change how you play your turn for the rest of the game.

Meanwhile, the human players may take the opportunity to remove a revealed traitor from the equation, if only temporarily. Humans can attack hybrids just as they would a Deep One, and if the hybrid is defeated then they are sent to the Brig, which limits their options. Knowing the identity of a traitor also means the human players can rally together and push even harder for victory.

However, the humans should be careful. A traitor does not need to reveal themselves to win the game, which means even if one hybrid is revealed, another could still be working to sabotage the humans from the shadows, their plots unnoticed until it’s too late.

A Tide of Terror

This has been a relatively brief look at the deep (no pun intended) gameplay of Unfathomable. If you find yourself hungry for more, keep an eye on FFG's social media accounts for further upcoming news. And when you’re ready to tackle Deep Ones—or join them—yourself, be sure to pick up your own copy of Unfathomable when it arrives this fall!

You can pre-order your own copy of Unfathomable (UNF01) at your local retailer or online through our webstore today!

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© and ™ Fantasy Flight Games.

Restoring Imperial Law

Published 10 August 2021 | Legend of the Five Rings LCG

Restoring Imperial Law

Updated Rules Reference, Draft Rules and Imperial Law for Legend of the Five Rings: The Card Game

The Kaiu Wall has been breached, and Akuma-no-Oni’s forces are ravaging the Empire…but not all is lost! The heroes of Rokugan have set aside their differences and banded together against this common foe. During this time of unusual unity between the clans, the Regent has seen fit to issue one final update to the Imperial Law, in an effort to maintain fun and balance should the clans (inevitably) return to their bitter conflicts. You can find an updated Rules Reference, Imperial Law, and Draft Rules documents now available for download under the Support Section here, as well as the complete Under Fu Leng’s Shadow rulebook to support challenge and cooperative play.

Compiled Rules

The most sizable update to the Rules Reference is the addition of the new rules and mechanics from the Temptations Cycle and Under Fu Leng’s Shadow expansions. These include the corrupted and dire keywords, as well as the tainted status token and the rules for conflicts at multiple provinces. Additionally, the card clarifications found in the Temptations Cycle rules inserts have been included in the Rules Reference so that they can easily be found by players.

None of these updates change the game, but hopefully they will make it easier for players to look up rules as they are needed during play.

Functioning As Intended

For a game with as many moving parts as L5R, even simple abilities can often have unintended—and undesirable—side effects. As the game does need to remain technically sound even in extreme corner cases, a handful of cards have received errata to function within the rules as they were intended to.

  • The Western Wind (The Temptation of the Scorpion, 85) does not clarify whether the cards placed into the chosen province are faceup or facedown. As they were intended to be put into the province faceup (to be played or put into play by card effects), the event now places them faceup.
  • A pair of Shosuro Deceivers (Coils of Power, 96), both of which are dishonored and one of which has a useful ability-granting attachment (such as Way With Words (In Pursuit of Truth, 69)) can achieve a game state where they have an infinite number of copies of a particular ability. While this is a difficult-to-achieve situation, it is convoluted enough and potentially powerful enough as to require an errata preventing Shosuro Deceiver from gaining the abilities of another Shosuro Deceiver.
  • Calling the Storm requires you discard your hand as the cost to play the card. As the ruling on Chancellor’s Aide (Clan War, 30) indicates that Calling the Storm is still considered to be in a player’s hand while paying that card’s cost, this would result in Calling the Storm discarding itself and failing to resolve. It has been fixed to work as intended.
  • Akuma no Oni (Under Fu Leng’s Shadow, 1A) requires the players choose characters to be bowed during the dynasty phase. Nothing prevents the players from all selecting the same character, however, which breaks the spirit of the cooperative challenge. His ability has been errata’ed to now require each player select a different valid character to be bowed, but also allows the ability to resolve even if insufficient targets exist in play.
  • Finally, Procedural Interference has received a balance errata to prevent its controller from selecting the stronghold province and thus taking away the opponent’s opportunity to prevent the honor-gain. Procedural Interference would not be a fair card if it said, “Pay 0 fate to gain 2 honor” as that would quickly lead to an uninteractive honor victory, and so it can no longer achieve that result by targeting the stronghold province.

Free Cards Are Too Strong

While this header might be obvious, it is the impetus behind a number of additions to the Stronghold and Skirmish ban and restricted lists. A handful of cards from the Dominion and Temptations Cycles, intended to bolster new play styles or support clans that were underrepresented, provide players with an efficient way to gain card advantage over their opponent with no cost. While this can be fine in small volumes (such as Imperial Storehouse (Core, 129)) or under strict conditions (as with Battle Meditation (Coils of Power, 100)), these five cards represent too-easy access to cards and thus have unbalanced the clan metagame and proliferated problematic playstyles.

Wealth of the Crane (In Pursuit of Truth, 63), Ki Alignment (A Crimson Offering, 60), and Calling the Storm (Coils of Power, 106) have all been banned in the Stronghold format, with Calling the Storm also being banned in the Skirmish format. Logistics (Spreading Shadows, 45) and Exposed Courtyard (Atonement, 122) have both been added to the restricted list.

Wealth of the Crane, while succeeding at its objective of providing more selection in the dynasty cards for a particular style of Crane-based deck, has proven to be too effective in concert with the game’s wide suite of holdings. Holdings are a card type that inherently provides players with free value, but at the theoretical opportunity cost of drawing fewer dynasty cards each round. Wealth of the Crane entirely mitigates that opportunity cost by both searching out the desired holdings and then by refilling the holdings’ provinces with characters once the holdings are in play. In a late game scenario, or in certain deck archetypes, Wealth of the Crane can even be free! To prevent players from building near-unbreakable province formations at near-minimal cost, Wealth of the Crane has been banned.

Ki Alignment was initially designed to be the “glue” for Monk/Kihō decks, allowing them to compete alongside the most powerful competitive archetypes. It turns out that with several other powerful kihō that were recently printed, along with the ever-present Void Fist (All and Nothing, 94), it was less necessary than originally anticipated, and has instead turbo-charged that archetype above its competitors by providing free card advantage with minimal-to-no deckbuilding cost. To bring the Monk/Kihō decks back into alignment with the rest of the field, Ki Alignment has been banned.

Calling the Storm, while an ambitious design that challenged players to risk their entire hand of cards for whatever they could draw off the top of their deck, ultimately could not be supported in a game with as many free cards as L5R. The value of getting an immediate flood of free attachments onto one’s characters can be overwhelming at the start of the game, and the possibility of generating an infinite game-winning combo with Logistics and Divine Ancestry (As Honor Demands, 110) was the nail in the coffin for the card. Because it has proven to be far more consistent than it was originally intended to be, Calling the Storm has been banned in both Stronghold and Skirmish.

As the Lion clan often found itself fighting an uphill battle, due to its focus—and in many cases reliance—upon gaining honor, they have received a number of ways to draw cards without bidding for them. The clan has now reached a point where there are too many different ways for the Lion clan to generate free card advantage, and some of them need to be broken up. Specifically, Exposed Courtyard and Logistics work in excellent harmony: the Courtyard enables the free card draw from Logistics, and Logistics allows the Lion player to move the Courtyard away from danger to stay in play longer. And when the Lion player’s provinces are not being pressured, Exposed Courtyard can re-play Logistics to draw a card for free. To break up this synergy, both have been added to the Stronghold restricted list.

A Fresh Draft

Finally, with the full cardpool now released, I took an opportunity to update the Draft Pool found in the online draft rules. You can find the final version of the card pool in the new rules document, and the list of specific card exchanges are listed below.

Renewed Seasons

While this is the final rules and balance update for Legend of the Five Rings: The Card Game, it is not the final word on the game’s future. Members of the online community have been hard at work iterating on a much more expansive ban/restrict list, titled the “Jade Edict,” which looks to create a slightly lower-powered version of the game.  It is neither better nor worse than the Imperial Law I have been curating, as it wishes to craft a different game experience, so I encourage members of the online community to also give it a try. I think it looks to be quite a fun alternative!

By virtue of being an LCG, Legend of the Five Rings has always been a game where we made the pieces, but where the players made the game their own. I look forward to seeing what creative new ways the players come up with to have fun with the foundations and cards that we have produced over the past few years. Will it be new fan-made cards? A new format? A rotating seasonal cardpool/ban list? You tell me!

Written by Game Desinger: Tyler Parrot

 

To download the updated Rules Reference, Imperial Law, Draft Rules and Under Fu Leng's Shadow rulebook documents, click here.

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Available Now: August 6

Published 6 August 2021 | Descent: Legends of the Dark

Available Now: August 6

Descent: Legends of the Dark is Now Available!

Check out the latest product from Fantasy Flight Games, now available online through our webstore or at your local retailer!


Descent: Legends of the Dark 

For years, your journeys have taken you across the fantasy realm of Terrinoth, venturing into dark forests, shadowy cities, ancient crypts, and misty swamps… but your true legend is about to begin.

Forge your own legend together with your friends as you adventure across the vibrant fantasy realm of Terrinoth in Descent: Legends of the Dark, the definitive cooperative dungeon-crawling board game for one to four players! Powered by its fully integrated free companion app, Descent: Legends of the Dark puts you in the role of a budding hero with their own playstyle and abilities. Together with your unlikely companions, you’ll begin an unexpected adventure—an adventure told across the sixteen quests of the Blood and Flame campaign. Throughout your campaign, you’ll face undead lurking in the mists, demonic barbarians stalking the wilds, and even more terrifying threats. With 46 pieces of 3D terrain and 40 stunning hero and monster miniatures to draw you into the game, your greatest adventure is yet before you!

You can download the free companion app on the iOS App Store, Google Play, Steam and Amazon!

Pick up your own copy of Descent: Legends of the Dark (DLE01) at your local retailer or online through our webstore today!

 

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Into the Fray

Published 29 July 2021 | Descent: Legends of the Dark

Into the Fray

Previewing the Gameplay of Descent: Legends of the Dark

You stand in the rain, battered and bloodied, gripping your weapon with aching fingers. Before you writhes a snarling mass of Uthuk berserkers and their sinister commanders; behind you, your companions nurse their wounds as they barely cling to consciousness. You might be able to cut a path through the enemy and get your friends to safety, but you might just as well put yourself in the path of a berserker’s blade. It all comes down to a roll of the dice—the question is, will you take the risk?

The release of Descent: Legends of the Dark is fast approaching, and with it comes epic tales, great battles, and intriguing exploration. Between the savage hordes of Uthuk Y’llan and the undead legions of Waiqar the Undying, our ragtag group of heroes certainly have their work cut out for them. As they explore forbidden dungeons, thwart evil schemes, and gather power and experience, our heroes’ path is plagued with difficult choices that, by the end of their tale, may transform the fate of Terrinoth itself.

To help prepare you for this grand adventure, let’s take a condensed look at the gameplay of Descent, in particular at how a typical player’s turn unfolds and how the app enhances the classic, dungeon-crawling tabletop gameplay fans of the franchise know and love.

The Hero Phase

Each scenario in Descent is played over a series of rounds, and each round begins with the hero phase. Players choose the order in which they take their turns, and this can change from round to round.

During their turn, each player’s hero may perform up to three actions in any order: one maneuver action and two additional actions of their choice. A hero can even perform the same action multiple times; for example, Brynn could perform a fight action twice and then maneuver out of harm’s way (or into it).

So what are these actions that a hero can perform? The simplest and most common is maneuver, which is what allows a hero to move around the map. The distance they can move is based on their speed, represented by the green icon above their health on their character card.

Brynn’s speed is 3, so she can move up to 3 spaces with one maneuver action.

The fight action allows a hero to attack an enemy and attempt to defeat it. There is a wide-ranging rogues gallery in Descent: Legends of the Dark, which means you can expect to be performing this action quite a lot over the course of your campaign! We’ll go over an example of an attack later in this article, so stay tuned.

That said, fighting is not all that you do in a dungeon-crawler; you’ll also frequently use the explore action. This action allows a hero to search the environment and interact with the tokens and three-dimensional terrain pieces on the map. Doing this can progress and/or alter a quest’s narrative, provide heroes with unique choices and experiences, and even earn you new items or crafting materials!

We briefly covered the ready action in the announcement article for Descent, but we’ll go over it again here. Simply put, the ready action allows you to flip one of the cards in your play area to its other side. This lets you change your weapon to something more useful for the current circumstances or switch your hero’s ability.

However, there is another aspect to the ready action that adds a whole extra layer of strategy to the gameplay: as you progress through a scenario—triggering abilities and fending off enemy attacks along the way—your hero, weapon, and skill cards will amass fatigue tokens. Fatigue is like your hero’s stamina, and it represents them exerting additional effort during their quest. While that effort can help your hero succeed in a crucial moment, accumulating too much fatigue can hinder them if you do not manage it carefully. That’s where the ready action comes in. Whenever you flip one of your hero, weapon, or skill cards (for any reason), you discard all tokens on that card. This includes both fatigue tokens and tokens representing harmful conditions, which means that readying is a great way to refresh yourself for the next round of combat. However, flipping also discards tokens representing beneficial conditions, so knowing when to use the ready action and when to hold out is crucial to an effective strategy!

Brynn uses the ready action to flip her Taunt skill card to its Field Medicine side, discarding the two fatigue from it in the process.

And finally, the last type of action you can perform is a unique action. Many cards in the game have abilities prefaced with an action icon (see the example image below). These actions have a wide range of effects, and some of them may even cost more than one action. You will get to know these as you play through the adventure as your chosen hero.

This ability uses two of the hero’s actions.

The Darkness Phase

Once each player has taken their turn, the darkness phase begins. This phase represents the passage of time, during which foes and other elements of the quest attempt to thwart the heroes’ goals. The steps of the darkness phase are briefly described below:

First, time passes. Any heroes suffering from the “infected” or “terrified” conditions take damage or fatigue respectively, and then each player can discard one fatigue from one of their cards.

Then, enemy activation occurs. In Descent: Journeys in the Dark, this step would have been performed by the overlord player. Since there is no overlord in Legends of the Dark, this step is handled by the app. Enemies move and attack in this step, and some of them hit hard, making this a tense part of every round. Many enemies have additional abilities tied to their attacks, such as inflicting harmful conditions, which means you can never let your guard down against them.

In the quest step, new events may occur, new enemies may spawn, or the heroes’ objectives may change. All sorts of things can happen in this step depending on the quest being played and at what point during that quest this step occurs. The app helps with this step by providing players with updated information and informing them where to place any new enemies.

Finally, the tactics step closes out the phase (so long as there are enemies on the map). Some enemies may plan to execute a powerful attack or perform a cunning scheme for the next round. If they do, the app will provide players with a warning message that hints at the enemy’s intent. It won’t give much away, though, so it’s up to you and your companions to figure out what the enemy is plotting and, more importantly, how to stop it!

Rules of Engagement

Combat is a frequent occurrence in a dungeon-crawler, and Descent is no different. In this section, we’ll go over a quick look at combat in this game, both from the players’ perspective and the enemies’.

When a player performs a fight action with their hero, they attack an enemy. To determine what enemies they can attack from their current position, the player must first check their equipped weapon’s range.

Syrus’s Glimmering Wand has a range of 4.

Some weapons, such as Syrus’s Glimmering Wand , have a range icon with a number indicating how many spaces away the hero can attack an enemy from. Other weapons, such as Brynn’s Warden's Blade , have no range icon, which means they can only target enemies in a space adjacent to the hero.

Once range has been determined, the player must then see what enemies are within line of sight. To do this, simply trace an imaginary line from the center of your hero’s space to the center of the enemy’s space. If the line passes through anything that blocks line of sight, such as the edge of the map or a big tree, then the enemy is not within line of sight. Note: If you’re having a tough time determining line of sight, the app comes with a handy tool that can help determine it for you!

Enemy 3 is not within four spaces of Syrus, so he can’t attack it. Enemy 1 and 2 are both within range, but line of sight to enemy 1 is blocked by the map edge, so Syrus can only attack enemy 2.

When performing an attack, a player rolls the die next to the attack symbol on their hero’s character card. Continuing the example above, Syrus  rolls an orange die for his attacks. For each success (star) that a player rolls, they deal their weapon’s damage (in the case of Syrus’s Glimmering Wand, this would be 2 damage). You can also do things like converting advantages (plus signs) into further successes by gaining fatigue or spending any surges (lightning bolts) that you rolled to trigger special abilities on your cards, and gaining fatigue to activate skills tied to your attacks. Every attack you make becomes a series of choices on how hard you want to swing, and you could end up doing triple or even quadruple your weapon’s damage value on a lucky roll!

However, the enemy can also hit you hard back. During their activation, an enemy will move to a position where it can attack one hero or another while following the same rules for range and line of sight as the heroes. Each enemy also has a damage value, which is determined by the enemy’s type and level (in the example from earlier in this article, the zealot had a damage value of 3). Most heroes have less than ten health, which means a single enemy attack could easily reduce your hero by a third or even half their maximum. Each time your hero’s health drops to zero, they gain progressively worse injuries until eventually they are defeated (which causes the players to fail the quest), so you’ll want to mitigate incoming damage as much as possible. Fortunately, when an enemy attacks, you have a chance to defend using your character’s defense die.

On Galaden’s hero sheet, we see that he rolls one black die when defending.

Every success you roll can reduce the incoming damage, and advantages can be converted to successes (at the cost of gaining fatigue) just like when you’re attacking. That said, you may not want to fill up on fatigue before an important next turn, leaving you with a critical choice: are you willing to take more damage now, if it means you can perform stronger actions on your next turn? Or will you play it safe and hope that you do not miss an important opportunity later?

An Epic Tale

The sixteen quests of Descent: Legends of the Dark are strung together in one full-length campaign. Early on in this campaign, you and your fellow heroes will gain access to several features of the companion app that can immerse you in the depths of Terrinoth and show you just how much the heroes grow over the course of their journey.

For example, each hero begins the tale with only two weapons to their name and no other pieces of equipment. However, by collecting treasure and gold during quests, you can find or purchase all sorts of armors, trinkets, and consumable items to bring with you later on your adventure. You can even gather materials during quests that let you craft new gear or upgrade that which you already have! The app does a fantastic job of keeping track of all the materials your party finds, which means you never have to manage more than the cards that represent your equipment and abilities.

It is not just the heroes’ inventories that develop as the campaign unfolds. Their personal character growth will also shape the course of the story, and the choices you make while playing as each hero will in turn alter what choices become available later. This is referred to as the virtue system, and the amount you decide to invest in a particular virtue for any given hero is entirely up to you. This means that each playthrough of the Legends of the Dark campaign will result in a different focus for each hero. How will you like your hero to grow?

You and your companions can do other things while in between quests as well. You can shop, take on side quests, modify your weapons, pursue barony events that expand the narrative, and more. The app helps keep track of the numbers and your inventory, but what you all decide to do is entirely up to you. With a mountain of content and an evolving story, this full-length adventure is one you won’t want to miss!

Into the Dark

What will you do in your quest against the enemies of Terrinoth? What choices will you make to shape the story and your own personal growth? All this and more will be discovered when Descent: Legends of the Dark releases on August 6th!

You can pre-order your own copy of Descent: Legends of the Dark (DLE01) at your local retailer or online through our webstore today!

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Unbridled Ambition

Published 22 July 2021 | Marvel Champions: The Card Game

Unbridled Ambition

Announcing the Hood Scenario Pack for Marvel Champions: The Card Game

“If you’re not with me, you’re on your own.” – The Hood

Ever since he witnessed a battle between Electro and Daredevil as a child, the life of a supervillain was enticing to Parker Robbins. Later, while stealing money to pay for his mother’s medical care, a chance encounter with a demon left Robbins with a pair of boots that let him walk on air and an equally-mystical red cloak. Now, as the Hood, Robbins and his budding criminal empire are swiftly becoming a formidable threat to the people of New York City.

Fantasy Flight Games is proud to announce The Hood Scenario Pack for Marvel Champions: The Card Game!

This 78-card scenario pack introduces a new scenario to Marvel Champions showcasing the Hood and his notorious organization of supervillains. Also included are a whopping nine modular encounter sets that can be mixed in with any scenario—including the Hood’s—to add more customization options to your Marvel Champions experience. Are you prepared to take down a dangerous criminal empire?

Crime State

Hello, heroes.

We’ve received intel that the Hood has been busy recruiting lowlifes from every nook and cranny of the city.

The villains he has reached out to aren’t ones to scoff at. Among others, he’s made contact with Mister Hyde, the Sinister Syndicate, and the Wrecking Crew. Additionally, there are reports that he may have raided one of our armories, although that is currently unverified. It’s also likely that the recent string of emergencies—the fire, the shipyard disaster, the prison escape—are all connected to the Hood and his group in one way or another.

If the Hood is able to truly unite all of these criminals under one banner, he’ll have a formidable empire that even the strongest of you will struggle against.

When you first begin the Hood ’s (The Hood, 1) scenario, he is only just beginning to establish his empire by Making Connections (The Hood, 4A). During setup, you will choose seven modular encounter sets from your Marvel Champions collection (including from those included in this scenario pack, if you wish), but you will only shuffle one of these into the encounter deck to begin with.

As the heroes battle the Hood, they will repeatedly be forced to resolve his Foul Play ability through cards like Establish Dominance (The Hood, 7) and Madame Masque (The Hood, 10). A side-effect of this ability is that it swiftly burns through the Hood’s deck, causing him to gradually build up acceleration tokens on the main scheme. As he completes his schemes, the Hood draws more and more criminals into his organization with Promised Prosperity (The Hood, 5A), permanently adding additional encounter sets from the set-aside pool into the game. Add in the chance for some Field Recruitment (The Hood, 12), and suddenly the Hood’s budding empire has grown into a threat that even some of Earth’s mightiest heroes might struggle against!

Even when he isn’t building up his criminal organization, the Hood is still a formidable threat in his own right. Armed with his two Pistols (The Hood, 9), the Hood can easily dish out enough damage and threat to keep heroes on the defensive, and his Mantle (The Hood, 8) can protect him from the heroes’ attempts to slow his momentum. Once he has the Upper Hand (The Hood, 13), the Hood will call in his new supervillain friends to make things even more difficult for the heroes—you’ll have to stay on your toes to keep yourselves from being overwhelmed!

A Villainous Empire

As we mentioned before, this expansion comes with nine new modular encounter sets for your Marvel Champions collection. While you can use any seven encounter sets for the Hood’s scenario, the nine that come in his pack are all thematically related to his criminal empire in some way.

For example, as was mentioned in the S.H.I.E.L.D. briefing in the previous section, the Hood has reached out to notable villains like the scheming Calvin Zabo (The Hood, 34). While not a very imposing minion on his own, the true terror of Zabo is when his Self-Experimentation (The Hood, 33) causes him to transform into the monstrous Mister Hyde (The Hood, 35). Hyde is a powerhouse of a minion with a ridiculous amount of health, which means he is a perfect distraction to keep the heroes away from the Hood’s plans.

Other notable villains in the Hood’s organization are Boomerang (The Hood, 44) and Shocker (The Hood, 45) from the Sinister Syndicate, Crossfire (The Hood, 26) and his Crew, and all four members of the Wrecking Crew. Even beyond the members of his organization, the Hood can arm his lackeys with a Flamethrower (The Hood, 37) from a ransacked armory, take advantage of a Citywide Crisis (The Hood, 59) to keep the heroes busy, and retreat to a Secret Lair (The Hood, 61) to accelerate his schemes even further.

Finally, if all that still isn’t enough challenge for you, this scenario pack also comes with more difficult versions of the Standard and Expert encounter sets. The Standard II and Expert II encounter sets can be implemented in any scenario in place of the usual Standard and/or Expert sets, and they pack quite the punch. For example, Standard II makes the villain a more Formidable Foe (The Hood, 49A), utilizing Dark Dealings (The Hood, 50) to advance the scheme and Total Annihilation (The Hood, 54) to tear through heroes and allies. With all this and more, now is the perfect opportunity to revisit some old foes and see if you can rise to the new level of challenge!  

Establishing Dominance

Just because the Hood isn’t a powerful cosmic entity like Thanos doesn’t mean he is any less threatening. Muster your heroes and get ready to challenge his criminal empire when The Hood Scenario Pack arrives this fall!

You can pre-order your own copy of The Hood Scenario Pack (MC24en) at your local retailer or online through our web store today!

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Available Now: July 16

Published 16 July 2021 | Marvel Champions: The Card Game

Available Now: July 16

The Venom Hero Pack for Marvel Champions: The Card Game is Available Now

Check out the latest product from Fantasy Flight Games, now available online through our webstore or at your local retailer!


Venom Hero Pack

A wartime veteran and an old classmate of Peter Parker, Flash Thompson was fused with the Venom symbiote during Project Rebirth 2.0, the U.S. government’s second super-soldier program. Now, Venom travels the galaxy, using his exceptional abilities to take down the forces of evil wherever they may be.

As another member of the Guardians of the Galaxy, Venom swings into action in this expansion pack, which introduces Venom as a brand-new playable hero along with his fifteen signature cards. With a pre-built Justice deck ready to go from the moment you open the box, you’ll be able to try out Venom’s impressive arsenal right away. Rush in guns blazing and tear your way through the villain’s schemes with this high-powered hero!

Not a standalone expansion. Marvel Champions: The Card Game Core Set required to play.


Click here to view all Marvel Champions: The Card Game products.

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Locked and Loaded

Published 15 July 2021 | Marvel Champions: The Card Game

Locked and Loaded

Announcing the War Machine Hero Pack for Marvel Champions: The Card Game

“Hey, Tony! Let me see your Mark V do this!” – James Rhodes

A proud soldier and a longtime friend of Tony Stark, James Rhodes fought for his country as a United States Marine fighter pilot before Stark outfitted him with his very own advanced armored suit. Now, he fights for all of Earth as War Machine, and the forces of Thanos won’t know what hit them!

Fantasy Flight Games is proud to announce the War Machine Hero Pack for Marvel Champions: The Card Game!

This heavily-armored Avenger flies into battle in this expansion pack, which introduces War Machine as a brand-new playable hero, along with his fifteen signature cards. With a pre-built Leadership deck ready to play from the get-go, you’ll be eager to unload on your enemies with War Machine’s massive arsenal from the moment you open the box. With tons of powerful weapons and upgrades to play with, War Machine is an awesome hero that is perfectly at home on the front lines.

Armed to the Teeth

As a close friend of Tony Stark, it should come as no surprise that War Machine comes to the table packing some serious tech. His playstyle revolves around building up a hefty magazine of ammo counters and then spending them to fuel powerful assaults on the villains and their schemes. Get enough momentum going, and War Machine becomes a truly unstoppable force!

Right when he dons his suit, War Machine (War Machine, 1A) automatically gains 5 ammo counters to work with. If you think you’ll need more, you can always draw from any you stockpiled with your Munitions Bunker (War Machine, 3). Once you’re all loaded up, you can unleash a rapid-fire assault with the suit’s Shoulder Cannon (War Machine, 7), dealing as much damage to the villain as you want, so long as you have enough ammo counters to supply it!

Even if you can’t get your Shoulder Cannon armed, you can still spend ammo counters on some powerful events. Use a Targeted Strike (War Machine, 9) to slow down the villain’s schemes, and clear out the villain’s minions with a devastating Scorched Earth (War Machine, 10). If you need to land one massive, devastating attack, simply go Full Auto (War Machine, 11) to leave your enemy reeling. Then, once you’re out of ammo and need to resupply, switch back to James Rhodes (War Machine, 1B) and use his action to shuffle your events back into your deck!

Of course, War Machine is more than just a man in a suit—he’s also a competent leader and skilled tactician, making him a perfect fit for the Leadership aspect. Call on Iron Man (War Machine, 2) to help you suit up and use Black Panther ’s (War Machine, 12) ability to essentially get an extra card in your hand. While an ally like Captain Marvel (War Machine, 13) may be expensive to play, War Machine’s pre-built deck comes with a neat trick to help you get the most out of her: simply use Sneak Attack (War Machine, 17) to put her into play for a fifth of the cost! This lets you use her ability when she enters play to potentially deal 3 damage and possibly stun an enemy, then you can exhaust her to deal an additional 3 damage from her attack. Finally, have Captain Marvel Go Down Swinging (War Machine, 19) to take advantage of her high cost and have her deal another 5 damage on the way out—that’s 11 damage from a single ally, and it only cost you a single resource!

Going Full Auto

War Machine’s arsenal and tactical prowess make him a powerful hero capable of taking down even the agents of Thanos. With the release of The Mad Titan’s Shadow, it will be the perfect opportunity to add War Machine to your team!

You can pre-order your own copy of the War Machine Hero Pack (MC23en) at your local retailer or online through our webstore today!

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All Aboard

Published 14 July 2021 | Unfathomable

All Aboard

Introducing the Playable Characters for Unfathomable

Last month, we announced Unfathomable, the latest game in the Arkham Horror Files universe. This thrilling game of traitors and terror is filled with twists and turns, and it brings a whole new cast of characters into the Arkham franchise.

Each of these characters brings their own strengths and abilities into the fold, and today we’re taking the opportunity to get to know them all! Without further ado, let’s meet the cast of Unfathomable!

The Captain: Keilani Tatupu

We gave a brief introduction to the SS Atlantica’s stalwart captain in the announcement article, but now we can introduce her in full!

Keilani knows how it feels to lose a ship. When a typhoon killed the captain of her previous ship, she stepped up and took charge. Unfortunately, a mutiny soon afterwards left her stranded on a lifeboat with eleven other crewmembers for four weeks. Despite all odds, Keilani kept everyone alive, including a teenage boy from her home island of Samoa that was pulled overboard by a mysterious, hideous creature. Keilani dove after the creature to save the boy, and after locking eyes with it, the creature let the boy go.

The story of Keilani and her crew’s four weeks at sea earned her a glowing reputation and a new ship of her own: the SS Atlantica. But why did that creature let the boy go when it saw her? And why is she seeing its yellow eyes again in her dreams? Maybe there is more to Keilani than even she realizes. 

As the captain of the SS Atlantica, Keilani can take command of any situation, using her wealth of experience to help out during skill checks and wielding her  Speaking Trumpet  to guide panicking passengers to safety. During a crisis, Keilani can use her skills as an  Unconventional Leader  to cancel any dire consequences of that crisis at the cost of a resource, allowing her to swoop in and save the day when it counts!

However, if Keilani is a traitor, then her position as captain can also make her a formidable foe. Her experience can be used to sabotage a skill check at a crucial moment, such as saving herself from being sent to the Brig. While her ability to cancel a choice on a crisis may seem purely beneficial, all four of the Atlantica’s resources are crucial, meaning Keilani can end the game if any of them get too low.

The First Mate: Arjun Singh

As a soldier in the British Indian Army, all Arjun wanted was for his fellow Sikhs to be treated as equals rather than expendables. So he followed orders, even when they conflicted with his beliefs, and he took on assignments alone to protect his brethren. When his major invited Arjun to dine in the officers’ mess, he accepted, thinking he’d finally earned some respect.

He didn’t expect to find several hooded figures, or for the major to tell him he “will make an excellent servant for the Father.” After their chanting stirred something in Arjun’s mind, he broke free and fled the army. Years later, after becoming first mate of the Atlantica, Arjun caught glimpse of a familiar robed figure ducking through the ship’s corridors, stirring something in his mind once more.

 

As a former soldier used to operating alone, it should come as no surprise that Arjun is a versatile character. His signature ability allows him to quickly move around the ship and then perform an additional action, either rescuing wayward passengers or dispatching Deep Ones with his trusty  Six-Shooter . True to his selfless nature, Arjun can use  Self Sacrifice  to automatically determine the outcome of a skill check at the cost of sending himself to Sick Bay, allowing him to pull the ship out of a deadly crisis when it matters most.

However, if Arjun is a traitor, then his skills can make him a deadly threat. His mobility and versatility can make it extra hard for the humans on board to pin him down, his six-shooter is just as effective against humans as Deep Ones, and he could just as easily sacrifice himself to doom the ship as he could to save it.

The Surgeon: Svetlana Gedroits

Svetlana’s talents as a physician are unrivaled. Not only is she proficient with modern medicine, she also utilizes the special words her mother taught her to save many lives. She’s so skilled that her peers in Saint Petersburg accused her of witchcraft and banned her from practicing medicine in the city. So she left Russia, using her services as a physician to buy passage aboard ships traveling the world.

Now, years later on the Atlantica, a passenger was found murdered alongside a strange book. Svetlana had never seen the characters written in that book before, but somehow she recognized them as her mother’s words.

As a skilled doctor, Svetlana is a powerful healer who excels at keeping the crew and passengers of the Atlantica on their feet. Her Healing Words can prevent other players from being defeated, while her  Travel Pharmacy  can be used to keep passengers alive. In a desperate situation, Svetlana can rush in and perform a  Medical Intervention  to save anyone aboard the ship, potentially keeping important figures active during a crucial moment in the voyage.

However, if Svetlana is a traitor, she can withhold her treatments and only use her skills to save herself. With her Travel Pharmacy potentially draining the ship’s food supply, Svetlana could easily put the Atlantica under serious pressure; or, if the ship runs low on people, she can Conduct Malpractice to kill off the passengers she swore to save.

The Engineer: Jeanne Lafarge

Jeanne has always been an activist. Her parents taught her that one must understand their oppressor to fight oppression, so they sent her to be educated in France at the Institute for the Deaf in Bordeaux. Eventually she found her way onto the Atlantica, where she was stationed in the loud confines of the engine room. She earned herself a promotion to chief engineer by teaching her peers to communicate via sign language.

It was on the Atlantica that Jeanne discovered crates of pillaged artifacts from her homeland of Senegal, along with a number of strange, golden idols depicting humanoid figures with fishlike features. Seeing these relics ignited outrage in her heart, so Jeanne sent a secret signal requesting an unsanctioned rendezvous. Now she waits for her associates to take back what is rightfully theirs. Mother and father will be so proud.

As the ship’s engineer, it comes as no surprise that Jeanne is skilled at keeping the Atlantica moving. Her Jury Rigger ability allows her to increase the distance traveled whenever a player moves the ship, and with her  Tool Kit  she can repair the damage she caused in an instant. In a dire situation, she can cause the ship to go  Full Steam Ahead  and launch ahead on the travel track. Keep in mind that the humans on the ship need only to safely reach Boston to win the game, so using this card at the right moment could potentially win the game!

However, if Jeanne is a traitor, then her mechanical expertise could easily hasten the ship’s doom. Jury Rigger damages the ship and can be used anytime Jeanne isn’t in the Brig, allowing her to punish the humans as they try to get the ship to Boston, and, by holding onto the Tool Kit, she can make it more difficult for other characters to repair the damage she does. Finally, while Full Steam Ahead can provide a burst of speed, it also could potentially use up the last of the ship’s fuel supply, leaving the Atlantica stranded in Deep One-infested waters.

The Master-at-Arms: Jamie Snell

Jamie has never hesitated to follow their heart. From a young age, Jamie liked to wear dresses and hunt along the bayou of the Mississippi Delta. They often listened to stories from their mother, who told Jamie that “Papa heard the call of the sea and he had to answer. One day, you will understand.”

The sea enthralled Jamie, to the point where they eventually signed up to be a sailor, and they have felt at home on the waves ever since. When a body was found in the Atlantica’s chapel, Jamie’s experience in beauty salons helped them identify the face powder laced with arsenic on the victim’s teacup. But why do they feel so at home on the ocean? Could they have been the one who poisoned the woman to begin with?

As the Atlantica’s master-at-arms, Jamie is able to put their lifetime of hunting experience to good use in defense of the ship. Their Quick Draw ability lets Jamie take a free shot once per turn, and with their  Repeating Rifle  allowing them to pick off enemies from a distance, there can be no mistake that this sailor is not to be trifled with. By conducting an  Arrest Order , Jamie can force somebody into the ship’s Brig, locking them out of many of their abilities and, if that person is a traitor, protecting the rest of the ship from their schemes.

However, if Jamie is a traitor, then their strength and martial skill makes them incredibly dangerous. Jamie’s Repeating Rifle can raise hell for humans trying to fend off the Deep One assault, and if anyone proves too troublesome, Jamie can use their Arrest Order to lock that person up in the Brig, leaving the machinations of Hydra and Dagon unhindered.

The Apprentice: William Bowleg

There are holes in William’s memory. When a foreign woman showed up to his isolated village in the Bahamas looking for a guide, he helped her to explore a nearby island he’d never seen. To this day, William has no idea how long he was down in the island’s underwater cavern or what he found there. He felt compelled to help this woman with her quest to unravel the mysteries of the strange tome she carried.

Another hole in his memory appeared tonight when his companion asked him to fetch something from her cabin. By the time William returned to the chapel, he found her dead. He has no idea who killed her, but he knows they’re still on the Atlantica.

William’s past may be riddled with mystery, but his present capabilities are formidable. His Occult Training allows him to freely look at and manipulate the spell deck once per turn, a valuable skill that can allow players access to the right magic at the right time. His  Elder Sign Amulet  gets extra mileage out of his skill cards, and, in a pinch, he can use  Quick Cast  to cast a spell without costing him an action. The cards in the spell deck have some powerful effects, so being able to use them quickly makes William a valuable asset to the team.

However, if William is a traitor, then that magical knowledge becomes a huge threat. His Occult Training can be used to prevent the humans from accessing the spells they need when they need them, and his ability to use multiple actions and effects with his amulet and Quick Cast means he can cause a lot of trouble in just one turn. The humans will have to stay on their toes!

The Mathematician: Beatrice Sharpe

Numbers have a way of talking to Beatrice. She’s used them to predict future events since she was a child. While studying at Miskatonic University, she found an unusual almanac filled with esoteric data, and she always seemed to open it to the exact page she needed.

The almanac let her predict larger and more significant events, and when she began having dreams of a vast, underwater city, it helped Beatrice calculate the most probable location for her to find it. She found a passenger ship that would be steaming right past it, so she booked herself passage aboard the Atlantica.

Beatrice’s quick, calculative thinking makes her an expert at predicting the future, and this is reflected in her playstyle. With Predictive Analytics, Beatrice can choose to resolve the milder of two crises at the end of her turn, and with her trusty  Almanac  she can boost any die roll at the cost of a skill card from her hand. In a pinch, she can choose the exact result of any die roll with  Perfect Number , which means the humans won’t need to leave anything to chance during a crucial roll.

However, if Beatrice is a traitor, she can easily use these skills to sabotage the other players. Predictive Analytics can easily be used to choose the worse of two crises, and the Almanac can boost her own dice rolls as she works to aid the Deep Ones. With Perfect Number, she can guarantee that a die roll lands on an unfavorable result, which could be devastating when used at the right moment. Never underestimate this mathematician!

The Exile: Ishmael Marsh

Born and raised in Innsmouth, Massachussetts, Ishmael was a dutiful child who attended services at the Esoteric Order of Dagon with his family. It was only when he got older that he started feeling uneasy with the teachings and goals of the Order. He grew more and more uncomfortable over time, until eventually he fled Innsmouth in an attempt to escape the reach of the Order.

Ishmael spent several years traveling, trying to stay one step ahead of the Order, which was surely after him. Eventually, he woke up aboard the Atlantica, a copy of the Book of Dagon lying next to him, with no idea how he got there. It seems that Ishmael can’t quite escape his upbringing, no matter how hard he tries.

Even though he’s tried to separate himself from the Order of Dagon, Ishmael is easily the most connected to the Deep Ones out of all the characters in the game. The First Oath of Dagon allows him to move Father Dagon or Mother Hydra away from the ship, and the  Book of Dagon  allows him to control the movements of their Deep One spawn. His  Deep One Ancestry  allows Ishmael to determine the exact loyalties of any one other player, which helps him keep tabs on any Deep One hybrids that might be lurking about on the ship.

However, if Ishmael is a traitor, then his connection to the Deep Ones makes them even more dangerous. The First Oath of Dagon can easily be used to move Dagon or Hydra to threaten a more vulnerable part of the ship, the Book of Dagon can do the same with their spawn, and Deep One Ancestry lets Ishmael cause havoc by falsely accusing an innocent player of being a traitor or gain himself or a fellow hybrid some trust by declaring another player to be a loyal human (whether they are or not).

The Jinx: Edmund Mallory

 

At first, Edmund didn’t think much of the unremarkable gold ring his mother gave him. It wasn’t until he learned of his parents’ deaths in a steamship accident that he realized it was the last gift he would ever receive from them. Unfortunately, the death of his parents was just the beginning. First his house staff took ill, then his family estate crumbled off the cliff it was built on, then his yacht sank after Edmund heard an eerie, yet melodic sound.

Edmund survived all these misfortunes, and he was convinced that the ring had some sort of curse. Following an instinctual urge to return the ring to whence it came, he contacted a friend whose father was an expert archaeologist in hopes that they could help. Jack agreed to meet Edmund in Boston, so he booked passage aboard the Atlantica, determined to break the curse before misfortune finally catches up to him.

Edmund’s luck (specifically, his bad luck) takes the stage in his playstyle, with lots of opportunities to leave things to chance. His Fortunate Son ability lets him reroll dice as many times as he likes (so long as he has skill cards to discard), and with the  "Lucky" Ring  he received from his mother, he can boost the chances of a skill check succeeding at the cost of possibly bringing about future misfortune. If someone draws a particularly nasty mythos card, he can use his  Uncanny Fortune  to give them a new one. Just be careful—the new card might be even worse!

However, if Edmund is a traitor, then his string of bad luck is only a boon to him and the Deep Ones. His access to all five skill types lets him easily cast suspicion on other players while sabotaging skill checks. Fortunate Son could potentially turn any successful die roll into a failure, the Ring could fill the chaos deck with treacheries, and Uncanny Fortune could easily force someone to resolve a much worse mythos card than what they were doing originally. Everyone has to be wary of the jinx, especially if that jinx is working with ancient evils!

The Stowaway: Samira Dualeh

 

All Samira wants is to be reunited with her family. Her parents left Somaliland to travel to the United States in search of a better life for the family, but when Samira tried to follow them, she was rejected from Ellis Island as “defective” because of her albinism and was deported back to Morocco. After living on the streets for a while, she followed a Frenchman to a banquet for poor children. During the meal, she witnessed a young boy writhing on the floor, his skin a mottled gray and his eyes bulging out of his head.

Eventually, Samira found a ship bound for Boston and snuck aboard. While hiding in the cargo hold, she overheard a pair of voices talking about a passenger who was impeding their plans. They would have discovered her if not for the loud bark of a giant schnauzer that burst from a nearby crate. Samira fed the dog some of her stolen food, earning herself a trusty companion.

Samira is used to fending for herself and making use of whatever she can get her hands on, and this adaptability is reflected in her playstyle. Her Scavenger ability lets her stockpile useful items and share them with other players (if she chooses to), and  Well Equipped  lets her boost the result of a skill check for each item in her possession. She also comes with her newfound companion,  Starbuck , who can help fend off enemies or protect her from harm.

However, if Samira is a traitor, then this versatility makes her a massive threat. Each item she takes with Scavenger is an item that the humans can’t use, and they all have features that can give her an edge during her sabotage. Well Equipped can be used to decrease the result of a skill check and ensure its failure, and Starbuck is loyal only to her—she will readily attack any human that dares to challenge her beloved Samira.

A Varied Crew

This colorful cast of intriguing characters helps bring the world of Unfathomable to life. We hope you are excited to meet them when Unfathomable launches this September!

Join us next time for a gameplay preview of this thrilling game of traitors and terror. You can pre-order your own copy of Unfathomable (UNF01) at your local retailer or online through our webstore today!

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© and ™ Fantasy Flight Games.

Spreading War

Published 8 July 2021 | Journeys in Middle-earth

Spreading War

Announcing a New Expansion for The Lord of the Rings: Journeys in Middle-earth

“These are the Rohirrim, as we name them, masters of horses, and we ceded to them the fields of Calenardhon that are since called Rohan; for that province had long been sparsely peopled. And they became our allies, and have ever proved true to us, aiding us at need, and guarding our northern marches and the Gap of Rohan.” – Faramir

War has come to the realm of Men. Shadows spread throughout Rohan and Gondor, from the tangled depths of Fangorn Forest to the haunted ruins of Osgiliath. You have encountered ruthless mercenaries that have invaded the kingdoms of Men under orders from a mysterious figure, and now you must strike out to hopefully quell the tide of violence before it becomes too great.

Fantasy Flight Games is proud to announce the Spreading War expansion for The Lord of the Rings: Journeys in Middle-earth!

Taking place in the proud kingdoms of Gondor and Rohan, this expansion unlocks an all-new campaign with fifteen scenarios that see you traveling between the kingdoms and defending them from enemy forces. Spreading War also comes with six new heroes, over 20 enemy miniatures, 18 double-sided journey map tiles, new roles, new terrain types, and much, much more!

The kingdoms of Men call for aid. Will you answer? Gather your Fellowship and rise to the challenge in Spreading War!

Stalwart Companions

With an onslaught of brutal mercenary attacks targeting both Gondor and Rohan, it will take a group of courageous heroes to withstand the assault and push them back. Fortunately, Spreading War provides six new heroes to help defend the kingdoms of Men, each bringing their own unique strengths and skills to your Fellowship.

First among these fine heroes is Beorn , the taciturn shapeshifter whom Bilbo and the Traveling Company encountered on their journey to Erebor. More at home in the woods than among people, Beorn excels at scouting and safely making his way through the wilderness of Middle-earth. The greatest—and most iconic—feature of this soft-spoken beekeeper is his ability to transform into a hulking beast of great spirit and might. Use Beorn’s innate ability to help you search your skill deck for The First Beorning , then prepare it to transform into The Great Bear . As part of this transformation, you will actually swap Beorn’s character card, equipped items, and plastic figure to those of the Great Bear, which means Beorn is essentially two heroes in one!

Though he cannot equip normal items while in his bear form, there can be no mistake that Beorn is a powerful figure on the battlefield. With a whopping 5 might, Beorn can use his Rending Claws to reliably rip through enemies, and his Hoary Coat lets him shrug off even the most gruesome of injuries. When you are ready to shed your bear form, take advantage of The Great Bear’s extra cost to interact and discard The First Beorning from play to walk as a man once more.

Even while he isn’t a bear, Beorn is a versatile hero. Use Beast Tongue in tandem with Beorn’s innate ability to scout for free and gain another action, then attack an enemy as a Friend of Bees to stun them. If you defeat them, you can use The Day Will Come to scout again, allowing you to fish for The First Beorning if you feel like donning the guise of The Great Bear once more.

Beorn’s affinity with the wilderness makes him an excellent guide, which also happens to be one of the six new roles added in the Spreading War expansion! Point your allies to The Way Forward to help everyone move further toward the goal, then use the Great Hound to take even further advantage of Beorn’s innate ability.

We will go into further detail on the other five new heroes included in Spreading War in a future preview, so stay tuned!

A Growing Threat

Whether you serve as a Guide for your allies or help defend them as another role—such as Shieldmaiden—your mission in Spreading War remains the same: protect the kingdoms of Gondor and Rohan from the Enemy’s mercenary onslaught. The campaign of this expansion spans the length of a year in-game, and the decisions you and your fellow heroes make across all four seasons will shape the twists and turns of the story. At certain story beats, you will be able to travel between the two kingdoms, but choosing when to do so will have lasting effects on how the campaign plays out. Will your Fellowship focus on bolstering one kingdom’s defenses over the other? Or will you prioritize gathering information and investigating the mastermind behind the threat?

The mercenary threat is not to be trifled with. You may even find yourselves facing a powerful War Oliphaunt!

These adventures will bring you face-to-face with the aforementioned mercenaries and other dark forces as you travel between Gondor and Rohan, and the longer it takes you to find the orchestrator of the assaults, the harder they will become to repel. In the spring, the mercenary threat is small and easier to handle, but by the time autumn rolls around they will be truly formidable. New enemy types like the War Oliphaunt, Soldier, and Fell Beast all behave in ways that shake up the flow of combat, such as allowing other enemies more movement or inflicting the new banes on the players—we’ll go into more detail on those at a later date.

Against the Tide

You and your Fellowship will have your work cut out for you as you toil to defend two kingdoms from their relentless, brutal attackers. And behind it all, a dark mastermind manipulates the events toward their own mysterious, shadowy ends. Will you be able to halt the spread of war? Build a new Fellowship and rise against the darkness when the Spreading War expansion for Journeys in Middle-earth arrives this October!

Pre-order your copy of Spreading War (JME08) at your local retailer or online at our web store today!

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A Summer of Horror

Published 2 July 2021 | Arkham Horror: The Card Game

A Summer of Horror

The Arkham Horror Files Took Over June!

"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
     –H.P. Lovecraft

Set amid a backdrop of Lovecraftian horror, experience the mysteries, mythos and monsters in the expansive game titles known as the Arkham Horror Files. It truly is a summer of horror, since the Arkham Horror Files took over the month of June! Take a look below to see all of the great Arkham games and expansions that were released or announced this month.


Secrets of the Order - Available Now!

The unquiet spirits of the dead cry out and ghouls stalk the midnight streets of Arkham. Derelict portals yawn open between our existence and the horrific unknown, and even in the storied French Hill neighborhood, the Order of the Silver Twilight plots their path to greater power.

This new expansion brings investigators to the classic neighborhood of French Hill while also sending them beyond our reality into the depths of the terrifying Underworld. Two new double-sided map tiles bring the older regions of Arkham, Massachusetts to life, including the aforementioned French Hill neighborhood, as well as the Underworld itself. Four more investigators join the party, ranging from the steadfast soldier Mark Harrigan to the confident aviatrix Winifred Habbamock. The investigators’ jobs will not be easy—this expansion brings three entirely new scenarios into the fold, challenging investigators with restless spirits, secret cultists, and the depths of the Underworld itself. With over 130 new encounter and event cards, new assets, monsters, conditions, and a new type of map tile, Secrets of the Order opens a portal to a hoard of content, pulling you into some truly terrifying tales.

This is not a standalone product. It requires the Arkham Horror Third Edition Core Set to play.


By the Book and Roland Banks Parallel Investigator Card - Available Now!

A brand new batch of print-and-play content for Arkham Horror: The Card Game is here! Following the parallel versions of investigators Daisy Walker, "Skids" O'Toole, and Agnes Baker, this time you'll take on the role of Roland Banks and uncover a conspiracy the likes of which you've never faced in Arkham LCG before.

Yet another body has been uncovered in the Black Cave. With due diligence, you seek the trush and believe the mastermind of the murders is a congressman, Mr. Grey. This is an unprecedented case for you; will you be able to take down such a powerful politician and his ring of conspirators?

Arkham Horror: The Card Game core set is required to play.


Edge of the Earth Investigator Expansion - Pre-Order Now!

In the far, uncharted reaches of Antarctica, unspeakable horrors dwell on the edge of shadows. They lurk, wait, and watch, and with them comes a secret so ancient and profound that it threatens to tear apart our very understanding of the planet we call home- if it doesn't tear apart reality itself first. Thus, our intrepid investigators must delve into the mysteries of the great southern ice sheets and, hopefully, uncover the truth before it is too late. 

In the Edge of the Earth Investigator Expansion, you'll find a treasure trove of player cards the likes of which you've never seen in Arkham history. With five investigators and around 250 cards to expand your deckbuilding options, you won't want to miss this opportunity to strengthen your player card content like never before.

Arkham Horror: The Card Game core set is required to play.


Edge of the Earth Campaign Expansion - Pre-Order Now!

In the far, uncharted reaches of Antarctica, unspeakable horrors dwell on the edge of shadows. They lurk, wait, and watch, and with them comes a secret so ancient and profound that it threatens to tear apart our very understanding of the planet we call home—if it doesn’t tear apart reality itself first. Thus, our intrepid investigators must delve into the mysteries of the great southern ice sheets and, hopefully, uncover the truth before it is too late. Will they save the world? Or will they perish in the icy depths?

The Edge of the Earth Campaign Expansion has no player cards in sight. Instead, this expansion contains over 300 scenario cards to support the entirety of the Edge of the Earth campaign, including the materials for a breathtaking new story, branching paths, and more. The best part? All you need is a core set and a copy of this expansion to jump right into this chilling tale—no other materials required! While we will no longer be releasing monthly Mythos packs going forward, this single expansion contains about the same amount of content as an entire cycle from the old release model. It’s a full campaign all in one package!

Arkham Horror: The Card Game core set is required to play.


Unfathomable - Pre-Order Now!

The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the Atlantic Ocean. Its unsuspecting passengers fully anticipated a calm journey to Boston, Massachusetts, with nothing out of the ordinary to look forward to. However, strange nightmares plague the minds of the people aboard the ship every night; rumors circulate of dark shapes following closely behind the ship just beneath the waves; and tensions rise when a body is discovered in the ship’s chapel, signs of a strange ritual littered around the corpse. This voyage began like any other, but now it seems that the Atlantica may never reach its destination.

Immerse yourself among the passengers and crew of the SS Atlantica in this game of hidden loyalties, intrigue, and paranoia for three to six players. Some players are humans who are fighting for the survival of the ship, while others are traitors sent aboard the ship by mysterious beings to ensure that it never reaches port! Because player loyalties are hidden, determining who is friend and who is foe is critical to winning a thrilling game of Unfathomable.


Arkham Horror: The Card Game Revised Core Set - Pre-Order Now!

The boundaries between worlds have drawn perilously thin. Dark forces work in the shadows and call upon unspeakable horrors, strange happenings are discovered all throughout the city of Arkham, Massachusetts, and behind it all an Ancient One manipulates everything from beyond the veil. It is time to revisit that which started it all…

With a revamped system of organization and a number of quality-of-life improvements, this new version of the beloved LCG’s core set is the perfect way for someone to dive into the game. The box comes with everything you need to get your Arkham campaigns started, including enough cards and components for up to three other players to join you in your quest against the Mythos.

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