Turn the Tide of Battle
A Preview of the Resistance Bomber Expansion Pack for X-Wing™
"The Resistance will not be intimidated."
Important Release Update!
X-Wing Wave XII (consisting of the Alpha-class Star Wing, the M12-L Kimogila Fighter, and the Phantom II) and Wave XIII (consisting of the Resistance Bomber and the TIE silencer) were originally announced as separate waves. Fortunately, we have been able to move our release dates to release all five ships simultaneously! You can pre-order all five ships by clicking on the products shown to the right.
With a single shot from Starkiller Base, the First Order destroyed the Republic capital of Hosnian Prime, along with four other planets in the Hosnian system. Countless lives were lost as the First Order declared war on the Republic and the freedoms it represented.
In the face of such a terrible show of power, it would have been easy to give into despair. To accept defeat. To surrender. But the Resistance didn't surrender. They stood up and fought back. Leia Organa, Poe Dameron, and the other members of the Resistance's leadership organized a desperate assault. They scrambled fighters to fly against Starkiller Base even before its shields had been disabled. They risked everything in the name of freedom. The shields and Starkiller Base were destroyed. The Resistance won the day.
The Resistance was not intimidated. It will not be intimidated, and when the First Order retaliates, the Resistance will stand up once again. It will meet the First Order's TIEs in space and it will bomb the First Order's capital ships and its weapons emplacements on the ground.
Here, the B/SF-17 heavy bomber has a big part to play in the Resistance's plans, and the Resistance Bomber Expansion Pack lets you realize those plans in your games of X-Wing™.
Plot Your Trajectory
Just like the Star Wars galaxy, X-Wing is always moving forward. As the game's developers stated upon the release of Wave XI, they're always looking for ways to add something new—to present new options for you to explore and to enrich the overall gaming experience.
With the Resistance Bomber Expansion Pack, the Resistance faction—and the Rebel primary faction—gain access to the B/SF-17 heavy bomber, a large-base ship with a hefty mix of shields and hull, a primary weapon turret, and the means to load up on bombs… a lot of bombs.
At this point, however, bombs aren't new to X-Wing. In fact, with the K-wing, Sabine Wren , the Scurrg, and the Bomblet Generator , it's safe to say that the game's bombers have established themselves as one of the game's pillars—rounding out the existing dynamic between the game's efficient jousters, its arc dodgers, and its turret platforms. All the same, the B/SF-17 bomber brings something radically new to bombers and to the game, itself. It brings a trajectory.
The Trajectory Simulator system upgrade allows the Resistance bomber to launch bombs from its front guides, rather than dropping them from the rear. Anytime the Resistance bomber—or another ship equipped with the Trajectory Simulator—would drop a bomb as it reveals its maneuver dial, it can instead choose to launch the bomb, placing the straight Speed 5 template in its front guides and then placing the bomb token at the other end.
You'll have to be sure you don't then fly into your bomb's explosion, but you'll have the option to turn away from your bombs, or even reverse your thrust and come to a complete stop. The Resistance bomber doesn't have the game's most flexible maneuver dial, but because the Trajectory Simulator says you "may" launch bombs, rather than decreeing that you "must" launch them, means you can deploy your bombs wherever you want them most—in front of your ship or behind it.
Even so, there may be times to fly into your bomb's blast radius—to block your opponent's flight paths or avoid your opponent's firing arcs. Or, you might really want to drop a bomb even though your opponent has blocked your bomber's flight path. At these times, you'll find the heavy bomber's Deflective Plating makes these options far more palatable and the modification is likely to prove particularly valuable to your "Crimson Specialist," whose ability to place bombs anywhere next to his base makes those bombs harder to avoid—not only for your opponents but also for "Crimson Specialist."
The B/SF-17 Resistance bomber.
With the introduction of Trajectory Simulator, your bomber squadrons will soon be able to present a viable forward-facing threat, but you'll need to learn how best to plan your approach in order to catch your foes with your bombs.
Part of this education will come as you plot your opening maneuvers, gauging the distance between your squadron and your enemy's ships so that you can time your bombs' launch. Part of it may come as you decide when and where to break formation, or how to use your formation flying to your advantage, launching or dropping bombs to create overlapping blast radiuses.
No matter how you master your bombing runs, however, you're going to need a back-up plan for when the enemy's ships race through your explosions. Perhaps they'll be limping forward with their shields offline and their hulls battered. Perhaps you'll have completely destroyed the initial wave, only to discover that the aces who held the rear are completely unscathed. Either way, your bomber's primary weapon and agility of 1 will start to look a little weak when the big fighter's lasers start coming fast and furious.
Here, the Crossfire Formation Title upgrade can make a big difference. Your bombers shouldn't have to fight alone, and so long as they're fighting alongside one or more Resistance ships—at least one of which is at Range 1 to 2 of the attacker—your bombers can gain a free focus result whenever they're defending.
Of course, there are a couple of notable points to Crossfire Formation's prerequisites. First, you have to perform the focus action to benefit from this Title, but that's already the game's most common and flexible action—not much of a sacrifice, except on the rounds that you might prefer to drop an Action: bomb. The more noteworthy restriction, however, is the requirement that the heavy bomber should have a Resistance ally at Range 1 to 2 of the attacker.
This is the most remarkable distinction between the Rebel Alliance and Resistance factions yet introduced to the game. As noted in the rulebook from The Force Awakens™ Core Set (pdf, 6.6 MB), both factions are part of the larger Rebel primary faction, and are more or less interchangeable for the purposes of squad-building. R2-D2 , for example, can fly just as easily with Poe Dameron as he can with Luke Skywalker .
Now, however, the Resistance bomber's fantastic ability to deal damage and the defensive rewards of the Crossfire Formation Title you may be encouraged to explore more squad designs themed around the Resistance. When Poe Dameron grants your bombers extra defense by zipping about the battlefield with BB-8 and Push the Limit , you might rethink the idea of depending upon the assistance of a Rebel Alliance pilot like Biggs Darklighter or Lowhhrick .
And since we're looking at a greater potential for era-specific squad designs, the Resistance Bomber Expansion Pack advances the possibility further by introducing a healthy supply of tech upgrades. At this point, the tech upgrade slot is limited to ships from the age of the First Order and Resistance, so the expansion's copy of Targeting Synchronizer and its two copies of Advanced Optics are extra fodder for your Resistance ships. It's pretty good stuff, though, as the idea of equipping Poe Dameron with Advanced Optics is rather hard to ignore.
Because he has already stored a focus token on Advanced Optics, Poe Dameron can use his actions with BB-8 and Push the Limit to barrel roll and boost around a set of Cluster Mines before executing his maneuver and acquiring a target lock—while simultaneously granting his bomber allies the benefits of their Crossfire Formation Titles.
Keep Your Confidence. Rattle Theirs.
With all the bombs the Resistance bomber can unleash from its Ordnance Silos , it's not hard to understand why the members of the Resistance can hold their heads up even in the darkest times. They know they stand a good chance of winning any fight. So long as they aren't taken completely by surprise—so long as they can get their fighters and bombers into position—they know they can rely upon the talents of heroes like Rey and Poe Dameron, as well as those of bomber pilots like "Crimson Leader."
When the Resistance Bomber Expansion Pack arrives, it's not the Resistance's pilots who should be Rattled . It's the First Order's fighter pilots who'll have to worry about all the dangers they'll face on the field of battle.
Is the Resistance Bomber Expansion Pack (SWX67) the dawn of a new age for the Resistance? Will you be willing to break your Resistance forces away from their predecessors in the Rebel Alliance? Share your thoughts with the members of our community forums. Then head to your local retailer to pre-order your copy today, or click here to pre-order it from our webstore!
in our forums!
© and ™ Lucasfilm Ltd.
Prepare for Adventure
Download the Rules and Supplements for Legacy of Dragonholt
You’ve adventured across the realm of Terrinoth for years, in games ranging from the dungeon-crawls of Descent: Journeys in the Dark to the epic fantasy warfare of Runewars Miniatures Game. Soon, you’ll have the chance to get to know this world more intimately than ever before through the narrative adventures of Legacy of Dragonholt, releasing at your local retailer and online through our website on November 23rd!
As a narrative adventure game, Legacy of Dragonholt occupies a unique space in gaming. The adventures that you embark upon are not about winning or losing. Instead, they’re about the stories that you can create—on your own or together with your friends—as you journey to Dragonholt village and beyond. Drawing elements from adventure board games, roleplaying games, open world video games, and even Choose Your Own Adventure books, Legacy of Dragonholt is a gaming experience and an invitation to adventure like none other.
Whether this is your first time entering Terrinoth, or you’ve gone on countless adventures over the years, you would hate to be caught off-guard and ill-prepared for the quests that you’re about to begin. Today, we’ve uploaded not just the rules, but a whole host of supplemental material for Legacy of Dragonholt. You can download it all from the Support section here, or read on to download these materials and learn more!
A Guide for Your Journeys
The first thing you’ll need is the rules for playing the game, of course! If you’re ready to go from the moment you pick up the game, Legacy of Dragonholt can cast you directly into the adventure and teach you to play as you go through the first adventure, To New Roads. Still, if you have questions along the way, or you’d like an introduction to the game, the Rulebook (pdf, 7.3 MB) offers an excellent resource for you to take along on your adventures.
You wouldn’t be able to make it far without creating your character though. The avatar that embodies you in the game could be a catfolk bard, a dwarven apothecary, or an elf brawler, but no matter who you choose to become, it all begins with the Character Creation booklet (pdf, 3.5 MB). Offering plenty of information about creating a character, and packed with additional lore about the races, classes, and cultures of Terrinoth, the Character Creation booklet is your first step on your way—before you even open the pages of To New Roads.
Of course, Legacy of Dragonholt offers countless storylines, as well as creating a world that lives and breathes and changes based on your interactions with it. Every adventure, as well as the main village book, has multiple storylines for you to explore, and even the most dedicated adventurers won’t be able to find everything on a single playthrough. So that you can adventure into Legacy of Dragonholt again and again, we’ve provided an easily printable Character Sheet (pdf, 26 KB) and Tracking Sheets (pdf, 89 KB), so you can play through these adventures as many times as you like.
Finally, we’re proud to offer two pieces of supplemental materials to Legacy of Dragonholt. While neither of these supplements are required to play the game, they each have something to offer to your journeys. If you’re eager to get into the game as fast as possible, or if you’d rather not create your own character, we have an assortment of Pre-Made Characters (pdf, 7.3 MB) that you can use instead. Each of these characters comes already complete with skills, background, physical description, personality, and ideals—you only need to bring them to life! And while you’re on your adventures, it’s always good to have something to strive for. Our Achievement List (pdf, 2.1 MB) gives you some goals to complete, as well as just a taste of the kinds of adventure you can expect to find within the game!
Into the Forest
Tomorrow, you’ll be able to get your first look at the countless adventures that await within Legacy of Dragonholt—and we want you to be well prepared.
Download the rules and other materials above, and pick up your copy of Legacy of Dragonholt (ORA01) at your local retailer or online through our website tomorrow!
in our forums!
Twilight Imperium Galactic Gamemat
Announcing a New Gamemat for Twilight Imperium Fourth Edition
The galaxy sits on the brink of destruction. The collapse of the Lazax Empire has opened up a power vacuum that the seventeen great races are now looking to fill. It will take cunning, power, and knowledge to become the new dominant faction in the galaxy. In your space-faring odyssey, you will need all the tools you can get to gain knowledge of the space around you and ensure your ascension to the throne of Mecatol Rex.
Take to the Stars
Celebrate twenty years of Twilight Imperium with the Twilight Imperium Galactic Gamemat, specially designed for use with the Fourth Edition of the classic board game of galactic domination. This 3' x 3' mat features a slip resistant bottom to keep your galaxy firmly grounded, making this the perfect centerpiece for your games of Twilight Imperium.
The Twilight Imperium Galactic Gamemat features a detailed map layout, providing a guide on where to place your galaxy tiles when setting up a game of Twilight Imperium—no matter how many players you have around the table. These guides not only help you craft your galaxy, but provide a centerpiece that will immerse you in the epic space opera to come. With your unique galaxy surrounded by the starry void of space, you can enter into the Twilight Imperium saga like never before.
A Galaxy Brought to Life
Whether you're trading goods with your neighbors as the Emirates of Hacan or wiping out all that stands in your path as the Nekro Virus, the Twilight Imperium Galactic Gamemat brings the galaxy to life like never before!
Prepare for battle and pre-order the Twilight Imperium Galactic Gamemat (uTi09) from your local retailer or from our website!
in our forums!
Beneath, Below, Beyond
Read a New Tale Set in the World of Legend of the Five Rings
"My clan sees little value between the minor clans and the great ones, of captain and sailor—when the wave breaks upon the deck, it pulls at my feet, same as any commoner’s. And my station will not save me if we founder in a storm."
-Yoritomo, Beneath, Below, Beyond
While the seven Great Clans of Rokugan vie for superiority on the battlefield and in the courts, there is no question of who owns the seas. That distinction belongs to the Mantis. A Minor Clan made up of fearsome pirates, the Mantis are led by Yoritomo, the Son of Storms. To some, he is a notorious pirate; to others, a dashing leader. Across the Emerald Empire, Yoritomo and the Mantis inspire fear, and seafaring ships are always wary of attack from the formidable Clan.
In "A Difference of Lanterns," the fiction found in the For Honor and Glory Dynasty Pack, Crab Clan daimyō Yasuki Taka had the pleasure of briefly meeting Yoritomo before being whisked away to parts unknown. After unsuccessfully lobbying for aid from Kakita Yoshi, what can Yasuki Taka learn from Yoritomo? What does the Son of Storms have in store for the wily trader?
Fantasy Flight Games is proud to present "Beneath, Below, Beyond" by Annie Vandermeer Mitsoda, a brand-new piece of fiction set in the world of Legend of the Five Rings. The fiction focuses on the Crab and Mantis Clans and can be found here (1.2 MB).
Be sure to check the Fantasy Flight Games website every week during the Imperial Cycle releases for even more Legend of the Five Rings fiction as well as previews for Legend of the Five Rings: The Card Game and Battle for Rokugan!
Make a deal and pre-order Into the Forbidden City (L5C04), the third Dynasty Pack in the Imperial Cycle for Legend of the Five Rings: The Card Game from your local retailer or from our website!
in our forums!
War Never Changes
Conquering Wasteland Combat in Fallout
The Wasteland is an exciting place, full of possibility. Between exploring, questing, and looting in Fallout: The Board Game, it’s hard to imagine there’ll be time for anything else, but you’re not the only one trying to survive out there. In your wanderings, you’ll encounter all kinds of tough and aggressive enemies, and we’re here to help prepare you to meet them and beat them!
The Six Types of Enemies You’ll Meet In the Wasteland
As you traverse the wasteland, you’ll run into all sorts of Critters, Humanoids, Robots, Super Mutants, and Monsters. We feel compelled to warn you that the pre-war ritual of gently offering your hand for unfamiliar creatures to sniff and get to know you probably won’t work with these ones. As an alternative, we recommend a lethal weapon applied liberally to the face. But before you run in with guns blazing, let’s look at the six traits you’ll need to be prepared to face as you take on the vicious beasts:
The Take-Charge Attacker
Plenty of enemies are perfectly content to keep to themselves unless you really get in their way, but not these guys. Enemies with an Aggressive icon will attack anyone who crosses their path without hesitation, so don’t plan on sprinting past them without a backwards look. Spoiler alert: it won’t work. And some of these enemies are really scary. Common Examples: Radscorpions, Raider Psychos, Deathclaws.
Joining the camp of way-too-excited-about-being-shot-at are those who have adapted to the sprawling post-nuclear landscape and feature a long-range attack. A Ranged symbol indicates an enemy who can not only attack from a space away but who will do extra damage if you’re unable to respond in kind with your very own ranged weapon. That just means you might consider picking up a gun in your spare time. Common Examples: Bloatflies, Mr. Gutsys, and Super Mutant Skirmishers.
The Tough Guy
There’s something exceedingly satisfying about almost taking damage, but rebuffing the attack with highly effective armor. Less satisfying, however, is facing an enemy who has the same idea. Some of your combat opponents, featuring a Armor icon, will come with an extra layer of damage resistance, making them way more irritating to defeat than other creatures of the same level. Common Examples: Raider Scum, Protectron Medics, Yao Guais.
The Cautious Combatant
While most of our foes will be annoyingly persistent, some will cut you a little slack when they know you’re having a tough day. Once they’ve done a little damage or evaded enough of your poorly aimed shots, enemies featuring the Retreat symbol will politely wander off, waiting for some other unsuspecting wastelander to mosey on through. Common Examples: Mole Rats, Radscropions, Looters.
The Pack Brahmin
Speaking of looters, there are some adversaries you’ll encounter who will actually reward you for your efforts. Kind of. Any enemy you successfully finish off featuring a Loot icon will allow you to draw one card from the loot deck! Though the items you pull off of your opponents won’t be the shiniest, you may find some valuable stuff, like companions, Chems, Caps, or low-level combat equipment. Common Examples: Raiders, Super Mutants, Protectron Medics.
The Glowing One
The final trait to look out for is one this post-nuclear world has well prepared you for. If your rival has a Radiation symbol, not only will their hits strip you of HP, you'll also take radiation from the fight! Bummer if you’re a mere human, but a boon if you’ve chosen to take on the wasteland as a ghoul or super mutant! Common Examples: Radroaches, Feral Ghouls, Glowing Ones.
We know that's a lot to keep track of, so we've put together a handy dandy graphic that you can load into your Pip-Boy to help you remember!
How to Win Fights and Incapacitate People
Now that you know what you’re up against, let’s take a look at the combat itself. On your survivor board, you have three pegs: red for HP, green for Rads, and gray for XP. Fighting enemies in the game is one of the main ways to move all three of these pegs along their respective tracks—though that’s not always going to be a good thing.
Fight actions in the game are all driven by a simple roll of the three V.A.T.S. dice, which feature two things: targeted areas and icons, or Hits. Each enemy you face will have vulnerable areas, and you can only hit them by targeting those areas. For every die face that shows an area of the body matching your enemy’s vulnerabilities, you inflict one hit on them. Yay, you! However, you need to watch out, because every hit icon showing is equal to damage times the enemy’s level. So if you’re facing a scary, level three Sentry Bot and five hits are showing, you’re going to take fifteen damage, moving your HP peg down fifteen spots! Those of you who are good at math know that means you’re almost certainly going to be killed. It’s a harsh reality.
Now, being killed isn’t actually the worst thing in the world. All you have to do is move back to the starting tile and lose everything in your inventory. We're not saying it’s a walk in the park or anything… but it could be worth taking a risk if there’s a worthwhile reward on the line. Plus, it’ll be funny to watch for your fellow survivors.
What’s the point of all this, you may ask? Experience points! Winning fights is the very best way to gain a whole lot of XP, and thus, new skills or perks. Whenever you successfully kill an enemy, you gain XP equal to their level, meaning that the more dangerous the enemy, the better the reward.
What SHOULD You Bring to a Knife Fight?
While getting XP is exciting and fun, taking damage is notably less so. Fortunately, there are ways to increase your damage, should you miss your enemy’s soft spots, and mitigate the damage you take, if you’re dealt far more damage than you were hoping for. Your ability to change the results of a fight is all dependent on the items, companions, and traits you’ve collected throughout the game.
Most often, you’ll be able to take a shot at better results by rerolling dice. Weapons let you do this if you know how to use them properly, so it's advantageous to equip a weapon that’s well suited for your survivor’s developed S.P.E.C.I.A.L. skills. For example, if your survivor has the Intelligence skill and uses the Alien Blaster—which features two Intelligence icons — you get not just one, but two rerolls of as many dice as you choose! It also pays to take a break every now and again. Whenever you take the Rest action, you get a Well-Rested token, which can be discarded for a die reroll during any Fight or Test.
There are some abilities associated with weapons, armor, and companions that will adjust the results of your dice as well. The special properties of these items can change your die rolls by adding hits, blocking damage, increasing your number of hits, or influencing the icons your enemy possesses. Often this will help you, but some weapons do have a disadvantage to consider. For example, the Plasma Gun offers range and up to three rerolls—but when you dissolve your enemies to a puddle of goo, the loot you could’ve grabbed dissolves with them.
Gear Up and Go
It's just about time to put on some armor, grab your best gun, and get out there. Welcome to the Wasteland.
Look for Fallout (ZX02) will be available at your local game store on November 30th! Pre-order at your retailer or online through our website today!
in our forums!
©2017 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved.
Finding the Tone
Preview the Tones Found in the Genesys Roleplaying System
A group of medieval adventures discover a town that cowers in terror with the rise of every full moon. High school students begin to realize their latent superpowers. A detective investigates an abandoned starship to discover the location of its missing crew.
Not only does the Genesys Roleplaying System allow you to craft an adventure in a variety of settings, the Core Rulebook introduces a variety of tones to augment these settings. Your adventures don’t just take place in a Fantasy setting, but Fantasy Horror, or a Sci-Fi Superhero Adventure. Focusing in on a specific tone can be a daunting task, but the Genesys Core Rulebook includes sections to help Game Masters out with rules and advice.
Today, Genesys Lead Designer Sam Stewart previews some of these tones and their unique rules found in the book to immerse your players in all kinds of adventures.
The Personal Touch
Sam Stewart: This week, I’d like to spend a little time talking about tones in Genesys.
Tones are pretty much exactly what the name would suggest. They are another element that you can add to your campaigns to create a particular attitude and play style amongst you and your players. We separated tones from settings, however, because in theory, a particular tone can be applied to any setting (although admittedly, some fit better than others).
So for example, horror is a tone. You can have a horror-toned game that is set in a fantasy setting, a modern setting, or even a futuristic setting (and I’m guessing that as you read this, you can think of plenty of examples of fantasy horror, modern horror, and sci-fi horror in a wide variety of media). A horror game can take place in pretty much any setting. However, no matter what the setting is, some of the core themes of the game are going to be the same.
In the horror section of the Genesys Core Rulebook, we discuss some of the different themes that come into play in a horror game, such as supernatural elements, psychological horror, and the fear of the unknown. We also spend some time talking about how to implement horror into your own game. That takes up about half of the section.
The other half of the section we devote to two new rules that you can add to your game. Those rules are fear and sanity. These rules can be used to determine how your character reacts to any of the horrifying things they may encounter. Generally, we determine this by having your character make a Discipline check, with the difficulty set by how utterly horrifying their opponents are (we have a chart to help you figure this out). Then, we provide a list of ways to interpret the results of that check. Failing with a small amount of Threat or a Despair, for example, might lead your character to flee in terror.
However, passing a fear check may result in something beneficial for your character. After all, standing up to something fearsome is a brave act, and generally we like to reward bravery in the stories we tell. So while a straight success just means your character doesn’t break down or flee screaming, success with Advantage may result in emboldening your allies as well.
The sanity rules work hand-in-hand with the fear rules (although the fear rules are designed to work independently if you’d prefer), and represent long-term damage to a character's psyche. Traumas result from failing a fear check with lots of Threat or a Despair, or when you decide that a character underwent something so awful that they couldn’t emerge from it mentally unscathed. The trauma that is applied depends on how difficult the fear check was in the first place, and can have some pretty powerful long-term effects on a character. The worst, broken mind, halves your character’s strain threshold. Permanently.
(Well, not entirely permanently. There are ways to get rid of mental traumas. But they’re not easy, and may involve your character having to put themselves into more dangerous situations!)
So that’s the horror tone. I’m guessing that’s something everyone expected to see. So before we wrap things up, let’s talk about another tone that may be less expected: superheroes.
The superhero tone was the brainchild of lead producer Tim Huckelbery. A longtime fan of all the classic superheroes, he rightly pointed out that although superheroes could be part of their own setting, we really could have a superhero game set anywhere. Modern day superheroes, futuristic superheroes, historical superheroes—all of these have been done in some form or another already! So it made the most sense to make superheroes a tone.
As with horror, we spend some time discussing the themes you may want to employ in a superhero game, and we give you some advice on how to run them. We also touch on supervillains, because a hero is only as good as their nemesis after all! We also introduce a few new rules that can help you create that superhero feel in your game. The first is higher starting XP for characters, so that they can feel better than average right out of the gate. We also recommend that superheroes and villains double the base damage of their unarmed Brawl attacks, since superheroes often fight with their fists!
The next rule is designed to make minions feel appropriately… minionish. This rule states that when attacking superheroes and supervillains, minion attacks can only do a maximum of one wound or strain. In the game, this really emulates the feel of a horde of heavies pulling out their Uzis and spraying an area, only to watch as the superhero dances through the fire unharmed (or the bullets just bounce off their chest). We highly recommend it unless you want to have a grittier superhero game.
But the third, and we think most interesting, rule is for Super-Characteristics.
As you can see, super-characteristics can make game sessions really interesting, really fast. Exploding dice isn’t something we’ve played with a lot before, but we think it really fits the feel of superheroes. Not only does it increase the odds of success on your character’s “super-powered” checks, the chance for multiple Triumphs means that you can get some incredibly thrilling and cinematic moments. Maybe your super-strong character punches a house off its foundations. Maybe your super-smart character breaks down a villain’s plan while they are busy monologuing and figures out the exact way to counter it using only the materials in their cell. Maybe your super-fast character runs so fast that they travel through time.
So that’s all for this week. We hope you enjoyed the look at tones, and we also hope that they inspire you to develop something new for your group!
One Book. Unlimited Adventure
Tones allow you to tailor your gameplay experiences in any direction you want. Whether you intend to frighten your players or gift them with super powers, Genesys gives you plenty of ways to customize your settings to create unlimited adventure.
Prepare your campaign and pre-order the Genesys Core Rulebook (GNS01) from your local retailer or from our website!
in our forums!
© 2017 FFG
Building Your Economy in Sid Meier's Civilization: A New Dawn
A new land lays before you at the beginning of a new era. This land is yours to conquer as you lead your people through the ages from a fledgling civilization to a thriving empire. But no nation can advance alone. If you wish to bring wealth, knowledge, and glory to your own people, you must interact with the other civilizations that populate this land, whether they are allies or rivals.
Today, we're pleased to offer you a closer look at the economy focus area in Sid Meier’s Civilization: A New Dawn!
Expand Your Reach
Sid Meier’s Civilization: A New Dawn is a turn-based strategy game that offers two to four players the opportunity to become some of history’s greatest leaders as they compete to advance their civilizations to become the dominant world power. Over the course of the game, you will lead your people with wisdom and diplomacy, advancing in five interwoven focus areas and building world wonders to reshape history to your own design. A new world is yours for the taking.
No great civilization can advance by remaining solely insular, and this is where the economy focus area comes into play. Your world is populated with a wealth of rival nations and city-states. A city-state is a small sovereign state, placed at the beginning of the game, that is neutral toward all the leaders of Sid Meier’s Civilization: A New Dawn. These city-states can be extremely valuable trading partners, rewarding players who make contact by entrusting them with diplomacy cards—powerful abilities that can lend you an edge in your quest for power.
Your tool for making contact with these city-states (and even your rivals) is the economy focus card. Economy focus cards allow you to move your caravans across the world to interact with rival nations and city-states and each world leader begins the game with a single caravan on their economy card. During the game, you may use your science focus card to advance your civilization’s technology and improve your economy cards, increasing your number of caravans, allowing those caravans to travel greater distances, or making it easier to traverse certain types of terrain. For more details about the focus bar mechanic and how to advance your focus cards, you can check out our previous preview here.
Establish Trade Routes
When you move a caravan, you'll advance one of your caravan figures one space at a time across the map, up to a distance indicated on your economy card. For example, Foreign Trade allows you to move one caravan up to three spaces. To begin its expedition, a caravan on your economy card can move out of your capital city or any of your mature cities as though it started in that city’s space.
As your caravans explore the realm, the economy card’s focus bar slot determines which terrain types the caravans can move into. A card resolved in the third slot (as shown below) can move into forest terrain, as well as hills and grassland, which fall into lower slots on the focus bar. If a caravan does not reach its destination in a single turn, it remains on the board and you can move it again the next time you resolve your economy card. When you finally reach the end of your journey and move your caravan into a city-state or rival city, you return it to your economy card.
In the example below, the blue player has set their sights on Seoul. To benefit from the city, the blue player resolves their Foreign Trade card in the third slot of the focus bar, as shown above. They place the caravan in the hill space next to their capital. They cannot place it on the adjacent mountain space because mountains require a higher focus row slot.
From here, the blue player can move their caravan up to three spaces. They move first into the forest space, and subsequently to the city-state of Seoul. They then return the caravan to their economy card and place two trade tokens on their science focus card, as Seoul is a scientific city state. (These trade tokens can be spent to boost the power of your science focus card when you resolve it.) Lastly, the blue player takes one of Seoul’s two available diplomacy cards.
Defend Your Claim
When you move a caravan into a city-state, you will always place two trade tokens on your focus card that shares the city-state’s type, as we saw above. Then, if you don't already have that city-state’s diplomacy card, you take one of its cards for your own. After this, the card is yours—it can never be taken by another leader, even if they visit the same city-state.
If, however, you wish to use the powers of a city-state that has already been claimed by a rival leader, you may gain some of its benefits by attacking the city-state or liberating it. When you attack and conquer a city-state, you place one of your own cities in that space, adding the city-state’s token to the card in your focus row that matches the city state’s type.
For example, Seoul is a scientific city-state and if you conquer it, its token will be placed on your science focus card as a renewable trade token. Whenever you resolve the science focus card, you can use the knowledge gained from Seoul to advance further every time you use the card, keeping the city-state token with you as long as the city is under your rule.
To conquer a rival city-state or liberate it, you must perform an attack using your military focus card, as we described in our last preview. If you conquer the city-state, you'll claim the city-state’s token as we described above and place one of your cities in its space, seizing control of the city from any other leader who had laid claim to it. If you choose to liberate the city-state instead, you'll return its token to the map instead of placing one of your cities, reinstating the city-state as an independent, neutral force. While diplomacy may be a more tasteful way to advance your economy, military might can ensure that your trade partners make the most prudent choice for their ally.
Begin Your Trek
Journey across the realm, trade, and bring the wisdom of other nations to your own. Through diplomacy and economic advancement, your empire is sure to rise above your rivals as you move towards a new dawn!
Pre-order Sid Meier’s Civilization: A New Dawn (CIV01) at your local retailer today or on the Fantasy Flight Games website here!
in our forums!
Legends of the Alliance
App-Supported Cooperative Play for Imperial Assault
“I’ll not leave you here. I’ve got to save you.”
–Luke Skywalker, Star Wars: Return of the Jedi
The Death Star has been destroyed—but as fragments of wreckage rain down on Yavin 4, the war is not over. The time for heroes has not passed. If anything, the Rebellion needs heroes more now than ever before. The Galactic Civil War is raging on, and it’s time for you and your friends to come together and journey side by side into a galaxy filled with more peril, excitement, and adventure than you had ever imagined.
Play your Imperial Assault campaigns in an entirely cooperative way—the Legends of the Alliance companion app is coming soon from Fantasy Flight Games!
A Galaxy of Adventure
What about traditional campaigns and the skirmish game?
Legends of the Alliance was not designed to replace the traditional campaign or the skirmish game for Imperial Assault. Instead, all three variants will continue to exist side-by-side, providing separate play experiences for players to enjoy.
Legends of the Alliance is a free companion app for Imperial Assault that promises to revolutionize the way that you play the game. Until now, your campaign games of Imperial Assault have been divided between two sides. Up to four players became heroes of the Alliance, fighting for freedom across the galaxy. The final player took on the role of the Empire—commanding Imperial forces, triggering powerful events, and serving as the heroes’ opponent over the course of the campaign.
With the Legends of the Alliance app, you immediately have the chance to challenge and reform these existing roles. The Legends of the Alliance app assumes the role of the Imperial player—handling every aspect of the game once controlled by that player, whether commanding the Imperial forces in battle, springing traps on the Rebel heroes, and inviting you to explore secret bases and strange planets in entirely new ways.
At its core, Legends of the Alliance introduces a fully-formed, cooperative way to play Imperial Assault, controlling all of the soldiers and responsibilities once handled by the Imperial player and freeing you and your friends to unite against the Galactic Empire.
As the replacement for the Imperial player, the Legends of the Alliance app displays the introduction to every quest and instructs the players on how to set up the map at the beginning of each mission. The app details exactly which map tiles, Imperial forces, supply crates, and objective tokens must be placed for the mission and where you will need to place them.
Using the app to play fully cooperative Imperial Assault also opens the door for a greater spirit of exploration than ever before. After all, you’re not just fighting Imperials during your missions—you’re stealthily infiltrating a base, or you’re exploring an unknown planet, or you’re walking down the streets of an Imperial occupied city. No matter where your journeys take you, Legends of the Alliance enables you to preserve the mystery waiting behind every door. At the beginning of a mission, some of the map tiles, tokens, and Imperial forces will be placed together, but doors will hide what lies beyond. As soon as your hero slides open a door, however, the app will tell you which map tiles to add to the expanding map, as well as any Imperial forces or other traps that your hero sees.
Of course, the Legends of the Alliance companion app accomplishes far more than just revealing the map and describing key events—it also leads the Imperial forces into battle against your heroes! After a hero activates, the app will choose an Imperial unit to activate, sending it forward with cruel cunning to isolate your heroes and pick off the weak. Each Imperial activation gives its unit a unique special ability to boost its powers, as well as a list of actions for the unit to carry out.
You’ll find your enemies acting to destroy your ambitions at every turn. Powerful combatants like Darth Vader will wade into the fray, slicing left and right with melee weapons. Stormtroopers will run forward, fire, and duck back into cover, while Imperial Officers will coordinate from behind the front lines. Each different type of unit has unique abilities and behavior, and you’ll need to work together with your fellow heroes and adjust your strategies in order to triumph!
Resupply at the Armory
With the Legends of the Alliance app, the cooperative campaign for Imperial Assault captures the entire campaign experience. Upon download, you’ll be offered a tutorial to teach you the game and the differences between the cooperative campaign and the traditional game. You’ll also be invited to embark on a brand-new five-mission campaign: Flight of the Freedom Fighter. Beginning immediately after the destruction of the Death Star above Yavin 4, this campaign will send you and your fellow heroes on an adventure across the galaxy—and you only need the Imperial Assault Core Set to play.
Just as in a traditional campaign, Legends of the Alliance gives you the chance to resupply and upgrade your hero after every mission. After your mission ends—whether in victory or defeat—you’ll return to a map of the galaxy. From here, you’ll be able to learn new skills from your hero’s class cards and spend the credits that you’ve earned to purchase new weapons and equipment from the armory. The companion app automatically tracks every class card you buy and new item you acquire, making it easier than ever to grab your cards and begin playing whenever you return to your campaign.
A Galaxy to Explore
As we mention above, Legends of the Alliance and its cooperative campaign experience are not intended to replace the traditional campaign for Imperial Assault. Instead, it provides a new option for players looking for a different experience. And in fact, Legends of the Alliance scales and includes more content based on the size of your physical Imperial Assault collection!
To play Legends of the Alliance, you don’t need anything more than the Imperial Assault Core Set—but the more physical expansions you add to your collection, the more content you have access to within the app. You’ll be able to play with any of the heroes from your expansions and find items and supply cards from across your collection as well. At launch, the app will only support the Imperial and Mercenary forces from the Core Set as your enemies, but future updates will add new foes and allies from additional box expansions, Ally Packs, and Villain Packs. What’s more, future campaigns will draw heavily on expansions as you journey across the Star Wars galaxy and explore new planets beyond anything you’ve encountered before.
Forge Your Legend
The Alliance needs heroes—and you and your friends are the perfect candidates. Stand side-by-side with your friends and prepare to enter a galaxy of heroism and adventure!
The Legends of Alliance companion app for Imperial Assault will be available for download soon!
in our forums!
© & ™ Lucasfilm Ltd.
Into the Forbidden City
Preview the Third Dynasty Pack in the Imperial Cycle for Legend of the Five Rings: The Card Game
"Which one of us would bid this game to end? We are nearly perfectly matched, but there can be only one victor."
While the Imperial city of Otosan Uchi continues to flourish, the Emerald Empire around it is begins to show cracks. The Lion and Crane sit on the brink of all-out war. Some believe the death of the Emerald Champion Doji Satsume to be more than an accident. The Dragon Clan Champion, Togashi Yokuni, is troubled by apocalyptic visions. And above it all, the Scorpion look to take advantage of this chaos and forward their own agenda.
Join us today as we preview Into the Forbidden City, the third Dynasty Pack in the Imperial Cycle for Legend of the Five Rings: The Card Game. Into the Forbidden City features three copies of twenty new cards and continues the trend of giving each Clan a powerful new five-cost character, and introducing an assortment of new cards with the Imperial trait.
The Scorpion’s Sting
In the Emperor’s Court, no intrigue escapes the attention of Bayushi Kachiko (Into the Forbidden City, 56). She sees and hears everything that occurs. Her spies are the highest paid in the Empire, and every secret that passes through every gossip’s lips eventually makes its way to her ear. It is rumored she holds enough evidence to blackmail every family in the Empire. Whether the rumor is true or an invention of her own is not known, but no family is willing to test it. And that may be her greatest strength.
Bayushi Kachicko stands behind the scenes, manipulating means to an end. This makes her the perfect character for the Scorpion Clan to bring into their political conflicts. While Kachiko is participating in a political conflict, as an Action, you may choose a participating character with lower political skill, send that character home, and bow it. Not only does this remove the character from the current conflict, but nearly ensures they will be a non-factor in conflicts for the rest of the turn. Even if they have some way to ready, Kachiko has still eliminated them from the conflict at hand. As a Courtier, Kachiko is also a valid target to pay the cost of Forged Edict (Core Set, 184), or use a tactic like For Shame! (Core Set, 207). Any wise opponent will think twice about entering the courts when Bayushi Kachiko is on your side.
One of the Scorpion’s most valuable weapons in their machinations is Misinformation (Into the Forbidden City, 57), an event that subtly undermines their opponents in military and political conflicts alike. During a conflict, if your honor bid is at least two higher than your opponent’s, each participating character your opponent controls suffers from reduced political and military skill until the end of the conflict. If you're up against the Lion Clan, Misinformation can be a huge advantage if they try to overwhelm you with sheer numbers. The more characters your opponent commits to a conflict, the more effective Misinformation becomes.
The Flow of the Waves
While the Scorpion continue to master the art of deception, the Phoenix continue their journey into the mystic arts. By studying the elements, their Shugenja form a relationship with fire, water, earth, air and the void to defeat your enemies with powerful spells. The Prodigy of the Waves (Into the Forbidden City, 46) has a unique connection to the water ring—as long as it is claimed, you may ready the Prodigy as an Action. It's important to note that you don’t have to be the one who claimed the ring. So long as either player has claimed the water ring, the Prodigy can be readied. With starting military and political skill of three, the Shugenja is perfect for participating in any kind of conflict, preferably multiple times a turn.
Dogs of War
The Unicorn wage war in odd ways, even using animals in their military conflicts. Many are wise to run when the War Dog Master (Into the Forbidden City, 49) enters the battlefield. Not one for political discourse, the War Dog Master can exclusively be used in military conflicts. Whenever the War Dog Master is declared as an attacker, you discard the top card of your Dynasty deck. Then, the War Dog Master gets plus X military skill until the end of the conflict, where X equals the cost of the discarded card. While this ability is inconsistent, so long as you don’t discard a holding, you are guaranteed to receive some sort of skill boost. You may discard a Border Rider (Core Set, 112) for a smaller boost, or a copy of Shinjo Altansarnai (Core Set, 121), giving the War Dog Master a massive five additional military skill. Either way, the War Dog Master is a character anyone would want in a military conflict. As a Bushi, the War Dog Master is also a valuable target for cards like Rout (Core Set, 213) and For Greater Glory (Core Set, 168), giving him additional value, especially when supported by the Lion Clan.
Into the Forbidden City
What fate awaits Rokugan? As divisions begin to pile up between the Great Clans, who will be left to see the greater picture? More importantly, what side will you choose?
Stock up on supplies and pre-order Into the Forbidden City (L5C04) from your local retailer or from our website here.
in our forums!
Feed on Fear
Previewing the Uthuk Y'llan Infantry Command Unit Upgrade Expansion
During the First Darkness, the Uthuk Y’llan were pushed to the edge of extinction. The foolish Daqan believed that the forces of the locust swarm were as good as dead—but they were wrong. Now, the Uthuk army has returned stronger than ever, using their link to the Ynfernael to fill their ranks with more advanced fighters. Complete with blood witches, shriekers, grotesques, and warsprinters, the Uthuk Y'llan's infantry command are ready to face off against even the most highly trained armies of Terrinoth. Today, we offer you a closer look at the demonic warriors who can strengthen your locust army with the Uthuk Y’llan Infantry Command Unit Upgrade Expansion for Runewars Miniatures Game!
Mistresses of Evil
The witches of the Blood Coven lead the armies of the Uthuk Y’llan into battle with an unparalleled ruthlessness, using their power over the Ynfernael to bolster their forces through horrific rites. These hags are as cunning as they are bloodthirsty. They will never ride into a battle where they are at a disadvantage, even if it means they must inflict self-harm to strengthen the greater host of the locust swarm. After energy tokens are cast during setup and the End Phase, a Bloodfire Witch may exhaust her upgrade card to recast an energy token. Even after the upgrade has been exhausted, the witch may inflict a wound upon herself and, in exchange for her sacrifice, recast an energy token with inactive unstable runes, helping to ensure that your connection to the unstable forces of the Ynfernael remains strong.
The witches of the Blood Coven have many areas of expertise, any of which may fit nicely into your battle stratagem. Having a Blood Diviner in your infantry offers you a special ability at the start of each round. The witch may use her dark powers of foresight to look at the top cards of the morale deck—up to the number of stable energy runes in play. If you choose to exhaust this upgrade, you may discard one of those cards. But this is not simply a one-use ability. If you offer the Ynfernael a blood sacrifice whenever a nearby unit loses at least one figure, you may ready Blood Diviner again.
Sowers of Sorrow
Warsprinters lead the locusts of the Uthuk Y’llan into battle, flying tattered standards from the unnatural spines that erupt from the skin of their backs. The Rage Spine upgrade states that after an enemy at range up to the number of unstable energy runes suffers the effects of a morale card with a single morale symbol, you may also suffer the effects of that card. In exchange for this sacrifice, you can force your enemy to suffer the effects of that card again.
These Uthuk bannermen and their grotesque trophies strike fear into the hearts of any who witness their sick traditions of adorning their spines with the bones and skulls of fallen foes. The Uthuk Bannerscamp equips you with a powerful ability, stating that, once per round, when a nearby enemy would suffer a morale test, you may instead cause them to receive panic tokens equal to the severity of that test. Beyond this, when an enemy at range one to five performs a rally action, that enemy also receives a panic token. When the warsprinters take to the field, no amount of inspiration can shake the dread that they spread among enemy ranks.
Among the warriors of the Uthuk Y’llan, few would dare to defy the witches of the Blood Coven. The Shriekers serve as a living reminder as to why. Once Uthuk tribesmen, the Shriekers are cowards who willfully defied the witches and now face their just punishment. Kept alive with black magic, the tribesmen had their lungs ripped from their bodies, engorged, and then reattached. After this torture, their jaws are permanently unhinged and their minds burned with madness until no personality remains. These living shells now convey the tactical instructions of the witches when the locust swarm marches forth to battle.
Shriekers inspire fear from their enemies and loyalty from the warriors of the Uthuk Y’llan. In the heat of battle, a Rallying Shrieker can use a skill action to bolster their fellow warriors, allowing each ally between ranges one and three to either remove one bane or ready one upgrade card. Meanwhile, a Tactical Shrieker can navigate the chaos of war with ease, enabling its unit to disengage from enemies without receiving panic tokens. The Tactical Shrieker also has a defense value of four, making them ideal frontline fighters and difficult for your opponent to remove.
Not all members of the Uthuk army fear the terrible power of the Ynfernael. Some tribesmen embrace it and even offer themselves in sacrifice, praying for a dark blessing. Those who receive the favor of the Ynfernael become Grotesques—hulking monstrosities with minds twisted by maddening bloodlust. Free from the bonds of mortal needs and the instincts of self-preservation, these Grotesques and their disfigured forms are terrible to behold on the battlefield.
During either a melee or a ranged attack, a Mutilated Grotesque may exhaust their upgrade card to add a morale modifier. In addition to this more limited ability, whenever an enemy engaged with the Mutilated Grotesque suffers a morale test, you may draw an additional morale card, even if the Mutilated Grotesque card has been exhausted. With their minds and wills burned by their glorious ascension, Grotesques care not about the suffering of their mortal bodies. They are beyond the earthly plane and once they take to the battlefield, all shall know the enlightenment that can only come from true suffering.
Rise from the ashes and set fire to the world of the children of Timmorran. Add the Uthuk Y’llan Infantry Command Unit Upgrade Expansion to your ranks and create a new world in your dark design, with blackened skies above you and blood-soaked ground beneath.
Look for the Uthuk Y’llan Infantry Command Unit Upgrade Expansion (RWM23) when it hits retailers in the fourth quarter of 2017! You can pre-order the expansion at your local retailer or online through our website today.
in our forums!
TM & © 2016 Fantasy Flight Games.
Rule the World
Preview the Corps of the Android: Netrunner Revised Core Set
Who knows what evil lurks in the memory diamonds of men? Weyland knows.
In the near-future of Android, our world has changed—and for much of humanity, those changes are not for the better. The individual is repressed in favor of monolithic mega-corporations. Idealistic notions like personal privacy are a thing of the past. The wealth gap has widened and deepened into a vast abyss. Human workers are daily replaced by cheaper, more efficient labor solutions like bioroids or clones.
But for some—for the corps and those who rule them—times have never been better. The executives of Haas-Bioroid, Jinteki, NBN, and the Weyland Consortium have the world at their fingertips, and business is booming. The corps of the Android setting are the rulers of the solar system and they’re more than willing to flaunt their authority and pull any strings necessary to progress their agendas.
To the uninitiated layman, the largest corps may seem the same—towering titans of business that will happily shove humans into the dust if it means a bump to the bottom line. And while their devotion to their profit margins and protecting corporate secrets may be identical, in most other ways, the corps could scarcely be more different.
If you’re eager to start protecting your corporate agendas with the Revised Core Set for Android: Netrunner, today’s preview will offer you a closer look at each of the four Corp factions in the game and their cards taken from the original Core Set and the game’s first two cycles.
With headquarters in New Angeles and major branch offices in Chicago, Cologne, Heinlein, Johannesburg, and Sydney, Haas-Bioroid is the world leader in cybernetics and artificial intelligence. The most iconic and recognizable products made by Haas-Bioroid are the bioroids themselves, androids built with cybernetic technology and artificially-intelligent minds designed around sophisticated imaging of human brains.
Five years on from the original Core Set, Haas-Bioroid has chosen to retire their original Engineering the Future division, instead pouring new resources into Stronger Together (Revised Core Set, 61) and their proprietary bioroids.
In the words of designer Michael Boggs, “Haas-Bioroid is all about their namesake. With efficient bioroid ice and upgrades, HB can restrict server access with ease, forcing the runner to spend their clicks and credits during runs instead of setting up their board. With all of the free labor that comes from running a bioroid empire, HB can focus on doing maximum work in as little time as possible, whether installing multiple cards in a burst, gaining credits and drawing cards with a single click, or simply gaining extra clicks outright. HB’s brain-imaging technology also gives them the unique ability to bring back cards from Archives, reusing operations and assets that the runner thought were gone.”
As you might expect from their new primary division, Haas-Bioroid has doubled down on bioroids. Within the Revised Core Set, you’ll find punishing ice like Heimdall 1.0 (Revised Core Set, 66) and Ichi 1.0 (Revised Core Set, 68) alongside upgrades like Ash 2X3ZB9CY (Revised Core Set, 75). Many of these bioroid cards can force a runner to devote clicks and credits to simply surviving, preventing them from building a rig or stealing agendas.
On the flip-side, Haas-Bioroid can also use its bioroids to increase its own efficiency, compressing its actions with cards like Adonis Campaign (Revised Core Set, 64), Green Level Clearance (Revised Core Set, 73) and Biotic Labor (Revised Core Set, 72). Few other corporations can match HB for sheer efficiency.
The traditionally conservative Jinteki corporation is now being led by an aggressive new chairman of the board, Chairman Hiro, through a series of upheavals and transitions. Alongside rapid developments in the field of cloning and biotechnology in the last decade, the corporation has relocated its headquarters from Tokyo, Japan to New Angeles and acquired or built laboratories on Mars.
“By using persistent net damage to take away the runner’s valuable tools or tricking the runner into wasting their clicks on runs that often end with a flatline, Jinteki excels at forcing the runner’s hand,” said Michael Boggs. “When things don’t go the way that Jinteki plans, they can easily salvage the situation by forcing the run to end, filtering R&D, or moving advancement tokens to turn a failed trap into a scored agenda.”
Few corporations have evolved their defenses to deal net damage to runners as consistently as Jinteki. In fact, under the Personal Evolution (Revised Core Set, 77) identity, Jinteki promises that net damage will be a constant feature for any runner that tests the defenses.
This net damage can come in the form of ambushes like Snare! (Revised Core Set, 82), ice like Neural Katana (Revised Core Set, 84), or an operation like Neural EMP (Revised Core Set, 90). No matter its source, the amount of net damage coming out of Jinteki servers can make any run a risky proposition.
Even if you can’t muster enough net damage to flatline the runner, Jinteki has the tools to keep runners away from your precious agendas. Whether you’re switching up your R&D schedule with Yagura (Revised Core Set, 88) or simply ending a run with Nisei Mk II (Revised Core Set, 79), cracking a deep Jinteki server is no easy task, no matter how skilled the runner may be.
The largest media conglomerate in the world is NBN, which at various times has stood for Network Broadcast News, Net Broadcast Network, and Near-Earth Broadcast Network. Now simply known as NBN, the corporation is headquartered right on Broadcast Square in New Angeles after relocating from SanSan in the early 30s. NBN owns or operates five of the ten top-rated content streams worldwide. From music to threedee, news broadcasting to sitcoms, classic movies to interactive sensies, NBN does it all.
When asked about NBN, Michael Boggs said, “NBN uses their extensive media and surveillance capabilities to quickly tag the runner, locating their whereabouts and monitoring their activity. Once NBN has the runner targeted, they can trash the runner’s resources, drain the runner’s bank account, or even use the runner’s personal information for their own benefit. NBN protects their servers from the runner using a powerful ice suite that’s detrimental even when the runner breaks the subroutines.”
Tagging the runner is easy for NBN: Making News (Revised Core Set, 93), a division known for its additional budget set aside specifically for tracing a runner’s location. And as you might expect, NBN has access to plenty of cards like SEA Source (Revised Core Set, 105) or Data Raven (Revised Core Set, 97) that are well equipped to stack additional tags on the runner.
Once the runner is tagged, it’s a simple matter for NBN to turn those tags to their own benefit, shutting down the runner’s credit flow with Closed Accounts (Revised Core Set, 103) or advancing NBN agendas with Psychographics (Revised Core Set, 104). It turns out that knowing everything about your enemy can give you some advantages when it comes to predicting what they might do next.
Aside from its dramatic and public association with the New Angeles Space Elevator, better known as “Jack’s Beanstalk” or simply “the Beanstalk” after designer Jack Weyland, the extent of the Weyland Consortium’s holdings is little known among the general population. This shadowy organization owns or invests in other corporations, leveraging the enormous assets granted by the Beanstalk to buy and sell smaller megacorps at an alarming rate.
Michael Boggs shared his thoughts about what lies at the heart of the Weyland Consortium’s efforts in the game: “Weyland will do anything to turn a profit, whether that’s taking over a smaller business or charging taxes on trips up their beanstalk. They’re known for keeping the runner out with advanceable ice, forcing the runner to waste massive amounts of credits to access a single server. And when an unfortunate runner is able to expose their secrets, Weyland punishes them through intimidation and the threat of death.”
Building a Better World (Revised Core Set, 108) is the Weyland Consortium identity out of the Revised Core Set, and like the Weyland Consortium itself, there is little that is overtly threatening. This identity simply offers you a few more credits for playing transaction operations. It’s what goes on behind the scenes, however, that really defines the Weyland Consortium.
For a runner daring to take on the Weyland Consortium’s agendas, they always need to be prepared for the worst. Cards like The Cleaners (Revised Core Set, 111), Dedicated Response Team (Revised Core Set, 112), and Punitive Counterstrike (Revised Core Set, 122) give you plenty of ways to deal meat damage and punish the runner for every agenda they steal.
You wouldn’t be wrong if you guessed that the Weyland Consortium would accumulate a fair amount of bad publicity from their illicit activities. But like everything else that the Weyland Consortium does, they have found a way to profit from the bad publicity with cards like Hostile Takeover (Revised Core Set, 109) and Elizabeth Mills (Revised Core Set, 113).
The World Is Yours
No matter which corp you’re signing on with in Android: Netrunner, the assets and departments that you command outstrip the resources of any individual.
Choose your faction and pre-order the Revised Core Set (ADN49) for Android: Netrunner at your local retailer or online through our website today!
in our forums!
Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2017 Fantasy Flight Games. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2017 Wizards.
Enter the New Age
Twilight Imperium Fourth Edition Is Available Now
“To lay claim to the throne is a destiny sought by many, yet the shadows of the past serve as a grim warning to those who would follow in their footsteps.”
The destruction of the Lazax Empire has disturbed the fundamental stasis of the galaxy. The great powers have stirred, each envisioning themself as the replacement for the once-ruling faction. Which of these seventeen races will see their vision realized? Who will rise above their peers and make them kneel? Who has the skill it takes to become the new absolute power in the galaxy?
Twilight Imperium Fourth Edition invites you to take part in your own personal space opera of galactic domination with up to five other players. Select one of seventeen factions and prepare for a game of diplomacy, political intrigue, and all-out war as you vie to become the new rulers of the galaxy.
For over twenty years, Twilight Imperium has defined "epic" in board gaming, and the Fourth Edition continues this grand tradition. The game contains over 350 plastic units, 51 system tiles, 561 command and control tokens, 80 action cards, 50 agenda cards, 40 objective cards, 59 planet cards, 184 technology and technology upgrade cards, 41 promissory note cards, and much more.
Prepare for War
In our extensive preview coverage of Twilight Imperium, we began by examining the start of the game and the all-important tactical action. Every game of Twilight Imperium is a new experience, as the players have the opportunity to craft the galaxy around them. Players create a “hand” of hexagonal tiles and build the galaxy outward from the center. You may choose to surround your home system with resource-rich planets ripe for the taking, or place a supernova right in the path of a rival.
Twilight Imperium Fourth Edition is a game of strategy and tactics, and even determining turn order is an important decision that could impact the course of the entire game. Once the board has been set up, you and each of your fellow players select a strategy card that both determines the turn order for the coming round and grants you a special ability. These special abilities range from gaining a significant boost in technology, to becoming a master of trade, to choosing to dominate the political machinations of the galaxy.
Once these roles are selected, players begin their conquest of the galaxy by building fleets and moving them from system to system, claiming new planets and expanding their empire along the way. Should any other faction stand in your way, you can crush them with your combat prowess. But the galaxy of Twilight Imperium is about far more than who has the largest fleet. Players will have to work together in a galactic quorum to pass new laws, benefit from mutual trade agreements, and establish tenuous alliances to see their faction on the throne of Mecatol Rex.
All of these actions are in pursuit of victory points earned from various public and secret objectives. At the end of a round, all players check to see if they have accomplished any of the objectives, and they may claim points for one of them before revealing another. As these objectives come into play, they provide a compass for your actions during a game, with conditions that can range from collecting and spending trade goods to successfully winning a space battle.
Most recently, we also took the time to preview several of the unique factions that can be found in the game. Each of the seventeen factions in the game has their own signature play style and abilities, ensuring a unique play experience in every game. You may choose to control the flow of the game with the mercantile Emirates of Hacan or prepare for war with the mighty Dreadnoughts of the L1Z1X Mindnet. Whatever your choice, the galaxy is yours for the taking.
Build Your Empire
With the release of Twilight Imperium Fourth Edition, a new age is dawning—one of war and conflict. The throne of Mecatol Rex sits vacant, waiting for a worthy faction to find their place among the ruins of their enemies and bring order to a galaxy descending into twilight. Who will you lead to victory?
Enter a new age of twilight and purchase Twilight Imperium Fourth Edition (TI07) from your local retailer today!
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For Honor and Glory Is Available Now for Legend of the Five Rings: The Card Game
Though the seven Great Clans of Rokugan serve the Emperor with distinction and grace, they each go about it in their own way, whether it’s the duplicitous ways of the Scorpion or the gaijin customs of the Unicorn. With the upcoming tournament to determine a new Emerald Champion, the clans now have an opportunity to prove their superiority in a new way.
For Honor and Glory, the second Dynasty Pack in the Imperial Cycle for Legend of the Five Rings: The Card Game, is available now! This Dynasty Pack features three copies each of twenty new cards, bringing even more Imperial cards to Legend of the Five Rings: The Card Game.
The Imperial Cycle also introduces a cycle of Magistrates—one for each Clan. While they're all different, they each restrict certain characters and skill boosts from participating in a conflict. As vital members of the social hierarchy, these Magistrates enforce the law in conflicts they are involved in.
The Stoic Magistrate (For Honor and Glory, 23) comes from the Crab Clan, and eliminates the skill contribution of low-costed characters to a conflict. This can single-handedly disrupt foes who focus on playing many low-cost characters, like the Lion. The Stoic Magistrate also offers you an advantage if you're focusing on high-cost Crab characters. If you have the Stoic Magistrate on the field, your characters that cost two or less like the Vanguard Warrior (Core Set, 30) can be used as a sacrifice for cards like the Steadfast Witch Hunter (Core Set, 35) and Funeral Pyre (Core Set, 39). Meanwhile, your opponent’s low-cost characters will be unable to count their skill in a conflict with the Stoic Magistrate.
The Scorpion of course have their own Magistrate character in the form of Bayushi Yojiro (For Honor and Glory, 28). Any character participating in a conflict with Bayushi Yojiro doesn't have its status token taken into account when calculating skill in a conflict. Not only does this significantly decrease the drawback of Scorpion characters who dishonor themselves for powerful effects, it also negates the benefits of your opponent’s honored characters. This can be devastating to clans like the Phoenix, whose high glory characters receive a massive boost from becoming honored, or the Crane, whose focus on honor is essential to their game plan. Seeing Bayushi Yojiro on the other side of the field can be a disheartening prospect for these noble clans.
The Path of Battle
Of course, other Clans have different methods of dealing with conflicts. The Dragon Clan are masters of physical techniques, able to shut down their foes with martial arts. High Kick (For Honor and Glory, 34) completely stuns a character, provided you have a Monk participating in a military conflict. Bowing one of your Monks to play High Kick lets you bow an opponent’s character and prevent that character from triggering abilities. Ultimately, your refined Technique can make it very difficult for your opponent to use a bag of tricks.
The Unicorn, meanwhile take on a different approach. Working together with their impressive Cavalry, the Unicorn ride down their foes with unity and speed. The Shinjo Saddle (For Honor and Glory, 39) perfectly encompasses this. As an attachment that can only be used by a Cavalry character, the Shinjo Saddle provides an additional military skill, and as an Action, it can be moved between Cavalry characters on the field. This means that if you consistently have Cavalry on the field, the Shinjo Saddle can stick around until the end of the game. Furthermore, moving it in the middle of a turn can mean you receive the skill boost multiple times a turn.
For Honor and Glory
No matter how your clan chooses to do battle, they each have tools that give them the edge—whether that's restrictive Magistrates, martial arts Techniques, or communal Items. Who will come out on top with the release of For Honor and Glory?
Take a stand and purchase For Honor and Glory (L5C03) from your local retailer today!
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Meet the Creator
Christian T. Petersen Signing Twilight Imperium at the FFGC
Since the release of the first edition of Twilight Imperium in 1997, the game has held an undeniable and unique place among board games. Through every edition of the game, Twilight Imperium has been the definition of the galaxy-spanning space opera—chronicling the rise and fall of great empires and warfare carried out on a massive scale.
Now, Twilight Imperium Fourth Edition is on our doorsteps, and you can have your chance to meet the designer himself—Christian T. Petersen.
Tomorrow, November 16th, beginning at 6 P.M., Christian T. Petersen will be at the Fantasy Flight Games Center in Roseville, Minnesota for the release of Twilight Imperium Fourth Edition. There, visitors to the Fantasy Flight Games Center will have the chance to talk and interact with Christian T. Petersen in a fun, casual setting. Christian will also be taking time to sign your copies of Twilight Imperium, ensuring that you can leave the event with a personalized copy of the game.
Come join us at the Fantasy Flight Games Center on November 16th at 6 P.M. for the unforgettable chance to meet designer Christian T. Petersen and leave with a personalized copy of the game!
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Service and Sacrifice
A New Tale Set in the World of Legend of the Five Rings
The paths we walk in life are not always clear. In the Emerald Empire, the threat of conflict looms over the Lion and Crane clans, growing darker each day, and those caught in the center collect their own tales of internal struggle. As the tales of the Emerald Empire continue to grow and take shape, Fantasy Flight Games is proud to present "Service and Sacrifice," a new story by Mari Murdock set in the rich world of Legend of the Five Rings!
A High Price
War makes enemies of friends and family. The ongoing dispute between the Lion and the Crane grows more heated, sowing distrust and tearing loved ones apart. None know this pain more deeply than the loyal Lion samurai Matoko, whose husband has defected to the Crane Clan, leaving her torn between the demands of her heart and her honor. But she knows that all live and die for Lion in their own way and she will sacrifice whatever it takes in service of honor.
But will her clan’s champion do the same?
In the North, the Lion champion Akodo Toturi prepares for his wedding to the graceful Pheonix, Isawa Kaede. The marriage is a union, a peace offering between Lion and Phoenix. This long-promised treaty will satisfy one call, but only leads to questions among the rising factions within the clan he is meant to lead. Every day that Toturi does not declare open war against the Crane, the deeper the chasm grows. Perhaps the champion’s last chance for unity rests with the approaching Emerald Championship. The office of the Emerald Champion is the greatest honor the Emperor can bestow on a clan, and with it comes the Hantei’s favor. But the duelists set to participate remain unknown. What if the Grey Crane, Kakita Toshimoko, makes an appearance? Will Akodo have the strength to honor his clan and prove his loyalty? Or will the distrust within the Lion shatter the clan and plunge Rokugan into chaos?
Choose Your Side
Experience the drama of "Service and Sacrifice." Learn the price of honor, and return to the Fantasy Flight Games website each week throughout the release of the Imperial Cycle for new stories and previews of Legend of the Five Rings: The Card Game and Battle for Rokugan!
Look into the hearts of Rokugan's heroes and pick up For Honor and Glory (L5C03) at your local retailer or on the Fantasy Flight Games website tomorrow!
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An Honorable Fight
The Resolution Phase of Battle for Rokugan
Rokugan is a land of beauty and strife. In the early days of the Emerald Empire, the seven Great Clans struggle for control of the realm. Each clan places their trust in the daimyō who formulates military strategies and leads their armies into battle. In our last preview, we examined how the honorable daimyō lay their battle plans during the Placement phase. Today, we progress to the clashes and conflicts that follow with a preview of the Resolution Phase in Battle for Rokugan!
Avoid the Slaughter
Battle for Rokugan is a game of conquest and mayhem played over the course of five rounds. The game turns two to five players into Rokugani daimyō fighting for control of the provinces and territories of the Emerald Empire, with the ultimate goal of bringing honor and glory to their clan. To accomplish this task, you must balance your forces and use any advantages your territories lend you, then distribute those forces, trying to read your enemies’ intentions and weighing the risk and reward of each move. Finally, you'll settle disputes through diplomacy or battle as you deem fit.
These battles take place in the last phase of each round, the Resolution Phase, which is the focus of our preview today. During the Resolution Phase, the daimyō resolve the combat tokens that they just placed facedown on the map. (For more details about each token’s effects and how to lay your battle plans, you can take a closer look at the Placement Phase here.) Once a token is resolved, it is added faceup to its clan’s discard pile.
From left to right, the combat tokens are: Blessing, Diplomacy, Army, Navy, Raid, Shinobi, and Bluff.
As the first step of the Resolution Phase, players flip all of their combat tokens faceup and discard any bluff tokens or those that have been illegally placed. From here, the remaining combat tokens begin to take effect, beginning with Raid tokens. If you execute a raid in a province, all control and combat tokens within its borders are discarded, leaving only a Scorched Earth token behind. No one can lay claim to that province or its honor thereafter.
After slashing and burning, diplomacy has its time. To resolve a Diplomacy token, the daimyō collectively discard all combat tokens that share a province or border with the Diplomacy token's province. A Peace token is then placed within the diplomatic province, and going forward, a peaceful province cannot be attacked, nor can the controlling daimyō launch attacks from it.
The Battles Commence
After desperation and diplomacy, the daimyō resolve all of the battles across Rokugan. One of these legendary battles will occur whenever a clan’s combat token is either in a province or on the border of a province that that clan does not control. There can even be multiple attackers attempting to take control of a single province in any battle, as the Great Clans clash over particularly desirable land. To resolve a battle, the daimyō calculate their total strengths; the attackers add the combat strengths of their own attacking combat tokens, while the defender adds any defending combat tokens and any defense bonuses within the province. The daimyō with the highest total wins the battle.
In the example shown above, the Phoenix clan has attacked the Dragon province from two of their bordering provinces, each with an army that has a strength of one. The Scorpion clan has also attacked the Dragon clan’s province with an army that has a strength of three. The Dragon clan defends their province with an army that has a strength of one.
Each clan calculates and compares its total strength; Phoenix with two strength, Dragon with one strength, and Scorpion with three strength. The Scorpion Clan has the highest strength here, and takes immediate control of the province. All three of the clans remove their combat tokens and the Scorpion player places a control tokens facedown within the province.
However, if a province is defended successfully—say, if the Dragon clan had defended with an army that has a strength of four—your clan is inspired to greater heights. After successfully defending, the defender places one of their control tokens faceup in the province, provides a defensive bonus to fortify the province against future attacks. You can also solidify your control over a province if you use an army, navy, or shinobi token to defend a province that is not attacked this round.
After all the battles have concluded for the round, a daimyō who has established control over all of the provinces within a territory claims the territory cards for that area. If your strategy is sound enough to claim a territory card, you may play it during the next round. These territory cards offer unique abilities that can lend you an undeniable edge in Battle for Rokugan. For example, one of Unicorn’s territory cards, Reinforcements, lets you choose two army tokens in your discard pile and return them to your hand. Then, you must choose two combat tokens in your hand and either discard them or return them to your pool. In a game of where you must attempt to lay battle plans without knowing your opponent's resources, the ability to tailor your combat tokens and claim armies on demand can prove invaluable in the fight for the Emerald Empire.
Even if you do not claim an entire territory during the Resolution Phase, you'll win honor for your clan with each province you control, indicated by the number of flowers that appear within the province on the map. Claiming this honor from your province is your main objective in the game. When the clashes have been fought and the dust has settled, the most honorable daimyō will be the only player to claim victory for their clan. After honor is received, the round advances, and the Battle for Rokugan continues!
Stiffen the Sinews
Take to the battlefield. Fight for honor, glory, and the future of your clan!
Pre-order Battle for Rokugan (L5B01) at your local retailer today or on the Fantasy Flight Games website!
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A Map for Your Journeys
A New FAQ for The Lord of the Rings: The Card Game
Your travels have led you across the face of Middle-earth, from the Shire to the very heights of Mount Doom. The Lord of the Rings: The Card Game has evolved through new cycles of Adventure Packs and the recent release of The Mountain of Fire, the concluding chapter of the Saga Expansions that invited you to play through the entire journey of The Lord of the Rings.
Today, a new FAQ for The Lord of the Rings: The Card Game goes into effect, tweaking some cards and changing some interactions to ensure that your adventures in Middle-earth are as fun and challenging as the designers intended. You can download the FAQ here (pdf, 14.4MB)—and read on for developer Caleb Grace’s thoughts on the most recent changes!
Caleb Grace on the New FAQ for The Lord of the Rings: The Card Game
It’s been a long time since our last update to The Lord of the Rings: The Card Game FAQ—over a year. “Why so long?” you might ask. Well, I am pleased to say that the design team hasn’t felt it was necessary to issue a new update until now. When it comes to the state of the game at large, we’ve been very happy with the meta overall, with the exception of a few over-powered cards.
This current FAQ is being issued primarily to rein in some of these more problematic cards. But before we dive into the errata, it’s important to understand why we choose errata. The design team is fully aware that players generally dislike errata, because everyone prefers their cards to work as written. We never make the decision to errata a card lightly. However, as The Lord of the Rings: The Card Game continues to grow and evolve, some cards become the centerpiece for combos that they were never meant to enable. When those combos are proven to negatively impact the players’ experience, then we feel it’s important to act on behalf of the long-term health of the game. Let’s discuss the seven cards receiving errata in order of release: Wandering Took, Boromir, Out of the Wild, Hama, We Are Not Idle, Caldara, and Wingfoot.
First, Wandering Took (Core Set, 43). This ally’s appearance on our list may surprise some players, but with the addition of Song of Eärendil (Road to Rivendell, 34) and Vanish from Sight (Flight of the Stormcaller, 11), it was possible for one player to reduce each other player’s threat down to zero before eliminating themselves, or potentially even resetting their own threat with Aragorn (The Watcher in the Water, 53). Because threat serves as the timer for most games of The Lord of the Rings: The Card Game, any card combination that can nullify threat on the first turn needs to be addressed. Wandering Took was selected because its ability presented the easiest and least intrusive fix: giving it a limit of “once per round.”
Second, Boromir (The Dead Marshes, 95). We know there are a lot of passionate Boromir fans in the game, and we hesitated for a long time before issuing this errata, but the fact is that a limit of “once per phase” was long overdue. When Boromir was first released, all the way back with the Shadows of Mirkwood cycle, the cost of raising your threat to ready Boromir was more significant because there weren’t many ways to reduce your threat. But as the game has expanded, so too have the options for threat reduction. Now the cost of raising your threat by one is much less significant, considering it gives you multiple actions from such a powerful hero.
Third, Out of the Wild (Road to Rivendell, 36). Unlimited use of this event has the potential to dismantle a scenario’s encounter deck and break the intended game experience. The fix for this card was a simple one: after Out of the Wild adds an encounter card to the victory display, it adds itself to the victory display as well. That prevents players from recurring the event and removing significant parts of the encounter deck. It also makes Keen as Lances (Escape from Mount Gram, 37) slightly stronger.
Fourth, Háma (The Long Dark, 76). This was a tough one because there wasn’t an easy fix, but ultimately, we decided that it wasn’t good for the game if a single player could engage every enemy in play and recur Thicket of Spears (Core Set, 36) each turn to completely negate the combat phase. We added a limit of “three times per game.” Players can still use Háma the way he was intended, but they cannot recur the same card infinitely.
Fifth, We Are Not Idle (Shadow and Flame, 129). This zero-cost event is simply far too effective, to the point where it breaks the cost curve of the game and makes resources insignificant. In a dedicated Dwarf deck, it is possible to play every ally in your deck by round two when recurring this card. That obviously has a negative impact on the game—not to mention it’s tedious for other players to watch while they wait. The fix for this event was another no-brainer: change the word “character” to “hero” and there is now a hard limit to the number of resources you can gain. The card now feels much more balanced when compared to similar effects such as Captain’s Wisdom (The Thing in the Depths, 32).
Sixth, Caldara (The Blood of Gondor, 107). Like Boromir, Caldara’s ability was balanced at the time of her release, but with the additions of Sword-thain (The Dread Realm, 149) and Prince Imrahil (The Flame of the West, 5), the potential benefits from Caldara jump from two free allies to four free allies. Not only that, but the release of Arwen Undómiel (The Dread Realm, 140) and her ability to discard a card in order to gain a resource means that players can potentially resolve Caldara’s ability on round one and bring her back with Fortune or Fate (Core Set, 54) on round two. This lets players continually resolve Caldara’s ability throughout the game, gaining four free allies every time. She has been giving the limit of “once per game,” making the decision of when to trigger her ability more significant, while still remaining powerful.
Seventh and last, Wingfoot (The Nin-in-Eilph, 92). This attachment has an ability that also needs a limit to prevent abuse. As it’s currently worded, Wingfoot allows the attached hero to ready each time the named card type (enemy, treachery, or location) is revealed from the encounter deck. When attached to Eleanor (Core Set, 8) after making her a Ranger with Doughty Ranger (Beneath the Sands, 63), it becomes possible to cancel the “when revealed” effects of every treachery card for the rest of the game, negating the value of the treachery card type. This is clearly something that should not be allowed to exist, so Wingfoot has been changed to read “If a card of the named type is revealed during this quest phase, exhaust Wingfoot to ready attached hero.” The cost of exhausting the attachment to ready the hero means that the ability can never be triggered more than once each round.
We hope that players appreciate the careful thought that goes into these errata. It’s our goal to keep the game as fun and inviting as possible, and we take that very seriously. To that end, this FAQ update also includes a few rules clarifications and Q&A entries intended to clear up some confusing interactions.
Thank you for reading the new FAQ and playing our game! If you ever have rules questions, please contact our design team through the Rules Question Form, and we will be happy to answer you with an email.
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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.
Rise Through the Ranks
Earning Victory Points in A Game of Thrones Catan: Brotherhood of the Watch
"Power resides where men believe it resides. No more and no less."
–Varys, A Clash of Kings
As a brother of the Night’s Watch, you are the stalwart guards for the kingdoms of the south. You do not play the game of thrones, but that does not mean that you are free of ambitions. The Order seeks a new Lord Commander, and you and your brothers are now in competition to prove that you are the worthiest of the post. To accomplish this, you must improve the failing infrastructure of the area south of the Wall known as the Gift, which provides the Night's Watch with resources for the coming winter, and man your section of the Wall against the gathering horde of wildlings who seek to invade Westeros.
The resources you harvest from the Gift will provide you with the ability to build and purchase unique boons that can offer you advantages over your competitors and bring you closer to victory. In our last preview, we looked at the heroes of the North and the abilities they can lend to your pursuit of power. Today, we are pleased to offer you a closer look at how to earn victory points in A Game of Thrones Catan: Brotherhood of the Watch!
Gather Your Strength
Winter is coming to Westeros and the Night’s Watch must gather supplies to prepare for the dark times ahead. Lord Commander Jeor Mormont is seeking a successor, one who can restore the Watch to its former glory, and many brothers compete for the honor. As you seek prominence and power within the Order, there are multiple paths that can lead you to victory: either building the greatest infrastructure within the Gift, commanding the largest troop of guards when wildings attack Westeros, or strengthening your hold in the North through the use of Development Cards.
When the competition begins in A Game of Thrones Catan: Brotherhood of the Watch, each brother is given two settlements and two roads from which to draw supplies. From here, the game combines elements of strategy and luck as players must determine who they can trust (and for how long), where they fortify their defenses on the wall, and where to build settlements to gather the most resources. During the Resource Production phase of each turn, you begin by rolling the two six-sided dice to determine which terrain hexes will produce resources. Once all of the brothers have collected the resources from the settlements under their control, you may trade for any resources that you still need by using your available trade routes or striking a deal with your rival players.
When your supplies are fully stocked, you can build to increase your access to resources and earn victory points. After all, building and developing the Gift is one of the principal ways that the next Lord Commander of the Night's Watch will be determined. You can expand your area of control by building roads and settlements. Then, with a little more investment, you can upgrade those settlements into valuable keeps. These fortified communities are worth two victory points as opposed to a settlement’s single victory point, and a keep can harvest twice as many resources during production.
Beyond building within the Gift, you can use your resources to buy the loyalty of a guard and have him man a section of the Wall. Beyond helping to fight back the wildlings approaching from the Frostfangs, these men can add their voice to your campaign to become the Lord Commander, and therefore earn you victory points. If you have three guards under your command, you earn one victory point, and if you have a five guards, you gain two victory points.
Lastly, you may use your resources to purchase Development Cards, powerful upgrades that offer a variety of abilities to integrate into your strategy for victory. You may play these cards at any point during your turn, so rather than displaying your strategy when your rivals still have time to stop you, you can use your cunning to lie in wait until the opportune moment.
Advance Your Agenda
When you buy a card from the Development Card deck, there is no way to predict what you will find. To purchase these cards, you must spend a sheep, a wheat, and an ore card. There are three types of Development Cards: Ranger Patrols, Progress Cards, and Victory Point cards. Whichever Development Card you draw, the choice is yours to use however you please in order to advance your agenda of becoming Lord Commander.
Ranger Patrols are one of the most common types of Development Cards, and they allow you to move Tormund the Robber as if you had rolled a seven. Alternatively, you may choose to remove one wildling from the Gift and return it to the Frostfangs, gaining one resource from the hex the wildling left as payment for your protection. Once played, these Ranger Patrol cards remain face-up for the duration of the game, and the first player to play three Ranger Patrol cards receives the Largest Patrol card and one victory point. If, however, another brother assembles a larger patrol at any point during the game, then that player takes the Largest Patrol card instead!
The second type of Development Card is the Progress Card. Each Progress Card has a unique ability that players can use to strengthen their hold on the North. They may help you recruit more guards to your patrol, expedite road building, or offer additional resources. For example, Winter Is Coming lets you take any two resources from the stock and add them to your hand. These cards are powerful, but limited to a single use. Once a Progress Card has been spent, it is removed from the game.
Lastly, the five Victory Point Cards immediately bring you closer to your triumph over the other brothers of the Night’s Watch. The Watchtower, Dragonglass, Warhorse, Direwolf, and Longclaw each give you a single victory point. And what's more, you must keep these cards hidden. After all, it is far safer to have your rivals underestimate your power until it is too late. You may only reveal your point cards during your turn when you are sure to have ten victory points, enough to win the game.
Earn Your Victory
Conquer the North. Build your settlements, recruit your guards, and purchase your Development Cards to prove that you are the most worthy of becoming the Lord Commander!
Pre-order A Game of Thrones Catan: Brotherhood of the Watch (CN3015) at your local retailer today or on the Fantasy Flight Games website here!
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© 2017 Fantasy Flight Games & George R.R. Martin. A Game of Thrones is a TM of George R.R. Martin. Copyright © 2017 Catan GmbH and Catan Studio, LLC. Catan and the ”Catan Sun” mark are trademark properties of Catan GmbH (www.catan.com). All rights reserved.
Sliver of Silver
A Quest Preview for Legacy of Dragonholt
Terrinoth is a land of magic, mystery, and adventure. It's rich literary landscape that lends itself naturally to quests and open-world exploration for heroes of all sorts, including the dwarf brawler Brigid who has been adventuring throughout Terrinoth in our stead. During Brigid’s exploration of Dragonholt Village in our last preview, she gained a quest from the local smithy, Fiore. She has hired Brigid to clear out a silver mine south of the village that's currently infested with goblins. Brigid has already received fifty gold pieces for agreeing to take on the mission, and if she is successful, this promises to be a most profitable venture. Leave the safety of the village behind and come along with us as we embark on a mission to rid the southern mines of goblins in the Sliver of Silver quest for Legacy of Dragonholt!
Enter the Mine
As Brigid makes her way south of Dragonholt Village, she comes across the concealed emergency passage that Fiore had told her about earlier in the day. Steeling herself for the journey, she lights her lantern and carefully climbs down into the darkness. Along the passage, she comes to a small gap where the tunnel meets a main hallway, but just as she is about to squeeze her way through, she can hear the voices and approaching footsteps of two goblins, idly jabbering on patrol. This is her first big decision—should she ambush the goblins or remain concealed? For Brigid, there are too many unknown factors: how well the patrols are armed, how close any other goblins are, and the general layout of the surrounding tunnels. Considering that she is already outnumbered, she decides to hide until the patrols pass.
Here, Brigid hits a bit of bad luck as her lantern hits the cavern wall with a dull clank that echoes down the passage. Lacking the skills to remain hidden once the goblins are tipped off, the two patrols discover Brigid and a skirmish begins. As she feared, one goblin manages to deliver a blow to the head while she is engaged with the other, causing her to lose two stamina. As she is adventuring alone, Brigid had gained a bonus four stamina, setting her max to 18. However, her additional skill chosen during her character creation subtracted two stamina, setting her starting stamina to 16. With this blow her stamina is further decreased to 14. Still, Brigid is an experienced brawler and she manages to knock both goblins unconscious after another moment’s struggle.
Continuing down another side passage, Brigid comes across a lone goblin leaning over something on the ground and making small snorty giggles. Whatever the goblin doing, they’re completely preoccupied and don't notice Brigid in the slightest. Never one to pass an opportunity, Brigid draws her weapons and attacks! Surprised, the goblin manages to draw a dagger and slices Brigid’s arm, causing her to lose two more stamina. Roaring in rage, Brigid swings at the creature.
“I’m sorry! Please don’t kill me!” The goblin shrieks, tossing away the dagger. Mercifully, Brigid thunks the goblin over the head with the hilt of her weapon and he collapses, unconscious. It appears that what held the goblin so enraptured was a Strange Mushroom patch. What on earth could make those so interesting? She takes one as a sample and continues on her quest.
Expect the Unexpected
Leaving the cavern behind, Brigid follows the main corridor further underground, where she comes across a thick iron door set into the side of the passageway marked “blastworks.” Naturally, Brigid decides to take a look inside, but remembering Fiore’s warning, she is sure to leave her lantern outside. Among the mixing stations (which she has no skill to use) and supply shelves, she spots several crates filled with explosives. The light is worryingly dim, but with her stamina already diminished by two minor encounters, now is the time to arm herself for what may lie ahead.
Brigid has no idea what she takes from the crate, and marks story point X8. She heads back to the main corridor, but when she walks out, her lantern is in the hands of a goblin! When it spots her, it shrieks and drops the lantern, shattering it, before turning to run down the corridor. This close to the blastworks, Brigid chooses to delay her pursuit and extinguish the fire before sprinting after the coward.
Brigid begins to gain on the goblin as she pursues. Time seems to slow as she launches herself at the goblin and its face turns from triumph to abject horror. Using her brawling skill, she brings her weight down on the goblin’s head like a meteor. As she shakes off the tremors of adrenaline, she sees the goblin lie motionless on the cavern floor and takes in her surroundings. A rickety wooden shack that was once a foreman’s office stands braced against a support beam about ten paces away.
From behind the shack, still more goblins appear, and one charges at Brigid with a spear. She dodges right, but the goblin manages to land a kick to Brigid’s face before he topples over her, and the weapon is knocked away. This causes our hero to lose another two stamina, bringing her down to a total of ten. Worse, another goblin begins to fire arrows at Brigid. Our dwarf adventurer does not have any ranged weapons and is forced to lunge at the archer in desperation. In the time it takes to close the distance, two arrows slice her skin—nothing fatal, but enough to lose a staggering three more stamina. Only seven left, and this mission is not going as planned. Thankfully, Brigid is able to reach the goblin and knock them unconscious, breaking their bow for good measure.
With a Bang
Just as she thinks she may have found some peace, a sound arises like oncoming thunder. In moments, the cavern is flooded with countless goblins. They jeer and brandish weapons and torches, but none attack. Then, from the back of the crowd emerges the single largest goblin Brigid has ever seen. Twice the size of his comrades, as wide as he is tall, this goblin is outfitted in an astonishing array of armor, all too big or too small for him. The vast goblin surveys the room, taking a last bite of a rat on a stick and tossing it aside. “I am Splig, King of All Goblins!” he bellows, throwing his arms wide, spraying bits of half-chewed rat from his maw.
This interaction is vital. The village smithy never mentioned the sheer number of goblins living in the mine—Brigid does not stand a chance. But during her character creation, we chose to give her an extra skill, performance, at the price of two stamina. This, combined with the fact that story point X8 is marked, may be Brigid’s only hope to ever see the sun again.
Brigid brandishes the explosive she’d taken from the crate and waves it before Splig and his horde of followers. “Ptah,” he spits “That could be dung wrapped in paper! I don’t believe you.” He turns up his chin and fixes Brigid with a defiant glare. Should she back down and try to negotiate, or meet his bluff and see what fate has in store? Well… fortune favors the bold.
She lights the fuse.
Onward to Adventure
Brigid’s fate may remain uncertain, but however her tale ends it will be the adventure and the life that she chose. Now, we leave the question to you. How will your story unfold? Travel to Dragonholt, dive into the silver mines, and discover the adventure that awaits you!
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Anatomy of a Wastelander
Getting to Know Your Survivor in Fallout
As the post-nuclear tabletop adventure of Fallout: The Board Game looms ever closer, we realize that you may have a lot of questions. Sure, there’s a four-survivor player count and a two to four hour playtime, but there’s so much more to this game!
Let’s say we start at the beginning. Imagine you’ve just woken up in the middle of nowhere with no story and no clear purpose. You’re in relatively good health and you may even have some useful inventory, but how this new world works and how you fit into it is a mystery. Perhaps the best place to start is who you are and how, in time, you can become a master of the wasteland!
On Loving the Skin You’re In
Each of Fallout’s five survivor types see something different in the mirror when they wake up in the morning, but each and every one of you is equally deserving of love (probably). That said, we’d like to begin by highlighting what makes you S.P.E.C.I.A.L., before you’ve even had anything to say about it!
The Vault Dweller: You had no idea when you signed up for the vaults what they had in store, but as Luck would have it, you got out mostly unscathed. Now it’s up to the wasteland to finish what Vault-Tec started and really show you what post-nuclear life is like. The best part about your time underground? That slick Vault Suit featuring an armor point, a reroll on Endurance tests, and the ability to layer other Apparel over it.
The Wastelander: This whole Wasteland business is old hat, right? You and your handy-dandy tire iron have been wandering for as long as you can remember, so you’ve got the power to destroy the little critters and the know-how to avoid the big ones. Don’t let your Agility go to your head, though. There’s still a lot to learn!
The Super Mutant: Nobody really wants to be irradiated, but you’ve certainly learned how to make the most of it! While you still take radiation, you also gain XP whenever you do, making trips into the murky green areas of the world a bit more appealing to you. When Moira, the general store owner/author asks you to test what major radiation does to a person, you’ll be more inclined to comply than most of your fellow survivors. Not only that, but your time in the radiation has already given you superhuman muscle mass, meaning you start the game with Strength!
The Ghoul: Much like your Super Mutant friend (or foe), you’ve learned how to adapt to the wasteland and take advantage of its post-nuclear state. It’s unfortunate that your prolonged exposure to the airborne chemicals have lowered your HP, but on the bright side, rather than taking Rads, you actually regenerate health! With your Perception, finding those especially radioactive areas will be easy as pie. It’s getting there that will be the challenge for a Vilified unknown such as yourself.
The Brotherhood Outcast: What did you do to get kicked out of the Brotherhood, buddy? Sounds like a story we’d love to hear sometime, but hey, either way, you got out with some awesome power armor. Those two armor points will come in handy when you’re fighting the biggest and baddest. Too bad it also slows you down a little… but you’ll figure out a solution. You are an Intelligent rebel after all!
On Being a Better You
Not only do you begin with the items and skills inherent to your survivor, but you also draw one additional S.P.E.C.I.A.L. token at random before you begin your adventure. These tokens are placed along the S.P.E.C.I.A.L. track on your survivor board. As you play the game, you will face a variety of encounters and altercations where you will interact based on the tokens on your board. For example, if you have a weapon featuring the Agility icon, and you have the Agility token on your board, you can use that weapon to reroll in a fight. If you visit a location and one of the options features all seven S.P.E.C.I.A.L. icons, should you choose to take that action, you can reroll for each S.P.E.C.I.A.L. token you have!
In order to obtain new S.P.E.C.I.A.L. tokens, you’ll need to gain XP and level up. Survivors gain XP primarily through winning fights—earning XP equal to the level of the enemy defeated—and completing quests, for which the XP reward varies. For each XP you obtain, you'll move the gray peg on your survivor board up to the next S.P.E.C.I.A.L. slot you have filled. Once you reach the end of the S.P.E.C.I.A.L. track, you level up! That means that with just the two tokens you start the game with, it takes three XP to level up. Once you have more tokens, you will need to do more to reach your next level.
Whenever you level up, you'll draw two new S.P.E.C.I.A.L. tokens from the supply. If you have an open space that either token could fill, you can choose to take that token and gain its associated skill. However, if you draw a token you already have, you have the option to put both tokens back and select a Perk instead. Perks are powerful, one-time abilities associated with each S.P.E.C.I.A.L. skill. Well-worn Commonwealth adventurers will recognize these immediately, as they’re drawn straight from the Fallout 4 perk chart!
On Proving Your Worth
There’s certainly something to be said for self-confidence, but really, what does all your success mean if nobody knows about it? Making waves in the wasteland requires power and clout, so you can’t just roam around doing whatever you please and expect to make a difference. Fortunately, the recipe for success is as simple as Crispy Squirrel Bits.
Each survivor in the game begins with an influence card, offering a unique goal for them to strive toward. Some may be encouraged to join up with the power player factions, while others will be given more distinctive personal goals. For example, you may be tasked with obtaining as many S.P.E.C.I.A.L. tokens as you can, thoroughly exploring the board from top to bottom, or developing a reputation as a well-stocked, uncertified pharmacist, flush with wasteland chems (don’t try this at home, kids).
Whatever path you choose to follow, you’ll have to stay nimble, prepared for any opportunity. This world favors a jack of all trades approach, so the more areas in which you can prove your value, the easier it will be for you to reach the pinnacle of influence and win the game!
Fallout: The Board Game (ZX02) is available for pre-order at your local retailer or online through our website now!
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