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Uphold Your Games

Published 20 June 2018 | Fantasy Flight Supply

Uphold Your Games

Announcing New Plastic Stands from Fantasy Flight Supply

Fantasy Flight Games is happy to announce new and improved Plastic Stands from Fantasy Flight Supply! You can pre-order your copies of these Plastic Stands at your local retailer today.

No matter what kind of game you’re playing, you’ll want to see all of the pieces in play. Plastic Stands from Fantasy Flight Supply are the perfect tool to elevate important tokens or standees so they can be easily seen from anywhere around the table. Now, with the new and improved design of our Plastic Stands, you can be certain that your game components will be safely and securely held.

Whether you’re protecting our world from elder gods in Eldritch Horror, commanding a fantasy army in Runewars Miniatures Game, or battling for the fate of the galaxy in Star Wars™: Rebellion, you can take advantage of Plastic Stands to easily and clearly display some of your most important pieces of your game.

Pre-order your copy of the Plastic Stands (FFS81) at your local retailer today!

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Twilight Imperium, Descent: Journeys in the Dark, Arkham Horror, Midnight, and Red November are © and ™ and/or ® Fantasy Flight Publishing, Inc. Lord of the Rings LCG, Call of Cthulhu LCG, A Game of Thrones LCG and DungeonQuest are © Fantasy Flight Publishing, Inc. Living Card Game, LCG and LCG logo are ® of Fantasy Flight Publishing, Inc. The Lord of the Rings is ™ The Saul Zaentz Co. d/b/a Middle-Earth Enterprises. Call of Cthulhu is ™ Chaosium, Inc. A Game of Thrones is ™ George R.R. Martin. DungeonQuest is ™ Scanditoy AB. Pandemic is ™ Z-Man Games. Warhammer: Invasion LCG is © and ™ and/or ® Games Workshop, Ltd. Star Wars is © and ™ and/or ® Lucasfilm, Ltd. Fantasy Flight Supply is a trademark of Fantasy Flight Publishing, Inc.

 

The Fires Within

Published 20 June 2018 | Legend of the Five Rings LCG

The Fires Within

Preview the Third Dynasty Pack of the Elemental Cycle for Legend of the Five Rings: The Card Game

“I need not understand the Elemental Masters' wisdom, so long as it remains safe with them.” 
   –Chikai Order Protector

Order your own copy of The Fires Within at your local retailer or online through our website today!

Illuminating Rokugan, Fire is an element of passion, love, and obsession. In moderation, this element is vital to the Emerald Empire, inspiring creativity and ingenuity across the land. However, when stretched beyond its boundaries, Fire can turn into a raging inferno, destroying all in its path. It is a difficult balance to maintain, and the scales are beginning to tip.  

The Fires Within explores the explosive element of Fire with new Spells and Shugenja focusing on the element, as well as a new card for the Mantis and a new ancient Creature to aid the Unicorn. Join us today as we preview The Fires Within, the third Dynasty Pack in the Elemental Cycle for Legend of the Five Rings: The Card Game!

Strange Allies

While the Unicorn are known for their fearsome cavalry, their battle maidens, and their meishōdō wielders, they sometimes must rely on other, stranger allies—ancient creatures who have long called Rokugan their home. As the Elements fall out of balance, these elder beings take up arms to assist the Great Clan.

The Shiksha Scout  (The Fires Within, 57) enters the game as a conflict character who aids the Unicorn Clan in their time of need. This strange Creature may be unlike anything a samurai has ever seen in Rokugan before, and it offers a similarly unnatural effect: while the Shiksha Scout is participating in a conflict, you are considered to control an additional character in the conflict.

While this may appear to do very little on its own, the Unicorn receive new support in the Elemental Cycle that encourages them to control more participating characters than their opponent. For example, the Shiksha Scout can be used to activate the ability of Shinjo Shono  (Breath of the Kami, 11), boosting your number of characters and raising the political and military skill of your Cavalry. While you may be outnumbered at the start of a conflict, Shiksha Scout can easily even the odds and provide a surprise boost to your forces. Even if you don’t outnumber your opponent, a balance of military and political skill makes the Shiksha Scout a flexible warrior who can slot into any conflict.

The Unicorn have other ways to increase their numbers as well. As an inexperienced warrior,  Battle Maiden Recruit   (The Fires Within, 50) has zero military skill and zero political skill, but she can also be placed on the field for free. While the Battle Maiden Recruit is untested, she is still a Cavalry character, meaning she can be boosted by effects like Shinjo Shono’s. Furthermore, she can grow on her own as she learns. If you have claimed the Water or Void Ring, the Battle Maiden Recruit gains two military skill, allowing her to hold her own in military conflicts. This conditional skill boost, along with her traits and ability to help you outnumber your foe makes the Battle Maiden Recruit a great investment for zero fate.

Fire and Brimstone

Creativity and individuality is the domain of the Dragon Clan, and they often harness the element of Fire to disorient their foes and gain unique advantages in their conflicts with the other Great Clans.

Smoke  (The Fires Within, 54) is a one-cost attachment Spell that raises the military skill on one of your characters. Furthermore, while the attached character is participating in a conflict, you may bow and sacrifice Smoke to reduce the military skill of each non-unique participating character until the end of the conflict! Smoke is a powerful tool, but it doesn't discriminate in its targets, and even your own characters will be affected by the skill reduction if they are not unique.

Obviously, Smoke works best when you have built up a named character like Agasha Sumiko  (The Chrysanthemum Throne, 65) with a variety of attachments. That way, Smoke simply hits your opponent’s characters, greatly impacting their skill value, and potentially allowing you to break a province with a single character. Smoke is also a great defensive tool—the more characters your opponent sends at you in a conflict, the more effective Smoke becomes, and it may singlehandedly save you from losing a province.

A second Dragon card in The Fires Within can also help you defend your lands. The Wrath of the Kami  (The Fires Within, 45) is a holding that's limited to one per deck, and as an Action during a conflict at that province, you may lose one honor to boost the province's strength until the end of the turn. The kicker is this ability is unlimited! This means that if you're willing to lose your honor, you can ensure this province is nearly unbreakable. As with all things, this must remain in balance. Playing too far into The Wrath of the Kami can lead the Dragon to the brink of disaster if you're not cautious.

With Smoke and The Wrath of the Kami, the Dragon receive several new tricks in The Fires Within that make their provinces difficult to take down—giving them the opportunity to strike at their foes in a balanced and focused manner.

Playing with Fire

The Elements are out of balance. Fire can provide: it can be warm, it can stoke creativity. But when a lingering passion turns into a blazing inferno, will Rokugan be safe? And who will rise to protect it?

Find your fire with The Fires Within (L5C11) available now for pre-order from your local retailer or our website!

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Restless Dead

Published 20 June 2018 | Runewars Miniatures

Restless Dead

Preview the Wraiths Unit Expansion for Runewars Miniatures Game

Order your own copy of the Wraiths Unit Expansion at your local retailer or online through our website today!

Stories of the undead are as old as Terrinoth itself. Some scholars of Greyhaven believe that Wraiths are the manifestations of tragic or violent ends which invoked dark emotions so powerful that death itself could not still the hate. So, they say, such spirits rise after the corpse falls, now ghastly flowing forms more destructive than they ever were in life. These shades especially turn their vengeful eyes towards any who would disturb them as they haunt decaying deathbeds or other places that perhaps bore special meaning to their lives.

Now, the dead rise from their graves in Runewars Miniatures Game, the game of rank-and-file fantasy warfare set in the rich world of Terrinoth. As four factions battle for control of the realm, Waiqar the Undying tasks his necromancers with drawing forth the restless wraiths, otherwise deemed too dangerous for even the undead to utilize. Today, we are pleased to offer you a closer look at the bone-chilling specters of the Wraiths Unit Expansion, now available for pre-order at your local retailer or online through our website!

Tormented Souls

Minor spirits are normally unable to summon the energy necessary to manifest in the physical plane. However, the magic-weilders of Mennara are able to thin the veil and summon what lies beyond to take shape in their world. Once they enter the land of the living, these horrific spectral creatures conjure fear in even the most stouthearted Daqan knights as they glide over swamps without disturbing the waters and pass through walls as if they were nonexistent, bringing with them the icy touch of the grave.

For the low cost of 24 points, you can summon a deadly unit of Wraiths, three trays wide, offering a potent threat without sacrificing their supernatural maneuverability. The key to the Wraiths’ power comes from their unit card ability, which enables them to move through solid objects as if they were air. During a march or a shift action, the ghosts can ignore any number of units and terrain, enabling them to stand toe-to-toe with even the swift Latari in a way that has never been seen in the Mistlands.

Rather than spending time maneuvering around an obstruction, the Wraiths may move straight through, ready to flank their enemies with a reform action before they have a chance to defend. A unit who thinks themselves safe behind a crumbling wall or protected by a fortification of spikes will be frightfully surprised when your specters pass through the structure and strike on their open flank.

Even beyond their unit card ability, the Wraiths feature some of the best tools for flank charges in all of Runewars Miniatures Game. With four march actions, as well as a shift and a reform, these specters are able to glide across the battlefield like mist over the marsh. This creates the unique opportunity for you to construct new strategies within your ranks as the Wraiths offer you more flexibility on the battlefield, able to turn and adjust their movements readily. When your reanimate hordes march, it may be wise to ensure that your Wraiths stand beside them to surround your living enemies and exploit their terror.

Haunt their Dreams

The Wraiths Unit Expansion provides you with four unpainted Wraith miniatures for your undead army, which you can customize to either bear the tattered colors of your army or to reflect the tragic tale that led your specters to their current state. One of the most famous of these stories is that of the lord of Bluestone Keep, whose madness drove him to slay his servants one by one until his loyal bodyguard was forced to plunge a sword in his back. Undeterred by the killing blow, the lord rose again as a Wraith, followed by his murdered servants, now bound to serve him for eternity in death as they wander the halls of Bluestone Keep and kill any who approach. Others in the Land of Steel spread the tale of a garrison stationed on the edge of the Mistlands that fell, not to the forces of the dead, but to betrayal from within. When confronted by the army of the undead, the frenzied soldiers slew one another in their desperation to escape. Now as punishment, they vigilantly guard their ancient charge against the living or any who do not belong in the accursed place.

   

In addition to the beautifully sculpted figures, this expansion includes a new condition card, five new upgrade cards, and a collection of tokens to bolster the strength of your forces. When they take to the battlefield, the Wraiths are bidden by their necromantic masters to destroy the enemy’s morale, sapping their will to live with upgrades like Unhallowed Wind that enable them to draw from the power of the stable energy runes to inflict panic on their enemies. Knowing no mercy, these cruel spirits will even force their enemies to stare into the vacant eyes of their fallen comrades with the Wraith-specific upgrade Faces of the Fallen. This upgrade allows them to add a morale icon during a melee, so long as an enemy has died during this game. Once they have annihilated your enemies’ forces, the Wraiths retreat back into the mists, lying in wait until their masters call for them once more.

Raise the Dead

Summon the forces that exist beyond the veil and add them to the ranks of your undead legion. Wield the power of the Wraiths Unit Expansion and watch as your enemies freeze in fear before you!

Pre-order your copy of the Wraiths Unit Expansion (RWM25) at your local retailer today or on the Fantasy Flight Games website here!

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TM & © 2016 Fantasy Flight Games.

Into the Future

Published 19 June 2018 | Star Wars: Destiny

Into the Future

Announcing Release Dates for Way of the Force

“I saw your future. Just the shape of it, but solid and clear.”
   –Rey, Star Wars: The Last Jedi

Since the 2018 May World Championships this month (and even before that), everyone at Fantasy Flight Games has been eagerly anticipating the upcoming release of Way of the Force, the next set of booster packs for Star Wars™: Destiny. Today, we’re happy to be able to communicate the release date for the Way of the Force booster packs:

  • The North American release date for Way of the Force is scheduled for July 5.
  • Outside of North America, Way of the Force will be released throughout July. Release dates will vary from country to country. For more information on the release date of Way of the Force in your country, please contact your local distributor.
  • The sixth set for Star Wars: Destiny is scheduled for release in the fourth quarter of 2018. We will announce the sixth set's release date as that date approaches.

For more information on what’s coming up next for Star Wars: Destiny, here’s FFG Head of Studio Andrew Navaro!

Andrew Navaro on Star Wars: Destiny

Since its arrival on the market with the release of the Awakenings set almost a year and a half ago, we’ve known that Star Wars: Destiny was something special. The immense response and passion that we’ve seen from the community are just a further confirmation of that fact.

It’s an unavoidable truth that Set 5, Way of the Force, has been delayed from its originally planned release date. You can be certain that no one is more disappointed by this delay than we are, and we're doing everything within our power to bring Way of the Force to you and your local retailers as soon as humanly possible. If you are wondering how this delay will affect the release of future sets, I can assure you that the answer is “not at all.” Despite the delay in the release of Way of the Force, Set 6 will release as planned. We are committed to bringing you three sets of Star Wars: Destiny per year, this year and every year. 

Looking ahead, I can tell you that we have great things planned for Star Wars: Destiny. Set 7, the next base set for the game, is already looking amazing, and we have some very big ideas that we’re planning to bring to fruition in Set 10. The future for Star Wars: Destiny is very bright!

As we look forward to what’s coming next, I want to thank you all for your patience as we work to bring Way of the Force to you with all speed. The Star Wars: Destiny team and I are extremely grateful for your passion and commitment to the game, and we’re thrilled for you to see what we have planned next.

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© & ™ Lucasfilm Ltd.

In Daznak's Pit

Published 19 June 2018 | A Game of Thrones: The Card Game

In Daznak's Pit

Announcing the Fifth Chapter Pack in the Dance of Shadows Cycle

"No," she screamed again. "NO!" the barbs raked along his snout. Drogon rose, his wings covering her in shadow. Dany swung the lash at his scaled belly, back and forth until her arm began to ache. His long serpentine neck bent like an archer's bow. With a hisssssss, he spat fire down at her. Dany darted underneath the flames, swinging the whip and shouting, "No, no, no. Get DOWN!"
   –George R.R. Martin, A Dance with Dragons

Order your own copy of In Daznak's Pit at your local retailer or online through our website today!

The shadows of winter descend on Westeros. Evil conspiracies are formed in darkened corners and spoken of in hushed tones, but soon the time will come for those who would seek power to strike. In the city of Meereen, Daenerys Targaryen must fight for the loyalty of her people as the Brazen Beasts plot her downfall. In King’s Landing, Cersei Lannister must contend with the Faith of the Seven, battling against the power she helped them gain. And in the North, the Boltons hold power for now. But those still loyal to the Starks are preparing to fight back.

Fantasy Flight Games is proud to announce In Daznak’s Pit, the fifth Chapter Pack in the Dance of Shadows cycle for A Game of Thrones: The Card Game, now available for pre-order at your local retailer or online through our website!

Cloak and Dagger

Continuing the themes of the Dance of Shadows cycle, In Daznak’s Pit provides you with a plethora of cards that feature the new shadow keyword. As we see throughout the cycle, the shadow keyword encourages you to embrace the clandestine intrigues of George R.R. Martin’s A Song of Ice and Fire by creating a new way for you to lay your deadly traps. For the price of two gold, you may play a card with the shadow keyword (also indicated by a purple banner in the upper left corner of the card) facedown into shadows. Shadows is a new area separate from both the play area and your hand, where you can protect your most precious cards from military and intrigue challenges, and   spring them on your opponents when they least suspect it. When you are ready to reveal your plans, you can pay the card’s shadow (X) cost to bring it into play.

Yet even with the inclusion of this deceitful keyword, you are far from defenseless. In Daznak’s Pit offers you tools to counter your enemy’s shadowplay without stooping to their underhanded methods. He Calls it Thinking (In Daznak’s Pit, 96) features a powerful Interrupt ability that lets you cancel an opponent’s non-agenda, non-plot triggered ability, unless they pay one gold. This seemingly simple card has the potential to shred your opponent’s plan. Either you cancel their ability or they pay a gold, which can mean the difference between whether or not they will be able to carry out their plans. With the dramatic increase in cards with abilities triggered by coming out of shadows, a little preparation can go a long way.

The Winged Shadow

The Great Pit of Daznak is the largest and most extravagant of Meereen’s fighting pits. The violence worshipped by the cheering masses in this location is reflected in the event In Daznak's Pit (In Daznak’s Pit, 94) which forces each character, already bloodied and wearied, to return to battle. When the Challenges Phase ends, you can play this event to cause each character to stand and immediately launch into an additional challenges phase! As this card does not have a gold cost, it cannot be played normally—you must marshal it into shadow. Still, this is a small price to pay. If you have a two-claim plot combined with Khal Drogo (Core Set, 162), or you have Blood of the Dragon (No Middle Ground, 75) revealed, a second challenges phase can let you completely wipe out your opponent. 

Warriors, wolves, and elephants are far from the most dangerous things to be found in the fighting pits. Drawn by the commotion and violent spectacle, Drogon (In Daznak’s Pit, 93) returns to A Game of Thrones: The Card Game. In the time that has passed since his first appearance (Core Set, 161) in the Core Set, he has grown in size and strength, surpassing even his brother, Rhaegal (Music of Dragons, 73). The most murderous of Dany’s dragons, Drogon is a creature of fire and blood—the Targaryen words made flesh. Unlike his Hatchling form, Drogon can no longer provide his mother with renown for the simple miracle of his existence. Instead, after this Dragon wins a challenge, you have the ability to reduce the STR of one of your opponent's characters by four, killing them if their strength reaches zero. This nearly mirrors the effect of the player-favorite Dracarys! (Core Set, 176), but without requiring you to kneel Daenerys or one of her Dragons. Plus, where Dracarys! is a single-use event, Drogon is a formidable character with a STR of six, meaning your opponent will have a staggering task before them if they wish to stop him in combat. Strengthen him with A Dragon Is No Slave (Guarding the Realm, 34) or Consuming Flames (Journey to Oldtown, 34) while Daenerys Targaryen (The Faith Militant, 93) is in play, and you will see why he is believed to be the reincarnation of Balerion the Black Dread himself. 

Enter the Pits

Give in to your bloodlust. Add the might of In Daznak's Pit to your collection when it comes to your local retailer in Q3 of 2018 and prepare to claim what is rightfully yours!

Pre-order your copy of In Daznak’s Pit (GT35) at your local retailer today or on the Fantasy Flight Games website here!

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

Los Scorpiones and 14K

Published 18 June 2018 | Android: Netrunner LCG

Los Scorpiones and 14K

About the Great 2018 Community Card Design at Android: Magnum Opus

“Is your neighbor secretly a violent criminal? The answer to this chilling question and more, right after the break.”
     –Shannon Claire, SSN 5

Android: Magnum Opus is coming!

Taking place this September 7th – 9th at the Fantasy Flight Games Center in Roseville, MN, Android: Magnum Opus promises attendees a uniquely immersive experience in the Android setting.

  • First and foremost, there's the final World Championship tournament for Android: Netrunner. As the game's Organized Play comes to a close, we expect this 2018 World Championship tournament to serve as a shining testament to the player community, as well as the fantastic level at which the game's top players advance their agendas and make their runs.
  • In addition, attendees will find the World Championship wrapped into a larger thematic experience in the Android settting. The World Championships factor into this "Turf Wars" competition, as do several unique events for Android: Netrunner and the Genesys roleplaying system.

As we noted in the event's announcement, these side events include a one-versus-many variant for Android: Netrunner and a chance to enjoy a Genesys roleplaying adventure in the Android setting. Moreover, the results of these events will be added to the results of the World Champonship tournament and Sunday's Android: Netrunner side event to determine which orgcrime outfit rises to prominence in New Angeles and gains control of the lucrative Beanstalk's smuggling trade.

Today, we are pleased to announce that attendees at Android: Magnum Opus will also have a chance to participate in another special event—the Great 2018 Android: Netrunner Community Card Design!

When you attend Android: Magnum Opus, you'll find yourself assigned to either Los Scorpiones or 14K. Then, throughout your Day 1 rounds of the Android: Netrunner World Championships, you'll help design a new card for the orgcrime outfit to which you've been assigned!

The Great 2018 Android: Netrunner Community Card Design

Who are Los Scorpiones and 14K? Why should you care which of these orgcrime outfits gains primacy in the Beanstalk's smuggling? These are two of the questions you'll explore as an attendee at Android: Magnum Opus, and one of the first ways you'll find yourself connected is through the Great 2018 Android: Netrunner Community Card Design!

Here's how it works:

1. When you registered for Android: Magnum Opus, you selected either Day 1A (Friday) or Day 1B (Saturday) of the Android: Netrunner World Championships.

  • All players assigned to Day 1A will be part of "Los Scorpiones."
  • All players assigned to Day 1B will be part of "14K."

2. Day 1A players will work together to design a card themed around Los Scorpiones. Day 1B players will work together to design a card themed around 14K.

3. Through the first six rounds you play on Day 1, you'll have the chance to help shape the card's text by voting for one of two possible options.

4. Two vote tokens will be placed at your table each round. You earn a vote for each game you win.

5. Votes will be tallied after the 2nd, 4th, and 6th rounds. After each tally, we'll post an image of the card with the updated text. The text your team selects at each of these points will determine the options for the next rounds of voting!

6. After the 6th round, your team will have finalized its card design, and you'll be able to collect a copy of the card after the close of Round 7. You'll also be able to collect a copy of the other team's card design on Sunday, and both cards will be legal for all of Sunday's side events!

Both the Los Scorpiones and 14K cards will also be made available at a later date for free download from the Android: Netrunner website.

Know Your Criminal Organization

Okay, let's imagine that you're headed to Android: Magnum Opus and you're planning to participate in the Great 2018 Android: Netrunner Community Card Design… Great! Now, how do you know what the card should do? Obviously, you want the card to do something cool in the game, but how will you anchor it in the Android setting? How will it capture the flavor of your orgcrime outfit? After all, who are Los Scorpiones? Who are 14K?

The answer, as outlined in The Worlds of Android, is that there are four major orgcrime outfits in New Angeles—Los Scorpiones, 14K, the Mafia, and the Yakuza.

Los Scorpiones

Los Scorpiones are a relatively small player in the New Angelino criminal underworld, but they were one of the first to move in during the construction of the Beanstalk. Base de Cayambe is their home turf, and they have established a wide and diversified list of contacts that grant them some leverage against their larger competitors.


The Los Scorpiones artwork for the Community Card Design, by Emilio Rodriguez.

Specializing in the more gruesome elements of organized crime, Los Scorpiones profit primarily from their drug trade, dealing in stim and related amphetamines. They also dabble in gun running, assassinations, and "organ grinding," a particularly heinous crime that sees people kidnapped and killed for their organs and cybernetic enhancements.

For all their brutal reputation, though, Los Scorpiones benefit from the brilliant and charismatic leadership of local bosses like Lívia Teixeira and Miguel "Monsignor" Morena, which suggests the organization may have grander aspirations for the future.

14K

Founded in Guangzhou, China shortly after World War II, 14K established itself in New Angeles as the largest and most powerful of the Chinese triads. Among other things, this means their New Angelino operations are connected to endeavors that reach to their headquarters in Hong Kong, back to San San, out to Kampala, up the Beanstalk to Heinlein, and out into the solar system.

14K have long been the world's leading supplier of opiates and have their hands in illegal arms trafficking, money laundering, and counterfeiting. They have also entrenched themselves in the world of corporations and politics, with ties to many of the world's largest lobbying firms, especially in America.


The 14K artwork for the Community Card Design, by Matthew Zeilinger.

The triad's operations in New Angeles are overseen by Li Cheong Hua, or "Mr. Li," who has earned a well-deserved reputation for ruling with an iron fist inside of a velvet glove. Because Mr. Li prefers to pursue his goals through negotiation, he and 14K can be good partners for anyone willing to abide by their terms.

Although Mr. Li prefers to avoid violence if he can, he will not hesitate to make examples of his enemies when he deems it necessary. In such cases, his main enforcer is the sadistic killer known only as Tanaka.

Fight for Your Turf

Android: Magnum Opus is your chance to celebrate the legacy of Android: Netrunner The Card Game and play in its final World Championship tournament. Attendees will enjoy the game's fantastic player community, meet top players from around the world, and immerse themselves more deeply than ever in the world of Android.

With the special one-versus-many Android: Netrunner multiplayer experience, a Genesys roleplaying adventure set in the Android universe, the Great 2018 Android: Netrunner Community Card Design, and the spirited team "Turf Wars" competition, Android: Magnum Opus promises to be a celebration of everything players have come to love about Android: Netrunner and the Android setting!

General registration for this event is now closed as it has already sold out. However, if you earned a reserved seat for the 2018 Android: Netrunner World Championship, there's still time for you to claim it!

  • Players looking to claim reserved seats at the Android: Netrunner World Championships may do so here.
  • Press may apply here. Press applications close July 24th at 12:00 PM CDT (UTC/GMT -0500).
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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2018 Fantasy Flight Games. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2018 Wizards.

Order and Profit

Published 18 June 2018 | Android: Netrunner LCG

Order and Profit

Preview the Criminal and Weyland Cards Found in Reign and Reverie

Order your own copy of Reign and Reverie at your local retailer or online through our website today!

While some see ChiLo as a beacon of freedom in an increasingly crowded world, that freedom comes with a price. From the mob families that run the city to corrupt councilmen and women, it’s hard to get out from under the thumb of organized crime in the Midwest. Of course, these factions don’t necessarily get along. In the name of profit, anyone can become your enemy, and when criminals and corporations clash, someone is coming out rich.

Join us today as we preview the Criminal and Weyland cards found in Reign and Reverie, the final deluxe expansion for Android: Netrunner The Card Game.

Reign and Reverie contains cards for every faction in Android: Netrunner, expanding their options with new identities, consoles, agendas, and more.

The View From the Top

Crime is everywhere in ChiLo.  Liza Talking Thunder  (Reign and Reverie, 8) is a prominent legislator, but she still engages in backroom deals, bribery, and more to maintain her position of authority.

Being a criminal when you’re a figure of some authority can provide quite the challenge—all eyes are on you after all—but this fame can also provide resources. The first time Liza Talking Thunder make a successful run on a central server each turn, you draw two cards and take one tag. While taking a tag can be a dangerous proposition, drawing more of your cards is a powerful tradeoff. You can quickly curate your hand to include the tools you need without wasting precious clicks. And with this many options, who cares if you’re being watched via a tag or two: you’re untouchable.

There is even less concern if you have new Criminal console  Paragon  (Reign and Reverie, 10) on the field. Designed to synergize with Talking Thunder, Paragon lets you view the top card of your stack, choose whether or not to put it on the bottom, and gain one credit. When used with Liza after a run on a central server, this lets you filter the cards you draw with her ability, making it even more likely you will find exactly what you need when you make your first run of the turn.

If you really want to push your luck, Hot Pursuit  (Reign and Reverie, 9) can add credits to your run in exchange for drawing a bit more attention. This two-cost event starts a run on HQ, which, if successful, allows you to gain nine credits and a tag. While this can be a powerful swing in resources on its own, the ability stacks with Liza Talking Thunder, and if Hot Pursuit is your first run of the turn, a successful run sees you gain two cards, nine credits, two tags, and a card access from HQ—a package that makes the tags more than worth it.

Liza Talking Thunder is many things. A legislator, a mother, and a role model, but beneath it all, at her heart, she is a runner looking to make a profit. Even if all eyes are on her, she has the resources necessary to bring down those that oppose her and make a profit along the way. 

Dealing with the Devil

We’ve already revealed the terrifying The Outfit  (Reign and Reverie, 50) of mob bosses that runs the streets of ChiLo. Weyland has always been known for their shady business practices, but The Outfit is on another level. They rule through fear, taking public vengeance on those who stand against them, ensuring any runner will think twice before uncovering their plans.

Broad Daylight  (Reign and Reverie, 51) feeds into this mentality. When you score this agenda, you may choose to take one bad publicity, then place one agenda counter on Broad Daylight for each bad publicity you have. Then, once per turn, you can spend a click and a hosted agenda counter to deal two meat damage. This looming threat makes Broad Daylight constantly dangerous and ensures that they will have to spend a significant amount of time keeping their hand stocked, lest they suffer an unfortunate Traffic Accident  (Order and Chaos, 22) in Broad Daylight.

Weyland just doesn’t go after you, they’ll go after your friends, your family, and even the connections you’ve made that assist you in your runs. When you stand against Weyland, no one is safe.

Under the Bus  (Reign and Reverie, 57) is a gray ops operation that can only be played if the runner accessed a card during his or her last turn, and it allows you to freely trash one connection resource and take one bad publicity. If the runner even thinks about digging up your secrets, Weyland responds quickly and brutally. Of course, if The Outfit is behind it, they also make a profit off of their evil deeds, as they continuously tighten their grip around ChiLo.

While those at the top of The Outfit revel in their riches, their empire is built on Drudge Work  (Reign and Reverie, 52). As an asset, you can use Drudge Work to build your empire too. You may place three power counters on Drudge Work when it is rezzed and for a click and a hosted power counter, you may reveal an agenda in HQ or Archives, gain credits equal to its agenda points, and shuffle it into R&D. Getting rid of agendas from your hand or archives is a powerful ability, and Drudge Work allows you to make a profit while doing it. It isn’t glorious, but it's important work.

Crime Pays

Crime pays well in ChiLo. It can elevate you to a position of power, and fear can be used to keep you there. But even so, those in power don’t always get along. Will you use your newfound resources to bring down the corporations around you, or will you keep the populace in a state of fear?

Make your choice with Reign and Reverie (ADN56), available now for pre-order from your local retailer or our website.  

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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2018 Fantasy Flight Games. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2018 Wizards.

Begin Attack Run

Published 18 June 2018 | X-Wing Second Edition

Begin Attack Run

Preview the BTL-A4 Y-Wing Expansion for X-Wing Second Edition

Red Leader, this is Gold Leader. We’re starting our attack run.”
  
–Gold Leader, Star Wars: A New Hope

With the vast resources at its disposal, the Galactic Empire can afford to field starfighters that fill very specific roles. The TIE/ln fighter overwhelms enemy squadrons with superior numbers and maneuverability while the TIE bomber wreaks havoc across the battlefield with its heavy payload of bombs, torpedoes, and missiles. The Rebel Alliance, on the other hand, has no such luxury. They must rely on older, more versatile starfighters that can play many roles within a squadron while facing the seemingly infinite variations of the Imperial TIE fighter.

Order your own copy of the BTL-A4 Y-Wing Expansion Pack at your local retailer or online through our website today!

This is certainly the case with the BTL-A4 Y-wing. Long after falling out of favor with the Empire, the Y-wing would be pressed back into the service of the Rebellion, its resilient frame and flexible payload helping it become a reliable workhorse within Rebel squadrons. This formidable starfighter can be a part of your Rebel squadrons from the moment X-Wing™ Second Edition launches on September 13, 2018, with the BTL-A4 Y-Wing Expansion Pack. This expansion contains a fully-assembled, beautifully painted, and newly resculpted Y-wing miniature, along with a maneuver dial and all the cards and tokens that you need to add a Y-wing to your squadron.

If you already own a Y-wing from the first edition, you can bring it into X-Wing Second Edition with the ship tokens, cards, and maneuver dials found in the Rebel Alliance Conversion Kit that will be available at launch. This kit includes all of the ship and upgrade cards available in the BTL-A4 Y-Wing Expansion Pack. Those looking to expand their ship collections, however, can grab the BTL-A4 Y-Wing Expansion Pack and the six other ship expansions launching alongside the X-Wing Second Edition Core Set!

Heavy Munitions

On the surface, the Y-wing may not seem all that impressive. While it does have a thicker hull than the T-65 X-wing, it’s not nearly as maneuverable and it can’t match the X-wing in terms of firepower from its primary weapon. What the Y-wing lacks in basic stats, however, it makes up for in customizability. Y-wings can be outfitted with a number of upgrades, including turrets, torpedoes, astromechs, and bombs, greatly increasing its firepower and making it a more than worthwhile addition to your squadron.

With both device and torpedo upgrade slots and a red Reload action in its action bar, a Y-wing can be easily outfitted as a heavy bomber, littering the battlefield with devices that can deal damage and disrupt your opponent’s flight paths. A well-placed Proton Bomb,  for example, causes ships at range 0–1 to suffer one critical damage if they’re too close when it goes off.

Other devices, like Seismic Charges, let you make use of obstacles on the board to damage enemy ships. Not only does one of these Seismic Charges cause an obstacle at range 0–1 to be removed when it detonates, it also showers ships within range 0–1 of that obstacle in debris, causing damage. When the Seismic Charges come into play, using obstacles for cover becomes a much riskier strategy—one that could, quite literally, blow up in your opponent’s face.


The Seismic Charge detonates, destroying the asteroid and damaging the TIE fighter!

Clearly, the Y-wing is a ship that excels at using many different weapons to keep enemy ships off-balance, and deployable devices and torpedoes aren’t the only way for the Y-wing to add more options to its arsenal. You can always add a turret and a gunner to the ship, giving you the freedom to target ships outside your forward arc.

Turrets, of course, can be used for more than simply dealing damage. We’ve already shown you how an Ion Cannon Turret can help you inflict ion tokens on a target ship instead of damage, severely limiting its movement and action options during the next round. Similarly, even though they don’t provide new ways to fire on your enemies, gunners such as the Veteran Turret Gunner  can help you gain other advantages. In this case, having one allows you to perform a bonus attack, spreading your fire to a turret arc you have not yet used that round.

A Few Good Pilots

Thanks to the various upgrades it can equip, the Y-wing has some potent offensive capabilities, and with so many weapons and devices to choose from, a good Y-wing pilot needs to know how to get the most out of their ship. Thankfully, the Rebels who choose to fly them are up to the challenge. True to his position as Gold Leader, "Dutch" Vander makes sure his entire squadron is set up to make an effective attack run. When he acquires a target lock, another friendly ship within range can acquire a lock on the same object, ignoring normal range restrictions. Horton Salm,  meanwhile, has a better chance of launching a potent attack when his wingmates are close to the defending ship.

If there's an area that the Y-wing is truly lacking, it's agility. With only a single defense die, the Y-wing mostly relies on its thick hull and shields to stay in the fight for as long as possible. Two Y-wing pilots, however, are adept at taking evasive maneuvers with this lumbering ship. First appearing as an ARC-170 pilot in the first edition, Norra Wexley takes her place at the controls of a Y-wing in X-Wing Second Edition. She likes to keep her enemies close, making it difficult for other ships to take a clean shot at her. If an enemy ship is at range 0–1 while Norra is defending, she has the rare ability to add an evade to her die results, ensuring that at least one hit will be canceled.


Sensing a strong incoming attack, Evaan Verlaine spends a focus token to give herself an additional defense die until the end of the round.

Evaan Verlaine is similarly defensively minded, but unlike Norra Wexley, her results are far from guaranteed. If she finds herself or another friendly ship at range 0–1 in a vulnerable position, she can always spend a focus token to grant herself or her chosen ally an additional defense die while defending until the end of the round.

Take on the Empire

The Y-wing may be an older starfighter, but it is still a powerful force within Rebel fighter squadrons. With a full complement of bombs and torpedoes, even one Y-wing has the firepower to take the fight to the Empire. Outfit yours and dominate the battles of X-Wing Second Edition!

The BTL-A4 Y-Wing Expansion Pack (SWZ13) is launching alongside the X-Wing Second Edition Core Set on September 13th, 2018. Pre-order your copy at your local retailer or online through our website today!

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© and ™ Lucasfilm Ltd.

Flight of Crows

Published 15 June 2018 | A Game of Thrones: The Card Game

Flight of Crows

A Designer Journal on the Fourth Cycle for A Game of Thrones: The Card Game

There were crows circling the seven towers and great dome of Baelor’s Sept even now, Jaime suspected, their black wings beating against the night air as they searched for a way inside.
  
–George R.R. Martin, A Feast for Crows

The Flight of Crows cycle, the fourth cycle for A Game of Thrones: The Card Game, has recently concluded with the release of Someone Always Tells. But before you fall too far into the dark intrigues of the new Dance of Shadows cycle, we want to spare a little time for developer Danny Schaefer to reflect back on the most recent cycle.

Developer Danny Schaefer on the Flight of Crows Cycle

Hi, everyone!

In this article, I’d like to talk a bit about the Flight of Crows cycle for A Game of Thrones: The Card Game. I’ll be walking through some of the major themes of the cycle, calling out my favorite cards for each theme, and discussing my thought process when designing them and how I anticipated them fitting into the game.

From a broad perspective, the Flight of Crows cycle was designed to build on the bestow mechanic introduced in the Blood and Gold cycle, providing more support for the mechanic and playing with different ways it could be used. The cycle also introduced an overarching theme of cards that work best when combined with cards from other factions. Finally, I wanted to use the cycle to explore some of the minor themes within each faction, fleshing out some underused mechanics to help each faction feel deeper and more nuanced! Let’s take a look at each of these three themes from the cycle and a few of my favorite cards that correspond to each theme.

Bestow

As the Blood and Gold cycle was the introduction to the bestow keyword, that cycle generally used the mechanic in a fairly basic way. Most cards had a bestow value of two or three, with an ability that scaled based on gold bestowed or required you to discard a gold from the card to use the ability. As a result, most bestow cards created one or two important decision points for the player—how much gold to put on the card when playing it, and when to spend that gold to use the card’s ability. For Flight of Crows, I was interested in designing bestow cards that altered this play pattern, creating a wider variety of decision points.

The Iron Bank (The Archmaester’s Key, 19)

This is one of my favorite uses of bestow in the cycle because it creates unique decisions that feel very different from the choices associated with a typical bestow card. The Iron Bank’s bestow 1 keyword means there isn’t much choice to be made when playing the card (although it does make cards like Favors from the Crown (The Brotherhood Without Banners, 120) or Unbridled Generosity (The Brotherhood Without Banners, 118) look pretty enticing as a way to “cheat” more gold onto the card). Instead, the interesting decisions are how and when to spend gold from The Iron Bank.

Unlike other bestow cards, which encourage a play pattern of using the gold at the earliest opportunity, The Iron Bank encourages you to wait as long as possible before spending its gold because the gold grows exponentially. This creates a great deal of tension, as there’s a strong allure to waiting and letting the gold build up to ridiculous amounts. But each turn you wait is another turn you have a card in play that’s doing nothing to help you, and it leaves you open to the risk of your opponent discarding The Iron Bank before you get any value from it.

The House of Black and White (Journey to Oldtown, 22)

I wanted this cycle to have a few really splashy, jaw-dropping bestow effects, and this is one of the biggest. The bestow value of ten is immediately attention-grabbing, as is the targeted kill effect—hard removal is almost always tied to winning a challenge or restricted to a small subset of characters, so a kill effect with no such restrictions should cause players to sit up and take notice. What I really like about this card, though, is the ability to refill it with more gold. This takes the one-time decision of how much gold to invest and makes it repeatable, giving you interesting choices from turn to turn. I especially like how the ability leads to tough decisions between short-term and long-term benefits: do you kill the four-cost character now, or settle for killing a one-cost character so you can add more gold and take out their six-cost character next turn?

Mole's Town (Kingsmoot, 46)

On the surface, Mole’s Town doesn’t look too different from your typical “spend one gold to use an effect” bestow card. However, the fact that the gold moves to the chosen character adds a lot of depth to the ability. Because you can’t choose the same target multiple times, you have to consider not only the best play for the current round, but whether you’ll want to use Mole’s Town on a certain character in a future round.

The other interesting feature of this card is that it plays differently against an opponent running bestow characters—characters with bestowed gold aren’t valid targets for Mole’s Town and moving gold onto a bestow character with no gold could easily backfire. I like designing cards that have different values against different decks, as it helps games play out differently, even if the game plan you’re trying to execute is roughly the same.

Honorable Mention: Cersei's Informer (The Faith Militant, 89), Yunkai (Favor of the Old Gods, 74)

Banners

One theme of Flight of Crows is a focus on the Banner agendas. As the game grows and more agendas are released, the opportunity cost of running a Banner agenda increases—if you choose a Banner, you are giving up the chance to have the powerful ability of an agenda like "The Rains of Castamere" (Lions of Casterly Rock, 45), The House with the Red Door (Journey to Oldtown, 39), or The Wars to Come (Sands of Dorne, 45). As the card pool grows, each faction gains access to a deeper pool of strong cards, shrinking the gap in card quality between Banner and non-Banner decks. For that reason, I wanted to include some cards in this cycle that specifically reward you for playing with a Banner.

Secret Pact (The Faith Militant, 96)

I’m a big fan of cards that have multiple uses, so it’s no surprise that Secret Pact tops my list of favorite Banner cards. This card has applications even in a non-Banner deck, giving you a way to stop a pesky opposing character from attacking. Playing the card in a Banner leaves that option open while providing the added flexibility of giving renown to one of your own non-Martell characters. In a melee game, the applications are even broader, as attaching Secret Pact to an opponent’s character will stop it from attacking you, while giving that player an incentive to attack other opponents. Having cards like Secret Pact, that put a lot of options into players’ hands, leads to more interesting, dynamic, and skill-testing games.

Oathkeeper (The Archmaester’s Key, 5)

Oathkeeper was one of the first cards I designed with this theme in mind. The plotline of Brienne looking for Arya and Sansa lent itself perfectly to the mechanic of searching for characters from a different faction, making Oathkeeper a natural fit. I’m always on the lookout to include thematic designs that tie into the overall themes of the set.

Another thing you may notice about Oathkeeper is that it works with any non-Tyrell characters, including neutrals. This is a choice I made for many of the Banner cards in this cycle, to make them feel a bit less pigeonholed and allow them to be used in other decks.

Queen's Men (The Archmaester’s Key, 8)

Queen’s Men offers some potent support for one of Baratheon’s minor themes, which is the R’hllor “seen in flames” ability that allows you to see your opponent’s hand and remove cards from it. This ability provides Baratheon with a unique way to disrupt the opponent, and one that feels distinct from their proclivity for kneeling.

I also like the dual nature of this card’s effect; the Queen’s Men alone provide you valuable information, while using the non-Baratheon kicker can upend your opponent’s plans. Like Secret Pact, this is a card that can be serviceable even without additional support, but really shines when used in a Banner deck.

Honorable Mention: Saltcliffe Sailor (Someone Always Tells, 111), The Dreadfort (Kingsmoot, 42)

Faction Themes

In the early expansions, we spent a lot of time building up the card pool and fleshing out major themes for each faction. By the time we began design for the Flight of Crows cycle, many of these major faction themes had come into their own, such as Night’s Watch defense, Targaryen burn, or Greyjoy unopposed. In Flight of Crows, I wanted to put more focus on each faction’s minor themes. The goal is for each faction to feel more complete and multi-dimensional, with several distinct builds possible.

Tris Botley (Journey to Oldtown, 31)

Pillage had been floating around as a minor Greyjoy theme for a while, but it hadn’t had enough support to produce a dedicated deck. One key to making the pillage deck work was introducing cards that benefit not only from their own pillage keyword, but also from your other pillage characters. Tris Botley is a good example—he works just fine on his own, but surrounding him with other pillage characters greatly expands your options. Another aspect of his ability that I like is that he really rewards knowledge of your opponent’s deck and can punish opponents whose strategy is too predictable or too reliant on certain key cards.

Septa Nysterica (The Archmaester’s Key, 4) / Ser Hyle Hunt (Kingsmoot, 43)

Tyrell has long been the most constructive faction in the LCG®, with a plethora of abilities that let you draw cards, gain gold, and build up your board, but relatively few abilities that actively disrupt your opponent. This is an intentional point of balance; they are allowed to be stronger in one area due to their weakness in the other. There should still be some ways for Tyrell to interact directly, however, and one of those is by removing characters from challenges. While not a permanent solution to a problematic character, these abilities are a nice way to give the Tyrell player more control over the challenges phase. Each of these characters is also connected to Tyrell’s more prominent “strength matters” theme, with Hyle in particular playing very well with strength buffs.

Dorea Sand (The Archmaester’s Key, 16)

The Sand Snakes theme wasn’t fully fleshed out until the development of the Sands of Dorne expansion, but even during the design of Flight of Crows, I knew it was a theme that would be explored eventually. Dorea is a great example of an effective “tribal” card—she’s okay on her own, but if you commit to building around Sand Snakes, she becomes incredibly efficient. It’s important for cards like Dorea to exist in the card pool as a reward for building around a certain theme, allowing those minor themes to sometimes supplant a faction’s more generic builds, creating a wider diversity of archetypes.

Honorable Mention: Tarle the Thrice-Drowned (The Faith Militant, 91), Nymeria  (Favor of the Old Gods, 61), To Go Forward You Must Go Back (Someone Always Tells, 114)

Thanks, Danny!

The Flight of Crows cycle has been completed, but the Dance of Shadows cycle has only just begun. Stay tuned for more information about the fifth cycle for A Game of Thrones: The Card Game!

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

Transporting Terror

Published 15 June 2018 | X-Wing Second Edition

Transporting Terror

Preview the X-Wing Second Edition Content of the TIE Reaper Expansion Pack 

"We need a statement, not a manifesto."
   –Grand Moff Tarkin, Rogue One: A Star Wars Story

As we saw in Rogue One: A Star Wars Story, stealing the Death Star plans was no easy task. One of the biggest challenges the Rogue One team faced on Scarif were the waves of Death Troopers ferried into the heat of battle by the imposing TIE reaper. These menacing fighters pose a multipurpose threat to Rebel forces… and the TIE Reaper Expansion Pack  gives you everything you need to add one to your games of X-Wing.

Order your own copy of the TIE Reaper Expansion Pack at your local retailer or online through our website today!

In addition to adding a new starfighter to the Imperial ranks, the TIE Reaper Expansion Pack will help usher in X-Wing Second Edition  by including components that are compatible with both the first and second editions. The beautifully painted TIE reaper miniature included in this expansion will be accompanied by second edition versions of all the ship cards and tokens you need to incorporate one of these terrifying ships into your Imperial squadrons, as well as its own complement of ten upgrade cards.

These cards will give you an early glimpse of the refinements made in the new edition and, when X-Wing Second Edition is released on September 13th, 2018, they will join the upgrades already found in X-Wing Second Edition to give you an array of options for building your first squadron. We’ve already taken a look at the first edition content you’ll find in this expansion. Join us today for a preview of the second edition content in the TIE Reaper Expansion Pack!

Advanced Tech

On the cutting edge of Imperial weapons technology, the TIE reaper is a surprisingly nimble ship for its size. It can pull off some impressively tight turns and quickly reposition itself, daring opposing pilots to underestimate its abilities. Part of this added maneuverability can be attributed to the Adaptive Ailerons that give the reaper a little extra speed before its dial is revealed.  

A standard feature of all TIE reapers, Adaptive Ailerons are the first instance of ship abilities in X-Wing Second Edition. These abilities represent systems built directly into ships, rather than the abilities of the pilots who fly them. Sometimes, such as with  "Vizier,"  a ship ability and pilot ability synchronize to provide extra benefits. In this case, “Vizier” can perform a coordinate action after fully executing the speed one maneuver required by his Adaptive Ailerons, giving another pilot the chance to take an action.

If this pilot you coordinate with happens to be Major Vermeil,  he could always take the jam action to remove a green token from an enemy ship at Range 1 or force that ship to break one of its locks. At the very least, Major Vermeil can assign a jam token to the ship, preventing it from gaining a green token or lock later in the round. If he can successfully keep his target from gaining any green tokens, Major Vermeil can then change a blank or focus result to a damage result while attacking later in the round.

Captain Feroph has a similar ability, guaranteeing her an evade result so long as the attacker does not have any green tokens. In either case, the coordinate action from “Vizier” ensures that Major Vermeil and Captain Feroph can both jam and focus in the same round, putting them at an advantage while limiting the enemy’s options.

Lethal Cargo

When the TIE reaper darkens the skies, enemy pilots know they’re in for a difficult fight. This ship packs quite the punch, rolling three attack dice with its primary weapon. While this fact alone should be enough to give enemy ships pause, the reaper becomes even more frightening when carrying specialized crew members into battle. Originally designed as a troop transport, the reaper's two crew upgrade slots give you plenty of options for enhancing its abilities.

For example, you could fill both of those slots with a group of Director Krennic’s Death Troopers and fly into the heart of the battle. Once there, enemy ships at Range 0–1 cannot remove stress tokens, forcing them to move out of range if they want to perform any actions. Similarly, having an ISB slicer on your ship prevents nearby enemy ships from removing jam tokens at the end of the round, ensuring they’ll have difficulty gaining locks or green tokens for at least another round.

Rather than place limits on what enemy ships can do, other crew members, like the Tactical Officer,  enhance the reaper’s built-in capabilities. One of these officers takes the pressure of interfacing with other ships off the pilot, turning the reaper’s red coordinate action white. But if you want a truly commanding presence on your ship, you can always add Director Krennic himself. In addition to adding the target lock action to the ship carrying him, Krennic turns another friendly ship into an Optimized Prototype from the very beginning of the game. Krennic’s ship can then work closely with the Optimized Prototype, with his ship obtaining locks on enemy ships and the Optimized Prototype quickly draining these ships’ shields or exposing their facedown damage cards.

Death from Above

Whenever an enemy is foolish enough to launch an attack on an Imperial facility, the TIE reaper will be there to carry elite troops into battle. And when X-Wing Second Edition launches on September 13th, 2018, the TIE reaper will be ready to enter a new era of interstellar combat.

Look for the TIE Reaper Expansion Pack (SWX75) in stores late in the second quarter of 2018. You can pre-order your copy at your local retailer or online through our website today!

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© and ™ Lucasfilm Ltd.

Into the Wild

Published 14 June 2018 | The Lord of the Rings LCG

Into the Wild

The Wilds of Rhovanion Is Now Available for The Lord of the Rings: The Card Game

“It would take more than a few days, or weeks, or years, of wandering in the Wild to make you look like Strider.”
   –Strider, The Fellowship of the Ring

Order your own copy of The Wilds of Rhovanion at your local retailer or online through our website today!

The lands of Rhovanion may seem far from the black wastes of Mordor. Many miles of wild and untamed lands separate the two, and noble Men hold watch from the city of Dale. But you’re still beyond the Edge of the Wild, where Goblins, Wargs, and far more dangerous Creatures make their dwelling places. In these deadly environs, your adventures may be over before they even begin.

The Wilds of Rhovanion, a new deluxe expansion for The Lord of the Rings: The Card Game, is now available at your local retailer or online through our webstore!

Within The Wilds of Rhovanion, you’ll find two new heroes to take on your adventures and an assortment of new player cards in all four spheres, focusing on the Men of Dale and the power of the attachments that you can bestow on your heroes and allies. What’s more, this expansion offers three new quests, each chronicling a new chapter of your journey north as you attempt to find a safe dwelling place for your Haradrim friends in the aftermath of the Haradrim cycle. Every step of your journey deeper into the wilds is fraught with peril… but it’s also another chance to show your valor, wisdom, and strength of arms.

Men of Dale

Our first preview of The Wilds of Rhovanion invited you to delve into the new player cards and themes introduced in this expansion, highlighting the two new heroes. Brand son of Bain (The Wilds of Rhovanion, 1) and his firstborn son, Bard son of Brand (The Wilds of Rhovanion, 2) are Men of Dale, and they may choose to take up arms alongside you. Though father and son offer different strengths and abilities, they share some similarities—most notably, their focus on playing attachments on your characters.

Brand rewards you for playing attachments by boosting your Dale characters’ willpower and bestowing more cards upon you. Bard, on the other hand, lets you return attachments to your hand when a character leaves play. Both can benefit from the wealth of new attachments introduced in this expansion. Whether you clad yourself with a Hauberk of Mail (The Wilds of Rhovanion, 7), arm your hands with a Bow of Yew (The Wilds of Rhovanion, 9), or grant one of your heroes the Necklace of Girion (The Wilds of Rhovanion, 11), Brand and Bard can help you ensure your heroes and allies are ready for anything.

In our second preview of this deluxe expansion, we interviewed designer Caleb Grace about the scenarios that you’ll encounter within The Wilds of Rhovanion. Though The Wilds of Rhovanion breaks new ground in many ways, it also pays homage to some of the quests in the game’s original Core Set, as you journey back along the Anduin and through the darksome depths of Mirkwood Forest. As much as it is a continuation of your perilous exodus alongside your Haradrim companions, the scenarios of The Wilds of Rhovanion represent a homecoming for any veteran fan of The Lord of the Rings: The Card Game.

Finally, in our third preview, we looked at “The King’s Quest.” This quest is the third that you will encounter—and as King Brand charges you with a terrible task, you may find yourself pitted against forces beyond your imagining. Your quest will take you into the abandoned mines of the Iron Hills and the Dwarven cities that lie there. Should you prove able to explore the deeps, you may yet win the favor of King Brand… but first you must survive the quest that is set before you.

Dungeons Deep, Caverns Old

The wild is no place for a Hobbit, but you’re much more than that. You and your friends are heroes of Middle-earth, and in The Wilds of Rhovanion, you’ll take your first steps on a new journey—to Dale and beyond.

Pick up your own copy of The Wilds of Rhovanion (MEC65) at your local retailer or online through our webstore today!

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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

Uscru Entertainment District

Published 14 June 2018 |

Uscru Entertainment District

Order a New Imperial Assault Skirmish Map Today

Coruscant is the center of the Star Wars galaxy. While its upper echelons are a hub of political activity, the underworld serves as a much more dangerous locale. In the dark underbelly of the city, you always have to watch your back, never knowing when a confrontation might turn into an unexpected skirmish.

Fantasy Flight Games is proud to announce the Uscru Entertainment District Skirmish Map for Imperial Assault, available for order now from your local retailer.

The Underworld

This 3' by 3' slip-resistant map takes your Imperial Assault skirmishes to the notorious Coruscant underworld. With this mat, setup for your skirmishes takes only the few seconds that you need to unroll the mat, while providing an environment packed with obstacles and tight corridors.

The Uscru Entertainment District is infamous for its clubs and bars, as well as being the perfect place for a fugitive to disappear into the massive crowds of the underworld. Of course, this doesn't make you invisible and this Entertainment District can just as easily turn into a battlefield. Make sure you aren't taken by surprise with the Uscru Entertainment District Skirmish Map!

Take your Imperial Assault skirmishes to the next level with the Uscru Entertainment District Skirmish Map (SWI53), available for order now from your local retailer!

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The Scholar and the Infinite

Published 14 June 2018 | Android: Netrunner LCG

The Scholar and the Infinite

Two New World Champion Decks for Android: Netrunner Are Now Available

Order your own copy of the Android: Netrunner 2017 World Champion Decks today at your local retailer or online through our website today!

In November of 2017, Android: Netrunner The Card Game players from across the world gathered at the Fantasy Flight Games Center in Roseville, Minnesota to fight for the right to be called the best in the game's annual World Championship. Though many different decks were represented, only one corp and one runner deck could come out on top. Now, both of these decks, featuring full artwork for every card, can be yours!

Fantasy Flight Games is proud to announce the Android: Netrunner 2017 World Champion Corp Deck and the Android: Netrunner 2017 World Champion Runner Deck, available for order now from your local retailer or our website!

These two championship decks are card-for-card recreations of the decks that won the Fantasy Flight Games World Championship last year, piloted by Wilfy Horig! Now, the power of a world champion can be in your hands. Not only are these decks a perfect recreation of Wilfy’s, they also feature fully extended art and minimal formatting for every card featured within. Dominate your opponents in style with these two world-class decks.

A Tool for Every Occasion

Lock down the corporation’s servers with the Android: Netrunner 2017 World Champion Runner Deck that uses  Hayley Kaplan  (Breaker Bay, 25), the Universal Scholar. As a Shaper, Haley has access to tools that allow you to search your stack for the perfect rig.  Artist Colony  (Kala Ghoda, 9) can find any card in your deck, while Fan Site can easily act as the agenda you have to sacrifice to make the Colony run smoothly. 

With Hayley Kaplan’s ability, you can get great click compression, installing two cards for only one of your four clicks. If you take advantage of this frequently, you can find yourself running out of cards, your click efficiency offset by the need to always be drawing. However, the Android: Netrunner 2017 World Champion Runner Deck offers a variety of solutions to keep your grip stocked. The most versatile of these methods is the Laguna Velasco District (Terminal Directive, 22). While the District can be expensive to install, the reward is substantive. Every time you use a click to draw a card, you draw an additional card. This completely offsets the imbalance in Hayley’s ability, and it's enough on its own to keep your grip stocked up at minimal cost. However, the deck also offers plenty of other ways to get your draw engine running.

Astrolabe  (Up and Over, 79) can further stock your grip every time the corp creates a new server, and Beth Kilrain-Chang  (Blood Money, 30) can give you a free draw at the start of your turn based on how many credits the corp has. With all this card draw, you could find yourself in danger of emptying your stack, but a single copy of Levy AR Lab Access (Creation and Control, 35) can allow you to start the cycle all over again.  

With a constant feed of cards and an ability that can unleash those cards into your rig in rapid succession, the Android Netrunner 2017 World Champion Runner Deck is a well-oiled machine.

Identity (1):
Hayley Kaplan: Universal Scholar
Event (14):
Indexing (3), Information Sifting (1), Levy AR Lab Access (1), Mad Dash (1), Peace in Our Time (3), Scavenge (1), Stimhack (1), Sure Gamble (3)
Hardware (3):
Astrolabe (2), Feedback Filter (1)
Resource (17):
Artist Colony (1), Beth Kilrain-Chang (1), Citadel Sanctuary (1), Daily Cast (3), Fan Site (3), Hunting Grounds (1), Laguna Velasco District (3), Sacrificial Construct (3), The Shadow Net (1)
Programs (11):
Atman (1), Femme Fatale (1), Gordian Blade (1), Inti (1), Na'Not'K (1), Clot (1), Misdirection (1), Self-Modifying Code (2), Tapwrm (2)

Money and Power

 The Android: Netrunner 2017 World Champion Corp Deck utilizes Haas-Bioroid and their terrifying Cerebral Imaging  (Creation and Control, 1) identity.

While you are normally restricted to discarding down to five cards in HQ at the end of the turn, Cerebral Imaging allows that rule to become much more flexible, limiting your hand size to the number of credits you have in the pool. While this could be a risky proposition should your credits run dry, the Android Netrunner 2017 World Champion Corp Deck ensures your credits, and your HQ, will always be plentiful.

Early in the game, you can use Violet Level Clearance  (Quorum, 111) and Ultraviolet Clearance  (Terminal Directive, 38) to kickstart Cerebral Imaging’s ability. The deck includes three copies of each, and the reasoning is clear. This deck is packed with operations meant to keep your credit pool full, and even hires out Weyland's Bryan Stinson (Quorum, 117) to recur these transactions from archives, giving you the opportunity to further inflate your credit pool while the runner struggles to keep up, especially with the help of the three Reversed Accounts  (Up and Over, 66) included in the deck.

Of course, all of these credits can be put to good use. Once you’ve accrued the appropriate amount of credits, Biotic Labor  (Revised Core Set, 72) can let you score agendas with ease using the extra click it provides, and you should be able to find the setup quite easily with the number of cards you’ll be drawing and keeping every turn. 

With the ability to gain credits and draw cards extremely quickly, the Android: Netrunner 2017 World Champion Corp Deck is an impenetrable beast that the runner will have trouble cracking.

Identity (1):
Cerebral Imaging
Agenda (9):
Corporate Sales Team (1), Efficiency Committee (3), Elective Upgrade (2), Project Vitruvius (3)
Asset (9):
Jeeves Model Bioroids (3), MCA Austerity Policy (3), Reversed Accounts (3),  
Ice (11):
Bastion (1), Vanilla (2), Enigma (1), Fairchild 2.0 (1), Fairchild 3.0 (3), Architect (2), Ichi 1.0 (1)
Operation (17):
Biotic Labor (3), IPO (2), Scarcity of Resources (1), Shipment from Tennin (2), Hedge Fund (3), Violet Level Clearance (3), Ultraviolet Clearance (3)
Upgrade (3):
Bryan Stinson (2), Cyberdex Virus Suite (1) 

World Class

With the Android: Netrunner 2017 World Champion Runner Deck and the Android: Netrunner 2017 World Champion Corp Deck, you can explore a cyberpunk future in style. With changes to the Most Wanted List, neither of these decks are legal for competitive play, but with slight tweaking they can still be very strong in tournaments or your kitchen table. Either way, you're sure to find a use for the full-art cards featured within.

Become a champion with the Android: Netrunner 2017 World Champion Runner Deck (uCHP09) and the Android: Netrunner 2017 World Champion Corp Deck (uCHP08), available now from your local retailer or our website!

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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2018 Fantasy Flight Games. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2018 Wizards.

A Path Divided

Published 14 June 2018 | Arkham Horror: The Card Game

A Path Divided

The Threads of Fate Mythos Pack Is Now Available for Arkham Horror: The Card Game

Order your own copy of Threads of Fate at your local retailer or online through our website today!

It is absolutely necessary for the peace and safety of mankind, that some of earth’s dark, dead corners and unplumbed depths be let alone; lest sleeping abnormalities wake to resurgent life, and blasphemously surviving nightmares squirm out of their black lairs to newer and wider conquests.
   –H.P. Lovecraft, At the Mountains of Madness

Your scientific expedition in The Forgotten Age led you to the rainforests of southern Mexico, where you sought the remains of an ancient Aztec city-state that many doubted even existed. What you uncovered may be one of the greatest scientific discoveries of your time, one that has the potential to change the course of history, but your interference has set events into motion that may have horrific consequences. You must set it right.

Threads of Fate, the first Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game is now available at your local retailer or online through our website!

Three Fates

Marking the third scenario in The Forgotten Age cycle, Threads of Fate begins on a peaceful evening at your home. You have returned to Arkham, relinquished control of the discovery, and now nothing stands between you and a well-deserved rest. That is, until there’s a knock at the door.

A forgotten guardian of the Aztec city has followed you all the way back to Massachusetts, and she now declares that your foolish actions have put the entire Earth in danger. As much as you may wish to dismiss her claims as nothing more than wild accusations, the sudden onset of strange events across the city leaves you little choice but to believe her. Yet belief does not necessarily equate trust. Is this warrior an enemy or an ally? Might she be misleading you for her own goals?

In this immersive investigation, you must trust your instincts and weigh the evidence before you to choose which path to follow. Three simultaneous Act decks, consisting of a jaw-dropping twenty-four potential Act cards, weave your story as you race through the streets of Arkham in pursuit of answers. Should you head to the museum to check on the artifact, or track down your expedition companion to gain further insight? And do you dare to leave your unexpected and unwelcome guest unattended? Time is limited, as are your leads. Which path will you choose?

Take the Lead

In addition to the scenario itself, Threads of Fate provides you with a collection of player cards to fortify your investigator decks and prepare you for the trials ahead. As the first Mythos Pack in The Forgotten Age cycle, the cards you find in here reward you for jumping headfirst into your investigation and help you lead the way through your team’s campaign. Guardians can fearlessly march forward to investigate the Scene of the Crime (Threads of Fate, 103) as their first action. This event allows you to immediately discover one clue at your location, or two clues if there is an enemy present, all without provoking attacks of opportunity from any monsters that may remain at the location! 

Yet perhaps the greatest boon to your investigative team comes in the form of a new Survivor card, Perseverance (Threads of Fate, 111). When you're brought to the brink, you can play this Spirit card when you're assigned damage or horror that would defeat you to cancel much of that damage or horror. Whether you are facing a powerful enemy, or your endurance is wearing thin, this brief reprieve may prove absolutely invaluable. In a single turn, you may find a much-needed Ally to soak further damage or discover the final clue you need to advance the Act. In a game that constantly challenges you and pushes you to the edge of sanity, this can buy you the extra time that may mean the difference between victory and defeat.

Face Your Fate

You cannot reverse time to undo your mistake. All you can do now is try to prevent any further harm. The pressure is on with the three tasks before you and your choices here will irrevocably shape the rest of your campaign. Choose wisely.

Pick up your copy of Threads of Fate (AHC20) at your local retailer today or online through our website here!

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

Beat the War Drums

Published 14 June 2018 | Runewars Miniatures

Beat the War Drums

Three Uthuk Y’llan Expansions Are Now Available for Runewars Miniatures Game

Order your own copy of these expansions at your local retailer or online through our website today!

On the baked red steppes of the Ru Darklands, blood comes easily: drawn near the skin by oppressive heat, spilled by jagged rock and bone, drunk eagerly by the dry earth. The people of this land are a people of blood and bone. No steel armor or battle-hardened shields for the Uthuk Y’llan—their fury and ferocity are all the protection they need. And today, you can call these fearsome warriors to fight for you.

Three new unit expansions are now available for Runewars Miniatures Game: you can pick up your own copies of the Flesh Rippers Unit Expansion, the Berserkers Unit Expansion, and the Spined Threshers Unit Expansion at your local retailer or online through our website today!

Mirroring the units found within the Uthuk Y’llan Army Expansion, these three unit expansions give you an easy way to swell the ranks of your Uthuk Y’llan horde with some of their most integral and common units. Whether you’re launching a lightning-fast attack with the Flesh Rippers, tearing into your foes with the Berserkers, or breaking the enemy lines with Spined Threshers, these Uthuk Y’llan units are the perfect addition to your armies. And of course, each of these unit expansions also includes an assortment of upgrade cards, giving you plenty of ways to customize your forces as they charge into battle.

The Ravening Locust Horde

Each of the three Uthuk Y’llan units within this wave brings a unique approach to slaying their foes—and each one has a unique position that they can fill within your army.

The Flesh Rippers are the perfect cavalry complement to an Uthuk Y’llan army. These Ynfernael demons are commonplace among the Uthuk, since summoning the creatures is a relatively simple rite, requiring only the spilled lifeblood of a single thinking creature or a pack of wild beasts. As a conflict draws near, these demons’ great speed, keen senses, and feral guile are invaluable for hunting down the enemy or harrying a baggage train.

In the game, the Flesh Rippers’ taste for blood lets them spend any number of surges to inflict an equal amount of damage during a melee attack—tearing into your enemies with abandon. You may even spur your Flesh Rippers into a Feeding Frenzy,  making this unit more and more lethal as it devours the enemy. The Flesh Rippers Unit Expansion offers four unpainted, easily assembled Flesh Ripper miniatures, enough to fill two cavalry movement trays, along with a command tool, a unit card, and five upgrade cards to make them a feared force among your Uthuk.

If the Flesh Rippers form the cavalry contingent of an Uthuk Y’llan army, Berserkers are the most common form of infantry. These tribesmen of the wastes take up whatever weapons they can find, and before the battle they are whipped into a wild furor by the witches of the Blood Coven. Though they have no formal training, the hardships of surviving to adulthood in the wastelands have made the Uthuk as hard and strong as bone.

Berserkers are no stranger to combat, remaining steadfast in the face of even the most terrifying circumstances. After all, to those who call upon the Ynfernael, few things on the mortal plane can give them pause. The Berserkers also fight with no regard for their own loss of life, freely suffering wounds and losing members of their own unit if they can increase the damage dealt to their opponents. The Berserkers Unit Expansion contains eight unpainted, easily assembled Berserker miniatures, along with a command tool, two infantry trays, a unit card, and five upgrade cards to solidify the infantry base of your army.

The Spined Threshers are among the most terrible demons called forth by the Uthuk Y’llan—in fact, they are no single demon, but many lesser demons, called forth and bound together into an unholy amalgamation. The chaos of dark energies at work is such that signs of the joined demons remain in their new form. Slavering maws and dripping fangs protrude from limb and carapace, so that each element of the demon’s form may seek its own meals.

The appearance of the Spined Threshers on the battlefield is understandably terrifying, and panic is the only reasonable response for an enemy force. Not only do the Spined Threshers inflict fresh panic with every activation, they excel at attacking those already panicked by their presence, rerolling an attack die whenever they close in to crush one of these frightened foes. When you combine this fact with Devouring Maws —an upgrade that allows your Spined Threshers to recover a wound whenever they engage in melee combat—it’s plain to see that your Spined Threshers won’t be leaving the battlefield anytime soon.

Within the Spined Threshers Unit Expansion, you’ll find two Spined Thresher miniatures, including a new and unique sculpt that's distinct from the Spined Thresher included in the Uthuk Y’llan Army Expansion. With two plastic siege movement trays, two command tools, two unit cards, and eight upgrade cards also included in this expansion, you’ll be able to crush any army that dares to stand before you.

Blood on the Earth

The power of the Uthuk Y’llan in Terrinoth is growing, and whether you stand against the Daqan Lords, the Latari Elves, or the legions of Waiqar the Undying, your hordes will be ready for the challenge.

Pick up your copies of the Flesh Rippers Unit Expansion (RWM26), the Berserkers Unit Expansion (RWM28), and the Spined Threshers Unit Expansion (RWM30) at your local retailer or online through our webstore today!

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TM & © 2016 Fantasy Flight Games.

Experience Adventure

Published 13 June 2018 | Star Wars: Destiny

Experience Adventure

Three FFG Games Have Been Nominated for 2018 Origins Awards

Every year at the Origins Game Fair, the Academy of Adventure Gaming Arts and Design bestows the Origins Awards on outstanding hobby games of all stripes. This year, we’re excited to recognize that three of our games have been nominated in the categories of Collectible Games, Miniatures Games, and Roleplaying Games: Star Wars™: Destiny Awakenings, Runewars Miniatures Game, and The Extraordinary Adventures of Baron Munchausen!

You may want to play out galaxy-spanning battles in Star Wars: Destiny, choosing iconic heroes and infamous villains from across the entire Star Wars saga and pitting them against each other in unforgettable conflicts. You may rally the armies of Terrinoth under your command in Runewars Miniatures Game, leading the forces of Waiqar the Undying or the Daqan Lords into deadly combat. Or, you may take your roleplaying adventures to a world of derring-do and whimsical adventure with The Extraordinary Adventures of Baron Munchausen.

No matter which of our games you prefer, you’ll find something to enjoy—and if you’re attending the 2018 Origins Game Fair, you can cast your votes for the Fan Favorite in each category of the Origins Awards.

Thank you so much for your support, and for helping our games to reach new heights! Gen Con Indy is fast approaching, and we can’t wait for you to see what we have planned next!

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© & ™ Lucasfilm Ltd.

Tainted Lands

Published 13 June 2018 | Legend of the Five Rings LCG

Tainted Lands

Preview the Tainted Lands Dynasty Pack for Legend of the Five Rings: The Card Game

"The kami are already angry. It's not difficult to turn their rage to your advantage."
   –Kuni Yori

Order your own copy of Tainted Lands at your local retailer or online through our website today!

Direct, thorough, complete; the Earth is unmovable in its will. This persistence provides comfort to Rokugan. As the Earth’s will is immovable, so too is the great Kaiu Wall unbreakable. Like the great Earth, the wall will not falter.

But the Crab Clan know this to be merely a comforting falsehood. The Shadowland forces are relentless, and it is the duty of every Crab to keep the wall impenetrable. As the task becomes more and more difficult, how long can the great Earth protect them, and Rokugan, before it cracks under the pressure?

Join us today as we preview Tainted Lands, the second Dynasty Pack in the Elemental Cycle for Legend of the Five Rings: The Card Game!

Tainted Lands continues the themes of the Elemental Cycle, introducing many different Earth based cards to the Great Clans of Rokugan, as well as a powerful new Shadowlands character who will aid you for a price. Look for Shugenja and Spells that expand upon the mystical side of Rokugan and the growing imbalance between the five elements. 

At Any Cost

The Crab are willing to do whatever it takes to fulfill their duty to the Emperor and defend the land from threats on the outside. But how far is too far? And what price must be paid to protect the Emerald Empire from the monstrous creatures that slither and shamble toward the Kaiu Wall?

Those who meet Kuni Yori  (Tainted Lands, 25) never forget his piercing eyes, eerie voice, and sarcastic smile. As the Kuni family Daimyō, Kuni Yori believes in the mission of the Crab, and he believes that every resource must be put forward in battling the enemies to the south, that nothing should be wasted. An expert at studying Shadowlands creatures, Kuni Yori knows his enemy well and this knowledge serves him well in conflicts.

With four military skill and four political skill, Kuni Yori is already formidable in any conflict. However, as a Daimyō, his presence can be inspiring, and during Earth conflicts, each character you control increases its military and political skill. It's also important to note that Kuni Yori doesn’t need to be participating in the conflict—he can simply be present in your home area. This is also true for his Action, which lets you lose one honor during a conflict to force an opponent to discard a random card from his or her hand.

This ability, while dishonorable, synergizes well for Earth conflicts, which already see you discarding cards from your opponent’s hand if you win on the offensive. The more cards you discard, the fewer options your opponent has, and the more tempting a high bid during the draw phase becomes. Kuni Yori is a powerful Shugenja wielding mysterious magic, but he also wields the deeper power of knowledge and uses it to pick his foes apart. 

Of course, it takes more than just cunning warriors to hold back the horde of Shadowland monstrosities continuously marching on Rokugan. The Crab need every resource that they can muster, and as they become more desperate to defend their home, some fall to a corruptive influence.

Blood magic is powerful in Rokugan: powerful, but dangerous. While many would never resort to the corruption of Mahō to defend their land, others embrace more extreme methods. Spreading the Darkness  (Tainted Lands, 32) is a zero-cost Earth Spell that has an additional cost of losing two honor. But its benefit can be game-changing, drastically increasing the military skill of one of your participating characters and making them impossible to target with your opponent’s card abilities. Both of these abilities are potent. An additional four military skill can easily swing a conflict in your favor, and with your character’s immunity, there is very little your opponent can do to stop them. Not even the tricks  of the Scorpion can stop your character from spreading the darkness. The cost is just two honor. With two honor for unlimited power and the strength to win the game, the decision is easy.

The monsters the Crab face are the center of nightmares in Rokugan. From manipulative Spirits to terrifying Oni, Rokugan would sleep easier knowing each of these enemies were slain on the battlefield by the mighty Crab. But the Great Clan has limited resources, and must sometimes do terrible things to defend the Emerald Empire, even if it means enlisting their greatest enemy.

The Marauding Oni  (Tainted Lands, 31) is a neutral Dynasty Character that has massive value. Costing two fate for four military skill, the Oni is a powerhouse. However, there is always a price to play for invoking the Shadowlands. After the Marauding Oni is declared as an attacker or defender, you lose one honor. This is a recurring cost for keeping the Oni around, but if you use the Marauding Oni in conjunction with Spreading the Darkness, you can very quickly find yourself with eight military skill for just two fate. That may just be enough to end a game, and what does honor matter in the face of victory?

Understanding the Elements

To the Phoenix, nothing can necessitate the use of Mahō, not even the threats to the south. They best know the power of the kami, and their understanding of the elements can be used to defend your provinces.

Teachings of the Elements  (Tainted Lands, 21) in an Earth Province that increases in strength as players claim the elements. For every claimed ring, Teachings of the Elements gains one province strength. And what's more, with cards like Wholeness of the World  (Disciples of the Void, 22), the Phoenix can give Teachings of the Elements a strength boost at the very start of their turn, making it a difficult province to get through. In order to break Teaching the Elements as easily as possible, your opponent will have to target it first, meaning that simply having this card on the field can thwart your opponent’s plan and have them focus on this powerful province. The longer a round goes on, the stronger the Phoenix defenses can become thanks to their understanding of the elements and their ability to remain grounded.

The Will of the Earth

The Shadowlands are marching towards Rokugan, and without support, the Crab may turn to extreme measures to protect the land of Rokugan. Earth is defensive and thorough, and the Crab harness this element to keep the Shadowlands at bay, but is it enough? The Phoenix would never fall to such depths, and they defend themselves through the knowledge of the elements.They know the elements protect, but they can also break. What will happen when the Earth becomes less tempered and unleashes its rage on Rokugan?

Find out with Tainted Lands (L5C10), available now for pre-order from your local retailer or our website!

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A Guide to the Galaxy

Published 12 June 2018 | Star Wars: The Roleplaying Game

A Guide to the Galaxy

Preview the Star Wars Sourcebook from the Star Wars: The Roleplaying Game 30th Anniversary Edition

“The Force will be with you, always.”
   –Obi-Wan Kenobi, Star Wars: A New Hope

Order your own copy of Star Wars: The Roleplaying Game 30th Anniversary Edition at your local retailer or online through our website today!

Forty years ago, Star Wars: A New Hope captured the imagination of a generation of movie-goers. Ten years later, Star Wars: The Roleplaying Game by West End Games allowed these fans to tell their own stories in the Star Wars galaxy. Not only did the book provide a gateway to a galaxy far, far away—it also dispersed a wealth of information about Star Wars that fans were happy to consume, fueling the way for them to tell their own stories. Now, the original gateway to unique stories in the Star Wars galaxy is being reprinted to celebrate the 30th anniversary of the iconic game.

Join us today as we preview the Star Wars Sourcebook included in Star Wars: The Roleplaying Game 30th Anniversary Edition , a collection of Star Wars knowledge that sparked the imagination of Game Masters over 30 years ago, now lovingly recreated and repackaged in a deluxe slipcase for modern gamers to enjoy.

Originally released in 1987, the many starships, vehicles, droids, creatures, and aliens detailed in the Star Wars Sourcebook imparted knowledge on a legion of fans hungry for more Star Wars. How does an X-Wing work? What’s inside a lightsaber? The Star Wars Sourcebook was the first publication to dive in and answer these questions, and its influence in developing the original Star Wars canon cannot be overstated.

Take to the Stars

It would be difficult for a group of adventures to explore the galaxy without a starship to take them to the stars. The first part of the Star Wars Sourcebook focuses on the various starships found in the Star Wars galaxy, and that's about as technical as it gets.

Rather than just listing the famous ships found in the Star Wars galaxy, the sourcebook begins by explaining individual components and getting into hyperdrives, sensors, shields and more. Not only does this give readers a clear understanding of ships in Star Wars, but it provided the building blocks that allowed Game Masters to come up with their own forms of transportation, or explain precisely what happened when a ship becomes damaged.

Of course, players want to pilot some of the most famous ships from the Star Wars saga, and here, the sourcebook once again provides in detail. Everything from the X-wing, to various types of TIE fighters, to the Millennium Falcon itself are covered in the book, ensuring that Game Masters have all the answers they need for players who want to take to the stars.

Like everything found in the Star Wars Sourcebook, this information is presented in the context of the Star Wars galaxy. You can learn about the galaxy’s most famous ships in the form of an advertisement for the X-wing detailing its primary parts, or you may examine a technical readout for the Millennium Falcon, signed off on by Han Solo himself.

Exotic Encounters

It wouldn’t be Star Wars without a plethora of exotic aliens for your adventurers to bump into on their journey into a bigger world. Whether it’s a massive Wookiee companion or an intimidating Tusken Raider, the Star Wars Sourcebook provides all you need to know to construct a believable alien encounter.

Not only does the Star Wars Sourcebook stat these aliens for use in your campaign, but the original book was instrumental in expanding the existing canon of Star Wars’ most famous alien races. Not only did it first provide names for alien races like the Twi’lek, Rodian and Quarren, it also provided a never-before-seen history of the races that was instrumental in developing Star Wars canon for the next twenty years.

Heroes and Villains

Of course, while gallivanting with alien races is an enthralling part of the Star Wars experience, many players expect to meet the galaxy’s most famed heroes and notorious villains along the way. The final part of the Star Wars Sourcebook is dedicated to giving the Game Master all the information they could need to bring Star Wars’ biggest characters to life in the campaigns that you create.

Not only does the book dive into the histories of characters like Luke Skywalker, Leia Organa, and Darth Vader, it does so with flourish and fun. Expect intercepted Imperial communications and fictitious author forwards that both inform and immerse readers into the sprawling saga of Star Wars. If you have ever wanted a spreadsheet on the breakdown of Han Solo’s debt to Jabba the Hutt, this is the sourcebook for you.

The book, of course, also includes stats to include these characters in your own retro Star Wars adventures with the Star Wars: The Roleplaying Game. You can battle alongside Luke, Han, and Leia as you fight against the Empire’s most fearsome warriors, like Darth Vader and the deadly bounty hunter, Boba Fett. Whatever adventure awaits you and your players, you will have all the background you need on the famous heroes and villains they may meet along the way.

A New Hope

Take off to a galaxy far, far away with the Star Wars: The Roleplaying Game 30th Anniversary Edition. Prepare to jump into a retro, authentic tabletop experience with intuitive rules and deep source material that inspired a whole generation of fans. What stories will you tell?

Travel to a distant galaxy with the Star Wars: The Roleplaying Game 30th Anniversary Edition (SWW01), available for pre-order from your local retailer or from our website here!

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© & ™ Lucasfilm Ltd.

The Way of the Rebel

Published 12 June 2018 | Star Wars: Destiny

The Way of the Rebel

Preview the Star Wars: Rebels Characters in Way of the Force

 "You can keep the lightsaber you stole, let it become just another dusty souvenir, or you can give it back and come with us—come with me, and be trained in the ways of the Force. You can learn what it truly means to be a Jedi."
   –Kanan Jarrus, Star Wars: Rebels

Order your own Way of the Force Booster Packs at your local retailer or online through our website today!

Before disparate cells of resistance came together to form a Rebel Alliance, a thief from Lothal and a small crew took on an unscrupulous governor and the might of the Galactic Empire. Through trials and tribulations, this crew—Phoenix Squadron—would help lay the foundations for the destruction of Emperor Palpatine's regime and the return of hope to the galaxy.  

Join us today as we preview the Star Wars: Rebels cards joining the field in Way of the Force, a new set of booster packs for Star Wars™: Destiny! Way of the Force brings exciting changes to the epic card and dice game, re-introducing iconic new characters alongside the equipment, vehicles, and tactics that make them truly special.

A Legacy of Rebellion

While Ezra Bridger began his journey as a simple thief, destiny had bigger plans for him. Crossing paths with Kanan Jarrus, Ezra slowly began to learn the ways of the Jedi with the former Padawan. This is reflected in Ezra’s journey through Star Wars: Destiny: he was introduced as a Force-Sensitive Thief  (Empire at War, 38) in Empire at War, and joins Way of the Force as an Aspiring Jedi  (Way of the Force, 54).

Costing eight points for a normal version or eleven for an elite, the new version of Ezra is slightly more expensive than his Empire at War variant, but he grants you the powerful ability to draw cards with a Power Action. While Ezra has one or more upgrades on him, you may draw a card. Or, if he has three or more upgrades on him, you may draw two cards! This encourages you to load up Ezra with weapons and abilities and refill your hand through his Power Action. You could even form a team with Luke Skywalker  (Way of the Force, 56) and Built to Last  (Way of the Force, 115) with the express purpose of loading Ezra up with unique Blue upgrades.

Ezra gets his own unique upgrade in Way of the Force. An important part of Jedi training is constructing your lightsaber, and Ezra's journey is no different. Like all lightsabers in Star Wars: Destiny, Ezra Bridger’s weapon is extremely damaging, no matter who fights with it. However, it gains a bonus if it is wielded by its true owner.

The special symbol on this card deals two damage to an opponent’s character, but a thief never forgets their roots, and if Ezra Bridger is the one fighting with this lightsaber, your opponent also loses a resource. This makes Ezra Bridger’s Lightsaber one of the most versatile lightsabers in the game, and with redeploy, it can be present for the entire game.

Ezra Bridger has much to learn, and with a variety of Blue upgrades, there is no shortage of ways to customize him. With special training, he can even go beyond the traditional limit of three upgrades on any one character. Honed Skills  (Way of the Force, 116) lets you place an additional upgrade on each of your characters, inviting you to build a deck focused on putting as many upgrades as possible on your characters. Once your characters are equipped with an appropriate number of upgrades, you may use Loth-Wolf Bond  (Way of the Force, 59) to give them all one shield before activating them in an order of your choice, forcing your opponent to stare down a field of character and upgrade dice they may not have enough answers for.

As you can see, Ezra Bridger is more than just a thief, and Way of the Force examines the next steps on his path to becoming a Jedi. 

An Iron Fist

Of course, what led Ezra on this path is the utter devastation of his home planet, Lothal. Once a planet populated with breathtaking views and abundant wildlife, Lothal has transformed. Now a center of industry in the Outer Rim, the Empire has robbed Lothal of its beauty.

With the backing of the Imperial Fleet, Arihnda Pryce  (Way of the Force, 18) rules as the Governor of Lothal, and she has the resources to crush any that dare to stand against the Empire. Staying completely in control, Arihnda Pryce has two special symbols on her die that allow you to turn one of your dice to any side. Then, if you control the battlefield, you can immediately resolve that die, increasing its value by one! At ten points for a normal version or thirteen for an elite, Governor Pryce can support her associate Thrawn  (Empire at War, 4), manipulating dice and enhancing them when the situation calls for it. While her comrades like Thrawn are practitioners of the Art of War  (Way of the Force, 22), Pryce has never been one to care for art, and she has access to more straightforward means of destruction.

Planetary Bombardment  (Way of the Force, 33) is a massive, six-cost support, tying it with the AT-ST  (Awakenings, 5) as the most expensive support in the game, but the price is well worth it. Not only does the massive support deal indirect damage equal to the number of vehicles you spot when it enters the field, it has some of the highest damage output in the game. If you manage to roll Governor Pryce’s special while you control the battlefield and Planetary Bombardment, you can deal a massive eight indirect damage to an opponent. Even if you can't manipulate the die roll, Planetary Bombardment is likely to deal serious damage to your opponent through damage or disruption. 

Though this damage is massive, it is an expensive proposition. Luckily, Testing Procedure  (Way of the Force, 27) introduces a way to focus on supports while gaining back some of your resources. This zero-cost event activates two of your supports, then grants you a resource if any of those dice rolled damage! This resource can fuel your Planetary Bombardment and other heavy-hiting supports to deal even more damage to your opponent.

Witht the full backing of the Imperial Navy, there is little stopping Governor Pryce from crushing the Rebellion before it even truly begins.

Loth-Cat and Mouse

Before balance returned to the galaxy, Ezra Bridger and Kanan Jarrus kept the Jedi legacy alive. While fighting for liberation from a Galactic Empire, Ezra grew from a crafty thief to a hero of a burgeoning rebellion. But his journey has not been without opposition: Governor Pryce and the might of the Galactic Empire bears down on these rebels every day. Which side will you aid?

Become a Rebel with Way of the Force (SWD12), a new set of boosters for Star Wars: Destiny, available now for pre-order from your local retailer or our website!

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Lothal Wastes Skirmish Map

Published 12 June 2018 | Fantasy Flight Supply

Lothal Wastes Skirmish Map

Announcing a New Skirmish Map for Imperial Assault

"I remember what it was like before your ships showed up, before you Imperials ruined Lothal like the rest of the galaxy."
   –Yoffar, Star Wars: Rebels

Lothal, once a beacon of beauty in the galaxy, has replaced its natural beauty with industrialization. The Empire has mined its resources for its own nefarious purposes. What was once an environmentally rich planet has been corrupted and twisted by the Galactic Empire. Lush green plains have become a wasteland… and the site of your next battle.

Fantasy Flight Games is proud to announce the Lothal Wastes Skirmish Map for Imperial Assault, now available for pre-order at your local retailer!

A New Battlefield

The Lothal Wastes Skirmish Map for Imperial Assault is a 26” by 26” slip-resistant mat for use with your skirmish battles. Not only does the mat provide easy setup for your intense head-to-head games, it keeps them organized, neat, and mobile. Setting up the Lothal Wastes map now only takes the second that you need to unroll your mat.

Once your match begins, you’ll soon find that the spacious borders around the map give you plenty of room to place your Deployment cards, Command deck, and tokens, while still keeping them out of the way of the action. The map even comes with its two Skirmish cards, giving you all the information you need for your battles at the tip of your fingers, whether you're diving right into the action, or controlling areas of immeasurable power.

With powerful, thematic art of a death trooper and a grizzled clone warrior drawing you into the Star Wars universe, this skirmish map is the perfect site for your next battles.

The Wastes

Whether you’re preparing for a tournament or just competing against some friends, the Lothal Wastes Skirmish Map keeps your games of Imperial Assault tidy, organized, and neat. Keep all your tools at your fingertips and dive right into the action of Imperial Assault!

Explore the wastes with the Lothal Wastes Skirmish Map (SWI60) for Imperial Assault, available now for pre-order from your local retailer!

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