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Fatal Fury

Published 18 December 2018 | Star Wars: Legion

Fatal Fury

Preview the Wookiee Warriors Unit Expansion for Star Wars: Legion

“A droid don’t pull people’s arms out of their sockets when they lose. Wookiees are known to do that.”
   –Han Solo, Star Wars: A New Hope

In the ongoing struggles of the Galactic Civil War, the Rebel Alliance has one distinct advantage over the Empire. While the ranks of the Imperial military are almost exclusively filled with humans, beings from countless worlds across the Star Wars galaxy have flocked to the Rebellion to commit themselves to the cause of freedom. Each new species that joins the Rebel ranks can contribute to a mission in its own unique way, giving the Rebels options beyond rank-and-file troopers.

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

Nowhere is this more evident than the Wookiee Warriors of Kashyyyk. Typically a peaceful species, these imposing warriors possess a volatile temperament that makes them absolutely terrifying when provoked. Soon you’ll be able to direct your Wookiees' fury at your Imperial foes on the battlefields of Star Wars™: Legion with the Wookiee Warriors Unit Expansion.

In this expansion, you’ll find four unpainted, easily assembled Wookiee Warrior miniatures eager to test their tenacity and resolve on the battlefield. Already fearsome on their own, five upgrade cards give you the chance to further enhance their abilities. Finally, a unit card and a handful of tokens let you fully incorporate a unit of Wookiee Warriors into your armies. Join us today as we take a look at everything a group of Wookiee Warriors adds to your Rebel army!

Adaptable Hunters

Hailing from the jungle and swamp covered planet of Kashyyyk, Wookiees have developed several characteristics to overcome the hazards of their home planet. Their great height, thick shaggy coats of hair, and extendable claws not only help the Wookiees thrive on Kashyyyk, but countless other planets across the galaxy.

As a result, perhaps no other unit in Star Wars: Legion can adapt to the unique conditions of the battlefield as readily as the Wookiee Warriors. Equally at home on the icy plains of Hoth as they are in the scorching deserts of Tatooine, a unit of Wookiee Warriors features several built-in advantages over other units in terms of sheer mobility. For 75 points, then, your army gains a special forces unit that can quickly rush to almost any point on the battlefield with little concern for the terrain it has to cross.

Naturally Unhindered, Wookiee Warriors ignore the effects of difficult terrain without having to commit extra points to equip Environmental Gear.  This also frees up their Gear slot for more advantageous upgrades. For example, taking Recon Intel instead plays into the Wookiees' desire to move quickly and engage enemy units as soon as possible. But this is far from the only way Wookiees excel at navigating their environment. They also happen to be Expert Climbers, allowing them to effortlessly clamber over any terrain that might be between them and an objective or enemy unit.

When Wookiees do enter the fight, they become more ferocious the closer they get to enemy forces. The Kashyyyk Pistol every Wookiee Warrior carries contributes a reasonable black and white die to a ranged attack, but engaging in melee combat lets our Wookiee Warriors use their immense strength to full effect. Each Wookiee Warrior contributes two black dice when fighting up close with their Ryyk Blades and, with the ability to Charge and perform a free melee attack after a move, few units will be able to escape their fury.

Still, it’s likely you’ll want to make at least a few ranged attacks as you close in on your foes, and the Wookiee Warriors have a few different options for doing so. While attacks with their Kashyyyk Pistols can only target enemy units within Range 1–2, adding a Bowcaster Wookiee to your squad can give you a bit more range and a little extra power.

More importantly, when fired in conjunction with the Kashyyyk Pistols, a bowcaster adds both Impact 1 and Pierce 1 to the entire attack pool, giving you an even better chance of dealing some heavy damage before your Wookiees begin making melee attacks. Finally, the Wookiees can always carry Fragmentation Grenades to make one final attack at Range 1, weakening their opponents before charging in to finish them off in a melee.

Charging directly at the enemy isn’t always the best strategy, of course, but the Wookiee Warriors are one of the few units that effectively use this approach. Known across the galaxy for their tenacity and resolve, Wookiees are not ones to back down. Every Wookiee Warrior can take a remarkable three wounds before being defeated, helping them remain at full strength even after drawing heavy fire. In fact, their Tenacity can be even more of a boon in battle, fueling their rage and enhancing their already powerful melee attacks. 

Unleash Your Rage

The Rebel Alliance can recruit beings from any number of worlds, but the Wookiees of Kashyyyk are by far their most fearsome combatants. Soon, they’ll be ready to roar into your battles of Star Wars: Legion.

The Wookiee Warriors Unit Expansion (SWL25) is releasing alongside the Chewbacca Operative Expansion (SWL24) in the fourth quarter of 2018. Pre-order your copy at your local retailer or online through our website today! 

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Rise to the Occasion

Published 17 December 2018 | Arkham Horror: The Card Game

Rise to the Occasion

Your Investigator Deck in Return to the Dunwich Legacy

“I my self did not more than a Fortnight ago catch a very plain Discourse of evill Powers in the Hill behind my House; wherein there were a Rattling and Rolling, Groaning, Screeching, and Hissing, such as no Things of this Earth cou’d raise up, and which must needs have come from those Caves that only black Magick can discover, and only the Divell unlock.”
   –from the sermon of Reverend Abijah Hoadley, The Dunwich Horror

Order your own copy of Return to the Dunwich Legacy at your local retailer or online through our website today!

Long ago in a time best left forgotten, you first jumped aboard the Essex County Express to Dunwich in search of the missing professors who had uncovered a terrible secret in the quiet New England village. You stared into the face of madness, defeated the atrocities, and came out the other side. But such horrors are hard to kill. Now you must abandon your fear and face the unholy abominations once again, now stronger than ever before.

But you are far from defenseless. Today, we're pleased to offer you a closer look at the new customization opportunities for your investigator decks in the Return to the Dunwich Legacy upgrade expansion for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website!

What Doesn’t Kill Us

As your adventures progress, Arkham Horror: The Card Game continues to lift the veil between card and roleplaying game experiences as your investigators learn and grow, gaining experience that can be used to hone their skills and train them in the use of new assets. Return to the Dunwich Legacy provides you with 23 new player cards to integrate into any deck, allowing you to pursue new deckbuilding opportunities and opening a new world of madness, whether you return to The Dunwich Legacy or enter a different campaign. 


Among these, you will find many upgraded versions of cards that appeared not only in The Dunwich Legacy deluxe expansion, but across the entire The Dunwich Legacy cycle. Some of these cards, like Preposterous Sketches (Return to the Dunwich Legacy, 3) offer you the same abilities at lower costs, while others have increased strength or effectiveness, and still others have new abilities altogether. For example, the Bandolier (The Essex County Express, 147) you first found aboard the train to Dunwich gave you the ability to hold an additional Weapon, and now its  upgraded version (Return to the Dunwich Legacy, 1) doubles that ability, and features an entirely new effect. If you are well armed when you confront the powers of the Mythos, the card also grants you added willpower as you feel more secure in the knowledge that whatever comes, you can face it with stoic resolve and an ample supply of ammunition. 

Beyond classic weapons of the Guardians, Survivors also gain access to versatile skills, like the upgraded Rise to the Occasion (Return to the Dunwich Legacy, 10). At first glance, the card’s three experience cost and loss of an icon from its  original version  (Blood on the Altar, 192) may give an investigator pause before adding it to their deck. But, much like the Survivor class itself, this card is far more than it seems. In addition to the two wild icons on the card, this skill also gains up to three wild icons; one for each point between your investigator’s base skill and the test’s difficulty. While this card is powerful in any investigator’s hands, there is one you've met along the way who can bring out its full potential. After the case in Dunwich first closed, you had the chance embark on a scientific expedition in The Forgotten Age, where you met Calvin Wright (The Forgotten Age, 5), who has a zero for all of his base skills. Combined with his ability to better his skills for each horror and damage he suffers, Rise to the Occasion gives Calvin the chance to gain an amazing five wild icons for a skill test, even if his damage and horror are raising the actual value of his skills!

Through the Gates

After all you have seen in your investigations into the occult, you may think that nothing can rattle you, but you will need all the help these new implements can offer if you dare to return to the terrorized town tucked in the New England countryside. In addition to the new weapons and tools with which you can customize your investigators’ decks, Return to the Dunwich Legacy also challenges you with a new basic weakness. When you journey Through the Gates (Return to the Dunwich Legacy, 11), you must draw the first card in your deck, and if it is not a weakness, remove it from the game. As if that were not punishment enough, this dark Pact forces you to search for any other copies of the discarded card and remove them as well. This means that even if you think you are prepared for the trials ahead, nothing can save you from the hand of fate. Rogues may find their turns cut short without the help of Leo de Luca (Core Set, 54), while Seekers struggle for resources when Dr. Milan Christopher (Core Set, 33) is taken beyond the void.

Should this weakness make its way into your deck, you may wish to diversify your collection and perhaps even attempt one of the Ultimatums included in this expansion. For example, the Ultimatum of Chaos states that the thirty chosen cards of your investigator’s starting deck must be selected at random from among all eligible options, while the Ultimatum of the Highlander demands that your investigator’s deck only include a single copy of each card. With these increased challenges, you may risk not having the cards you need at a moment’s notice, but in Arkham, nothing is safe. And if you are going to meet your end in Dunwich, you may as well go out in a blaze of glory.

A Baleful Welcome

Now that the call to arms has been issued once more, you cannot turn away from those who have placed their faith in you, no matter how much you may wish to turn and run. There is no telling what awaits you beyond the veil, but by learning from your past experiences and using every tool in your arsenal, you can face whatever dangers the Mythos has in store!

Pre-order your copy of Return to the Dunwich Legacy (AHC28) at your local retailer today or online through the Fantasy Flight Games website here!

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

Faith in Signs

Published 14 December 2018 | A Game of Thrones: The Card Game

Faith in Signs

Enjoy the Rookery Variant at a Great Hall Event Near You

She had heard the talk in the yards; a direwolf dead in the snow, a broken antler in its throat. Dread coiled within her like a snake, but she forced herself to smile at this man she loved, this man who put no faith in signs.
     –George R.R. Martin, A Game of Thrones

How much faith will you place in the signs before you? Will you believe they carry meaning and that you can understand them? Will you change your behaviors as a result of the signs you discover? Or will you place your faith not in the signs of a changing world, but within your ability to forge ahead and master all that you encounter?

Thanks to the introduction of the Rookery variant for A Game of Thrones: The Card Game, these are questions that carry an unprecedented weight, especially as we celebrate the flexibility it brings to the ongoing series of Great Hall events!

In the Rookery variant (pdf, 3.1 MB), you bring not only your draw deck and plot deck, but also a Rookery that contains as many as twelve cards, which you can swap for the cards in your draw deck or plot deck as soon as you see your opponent's faction and agenda.

A hint of The Wars to Come? Time to visit the rookery!

In this way, you can respond to the early signs of your opponent's strategy. But will you? When you play with the Rookery variant at your Great Hall event, will you put your faith in signs? Will you expect duplicity and treachery? How will you respond?

The Great Hall Event

The year's greatest showcase for the game's Rookery variant, the Great Hall event is your chance to demonstrate your ability to read signs—and to discern false signs from the true ones. There's plenty of reason to play with the Rookery variant throughout the year, but the Great Hall event adds yet another: prizes.

The Great Hall prizes are themed around the event's four featured factions—Baratheon, Greyjoy, Martell, and Tyrell—and were announced back in April when we introduced the Rookery event. Now, at last, you'll be able to go to your favorite local game store and compete for the alternate art Great Hall, custom faction cards, acrylic faction tokens, and winner's playmat.

It's worth a reminder, as well, that the Great Hall event comes with one additional wrinkle. Not only does it use the Rookery variant, but it also comes with additional deckbuilding requirements focused around the event's four featured factions.

At a Great Hall tournament, your deck must represent one of the four featured factions in one of two ways:

  • You may bring a deck for one of the four featured factions (Baratheon, Greyjoy, Martell, or Tyrell) and cannot use a banner agenda from the other three featured factions.


  • You may play one of the four non-featured factions (Lannister, Night's Watch, Stark, or Targaryen) and must use a banner agenda from one of the four featured factions.

These deckbuilding restrictions are central to the event's identity and tie directly into the prize distribution. At the Great Hall event, prizes are awarded to the Top 32 participants and the winner, as you would expect at any tournament. But from there, things take a twist.

The remaining prizes are not awarded according to players' overall status, but to their support of the four featured factions. The Top 2 players representing each faction gain the tokens, and the Top 4 players representing each faction gain the alternate faction cards.

This means the Great Hall event is more than a chance to plot and scheme with all the tools at your disposal—and a few you've kept set aside for just such an occasion; it's one of the year's best chances to raise your banner in support of your favorite faction—and to be rewarded for your fealty!

To which faction will you lend your banners?

Dark Wings, Dark Words

The plots at the Great Hall event run deeper and darker than ever, making it all the more important to identify your opponent's strategy and react accordingly.

Explore the challenges of the Rookery variant, raise your banner for one of the four featured factions, and compete for exclusive prizes. The Great Hall event is your chance to enjoy a novel take on the only game that matters, so review our list of participating retailers to find a Great Hall event near you!

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

Into the Plot Hole

Published 14 December 2018 | A Game of Thrones: The Card Game

Into the Plot Hole

Nate French on Alternate Formats for A Game of Thrones: The Card Game

"An arrow gone astray, a fall from a horse, an angry boar… there are so many ways a man can die in the woods."
–Cersei Lannister, A Feast for Crows

The game of thrones is played out on the battlefields and in the courts of Westeros—and although there is only one Iron Throne, there are countless ways that you may conspire to get there. Exploring different ways to play is part of the fun of A Game of Thrones: The Card Game, and it doesn't stop with just melee and joust. Today, Nate French discusses alternate formats for playing the game of thrones, including a completely new format for you to try!

Nate French on Alternate Formats for A Game of Thrones: The Card Game

Hello A Game of Thrones: The Card Game players. It’s been a while, and I miss you!

The other day, Evan Johnson in Marketing mentioned to me that some openings were coming up in the Designer Journal schedule, and asked if there was anything I would be interested in writing about. As I thought about the request, I couldn’t shake a recent conversation we had in the office about… plot holes.

I should preface by saying we have a lot of strange conversations in the office. I don’t even know how we got on the topic of plot holes, but—because plots are such a big deal around here—we couldn’t help but start riffing on the idea of how a “plot hole” might function in A Game of Thrones: The Card Game. Inadvertently, the seeds of a new and intriguing alternate play format may have been planted.

For those who were introduced to the community with the release of the second edition, A Game of Thrones: The Card Game has a long and rich history with alternate play formats. For this journal entry, I’d like to take a few minutes to share what, for me, have been some of the high points of that history, in the hope that some of you can also find value in playing the game in different ways. Then, at the end of the review, I’ll share some thoughts on how a Plot Hole format might work, introducing another option to the game’s alternate format possibilities!

Littlefinger Tournament

The first alternate format I ever encountered—as a player of the A Game of Thrones CCG way back in 2003—was a Littlefinger Tournament.

In this style of tournament, each player was given a number of gold coins at the start of the event (our tournament organizer used large chocolate coins, which some players chose to eat). Then, we played a multiplayer event, with a twist: any time a deal between two players was negotiated, if a coin changed hands as part of the deal, the deal was binding and the player who received the coin could not go back on their word. Players got a couple new coins each round (but were also able to carry over their coins from the previous round) and any time you played a copy of Littlefinger you received a bonus coin from the tournament organizer.

At the end of the event, prizes were given to the top finishers by tournament record, and also to the player who collected the most coins. The games themselves were social, manipulative, and devious, as some players tried to use their coins to leverage the table, and others were willing to make any deal so long as they got a coin. By the end of the event, the players had split themselves into two groups, with one group competing for tourney points, and the other group competing for coins. I think if I were going to run a Littlefinger event today, I’d try to combine the two tracks, so that coins contributed to tourney points…

Hand of the King

The Hand of the King variant was released (I believe) in 2011 as a featured promotional event for the first edition of the Living Card Game.

In this format, each player chose one character from their deck to appoint as their hand of the king. This card started next to their House card, and one gold from the treasury was moved to the character each round. When the character had as much gold on it as its printed cost, it was considered to be in play; effects that would cause a hand of the king character to leave play removed one gold from it instead. In order to win the game, a player was required to have their hand of the king in play and with more gold on it than their opponents’s hand of the king, in addition to the standard win condition.

The full first edition rules for the Hand of the King variant (which would likely translate well to the second edition game) can be found here!

Hodor Variant

The Hodor variant is an amusing hypothetical format we occasionally bat around in the office, and it might be more fun as a thought experiment than as an actual game. In a Hodor game, each player only has one card in their plot deck, and they must reveal that plot every round! It can be a lot of fun to speculate and theorize about different deck possibilities. For example:

Do you want to reset the board with Valar Morghulis every round? Hodor!

Do you want to run Fortified Position and play the whole game with blank characters? Hodor!

Do you want to—oh, you get the picture! Hodor!

Plot Holes

In A Game of Thrones: The Card Game, the plot deck represents the twisting and unpredictable narrative we encounter in the novels. The revelation of the perfect plot at the perfect time can be as satisfying as any plot twist, and—in my opinion—this mechanic is the backbone of the game that holds everything else together.

Because of the central placement of the plot deck in the game’s conception, the idea of applying the concept of a “plot hole” to A Game of Thrones: The Card Game struck me as far too rich in potential to ignore. And I couldn’t help but think about it all weekend.

Here’s where I landed.

The Plot Hole variant is a head-to-head format that can be played with any two standard decks. To make the numbers work, I believe that each player should use a plot deck with eight total plots, but no more than one copy of any single plot.

At the beginning of the plot phase, each player looks at their opponent’s plot deck and the players simultaneously choose one card to remove from the deck and place in the used pile. The plot deck is then returned to the opponent, and plots are chosen for the first round. This process repeats each round, so that the game unfolds with the most logical plots continuously being removed from circulation—in effect, you are playing a game with numerous plot holes!

If at any time a plot phase begins with a player having zero or one cards in their plot deck, the deck should reset, to ensure that the opponent always has a chance to impact the decision. Outside of that, the game is played under standard A Game of Thrones: The Card Game rules—although there might be a need to ban House Martell, should the used pile interactions prove too strong in the format! Another possibility worth considering, that might make for an even more interesting game, is having the pilfered plots removed from the game rather than placed in the used pile—and when players are completely out of plots, the game ends!

I believe that this choice of denying a plot will add a unique strategic twist to playing the game, and that, in turn, will lead to different approaches in how plot decks are built. Taken together, this makes the Plot Hole variant a refreshing alternative that challenges players in a novel way.

Formats Abound…

There have been numerous other alternate formats for A Game of Thrones: The Card Game throughout its 15+ year history, and this article is just the tip of the iceberg. For those who are interested in even more alternate formats from the first edition, the Kingsmoot and Civil War variant rules can be found at these links.

In my experience, these alternate formats offer a great excuse to rediscover some forgotten cards in a different context, and come back to the main game with a deeper understanding of the card pool and the game. If any of you have encountered an alternate format that you find particularly enjoyable, please share—I’m curious to hear about it!

Nate French is the longest-tenured member in the card game department, and serves as a mentor and coach for the team. More often than not, he’s working on a project he can’t say anything about… yet! In his spare time he is an avid poker player and enjoys reading, writing, sports, (older) heavy metal, and talking about LeBron.

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

Available Now – December 13

Published 13 December 2018 | The Lord of the Rings LCG

Available Now – December 13

New FFG Products Are Available Now

Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore! 

A Game of Thrones Catan 5-6 Player Extension

New heroes rise to face the danger beyond the Wall in A Game of Thrones Catan: Brotherhood of the Watch 5-6 Player Extension! The great forests of the North conceal many secrets and the wildlings have many surprises. Mammoths come lumbering toward the Wall, driven by the wildling hordes, now strengthened with two new clans. But the brothers of the Night's Watch have their own secret weapons with four new heroes, including fearless spearwives who hail from beyond the Wall themselves.

With these new enemies and allies, and of course your new rivals in the Watch with an increased player count, can you overcome these obstacles to become the next Lord Commander?

Pick up your copy of A Game of Thrones Catan: Brotherhood of the Watch 5-6 Player Extension at your local retailer or online through our website today!

Emerald Empire

Learn of the intricacies of Rokugan with the Emerald Empire sourcebook for the Legend of the Five Rings Roleplaying Game!

The Emerald Empire is vast and as varied as the seven Great Clans that control its lands in the name of the Hantei Emperor. Its society is modelled after the Heavens themselves. It is a culture steeped in history and tradition, in a land where decorum and propriety carry the weight of life and death. It is a land where spirits shape the very earth and control the flow of rivers and streams. 

Emerald Empire explores the places and people of Rokugan, from small villages of fisherfolk to mighty daimyō in their castles, to deep primordial forests and the spirits that dwell within. This book examines every aspect of life in the Emerald Empire, from food, to dress, to religion and spirituality, to matters of etiquette great and small.

Pick up your copy of Emerald Empire at your local retailer or online through our website today!

Fire in the Night

Fire in the Night is the second Adventure Pack in the Ered Mithrin cycle for The Lord of the Rings: The Card Game.

You thought you could rest. After roaming far across Wilderland and slaying two powerful Dragon spawn, you have arrived at the Woodman settlement of Hrogar’s Hill where you hope to gain some much needed respite from the dangers that have plagued you throughout the Ered Mithrin cycle. But it is not meant to be. Shortly after starting a meal, you are roused by the sound of alarm. Outside, a terrifying red-orange glow has cut a swath through the black night. The Dragons’ mother has arrived to exact her revenge.

The sixty cards contained in Fire in the Night see you joining the people of Hrogar's Hill against an assault from the Dragon Dagnir the Terrible. Aiding you in this effort are several new player cards, including a new Silvan hero and several new allies. Only by banding together can you face down this menace and keep Hrogar's Hill from becoming a smoldering ruin. 

Pick up your copy of Fire in the Night at your local retailer or online through our website today!

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

Happy Beeps

Published 13 December 2018 | X-Wing Second Edition

Happy Beeps

The Resistance and the First Order Arrive in X-Wing

“Go straight at ’em! Don’t let these thugs scare you!”
Poe Dameron, Star Wars: The Force Awakens

It is a new era of war in the Star Wars galaxy. In the absence of Jedi Master Luke Skywalker, the sinister First Order has risen to challenge the peaceful Republic. Now, the brave Resistance, led by General Leia Organa, is only thing standing between the First Order and a new age of galactic domination. From the cockpits of advanced starfighters, these rival factions renew the conflict for the fate of the galaxy.

X-Wing Wave II is available now at your local retailer and online through our webstore! Launch into a new era with six X-Wing products, all releasing today:

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

In addition to bringing X-Wing into the intense space combat seen in The Force Awakens and The Last Jedi, these expansions bring both the Resistance and the First Order into the game as unique factions for the first time and give you everything you need to begin building squadrons from the ground up.

Conversion Kits for the Resistance and the First Order contain all the ship and upgrade cards, tokens, and maneuver dials that veteran players need to bring their first edition Resistance and First Order miniatures into the game's second edition. Meanwhile, brand-new ships make their way into X-Wing, providing even more options for you to put together the squadrons you want to fly.

Read on for more of what awaits you in Wave II of X-Wing!

Striking Fear

The Empire may have been defeated, but that doesn't mean it's gone. Gathering power on the fringes of the galaxy, the remnants of the Empire have reemerged as the First Order, bringing with them advanced versions of many classic Imperial starfighters. With the First Order Conversion Kit, you can strike fear into the heart of the Resistance as you bring your squadrons into the new edition of X-Wing.

Within this kit, you’ll find the components necessary to bring your collection of TIE/fo Fighter, Special Forces TIE, TIE Silencer, and Upsilon-class Shuttle miniatures into the second edition, including a number of faction-specific upgrade cards. In our preview, we took a look at how these cards establish the First Order as an aggressive faction eager to overwhelm their opponents with a quick first strike. We also broke down a sample list showcasing some of the First Order’s best pilots and the ways they can harness their ship’s unique technology to wreak havoc in battle!

You can begin building your own First Order squadrons today using the X-Wing squad builder. Click here to access the web interface, or log onto the mobile app versions on iOS and Android!

A New Generation of Terror

A new era of space combat requires a new breed of starfighter. Using technologies pioneered for the Empire’s TIE Advanced program, Sienar-Jaemus Fleet Systems has created a TIE fighter that fits modern standards. Sporting a number of improvements over its predecessor, including deflector shields and the ability to acquire locks, the TIE/fo fighter redefines terror for a new generation.

These extensive upgrades make the TIE/fo ideal for both flying in swarms and supporting squadrons on their own. Whatever role you choose for it, you’ll find that the TIE/fo has more potential to deal damage than ever before. Between the ability of pilots like “Scorch” and “Longshot” to roll additional attack dice and the TIE/fo fighter’s ability to equip Tech upgrades like Advanced Optics,  a single TIE/fo can be a force to be reckoned with.

Within the TIE/fo Fighter Expansion Pack, you’ll find everything you need to add one of these vicious starfighters to your First Order squadrons, including a beautifully painted TIE/fo miniature, twelve ship cards, five upgrade cards, four Quick Build cards, a maneuver dial, and a handful of tokens. For a full look at the pilots included in this expansion, click here!

Rekindle Hope

With the backing of the Republic, the Resistance is prepared to oppose tyranny in all its forms. In their burgeoning conflict with the First Order, however, the Resistance increasingly finds itself on the defensive, desperately in need of whatever ships and pilots will rally to its cause. Fortunately, the Resistance Conversion Kit has arrived to bolster their ranks.

This kit contains everything you need to bring your collection of T-70 X-wing, Resistance Bomber, and YT-1300 miniatures from the first edition of X-Wing into the second edition and begin building your own Resistance squadrons. In our preview of the Resistance-exclusive upgrade cards, we highlighted the incredible synergy displayed by many of the characters in this faction. When brought together, crew members like Finn and Han Solo can help a pilot like Rey launch powerful attacks and stay out of harm’s way at an unprecedented level.

You can start building your own Resistance squadrons today using the X-Wing squad builder!

Speed Redefined

The main interceptor of the Resistance, the RZ-2 A-wing by Kuat Systems Engineering is the natural evolution of its predecessor. With field-tested refinements integrated into its design such as incredible maneuverability, reversible laser cannons, and precision ordnance, mastering this craft is a challenge worthy of the greatest aces.

The RZ-2 A-wing boasts one of the most flexible maneuver dials in the game and its pilots take advantage of this in a variety of ways. Tallissan Lintra,  for example, can give friendly ships a defensive bonus when she positions enemy ships in her bullseye arc. Zari Bangel, meanwhile, can fly right into the middle of the fight with little worry of losing her action. No matter who’s at the controls, the already maneuverable RZ-2 becomes even harder to pin down if it’s equipped with a set of Primed Thrusters or some Ferrosphere Paint.

Th RZ-2 A-Wing Expansion Pack contains everything you need to incorporate a single RZ-2 A-wing into your squadron. The beautifully detailed, fully painted miniature can be flown by one of six pilots—including four unique pilots. Additionally, five upgrade cards help you outfit your RZ-2 A-wing to match these pilots’ unique skills and two Quick Build cards give you predefined combinations of pilots and upgrades to get your RZ-2 in the fight right away. For a full look at everything included in this expansion, click here!

An Updated Icon

With the First Order flying an updated version of classic Imperial TIE fighter, it’s only appropriate that the Resistance counter this threat with a new version of the Rebel Alliance’s iconic starfighter. Improving on the tactical flexibility of the T-65, the T-70 X-wing is truly a next generation starfighter.

Like its predecessor, this new X-wing features a set of Integrated S-foils that open up even more tactical options in the heat of battle. But the T-70’s built-in Weapon Hardpoint truly sets it apart from earlier models, allowing the ship to equip an array of weaponry to suit the individual tastes of every pilot.

In our preview, we took a look at many of the pilots taking the controls of the T-70 for the first time, including Kare Kun and Lieutenant Bastian.  These pilots are also joined in the T-70 X-Wing Expansion Pack by veterans like Ello Asty,   Nien Nunb,   Temmin Wexley,  and Jessika Pava.  In addition to the pilots, you’ll also find six upgrade cards in this expansion as well as four Quick Build cards that offer suggested combinations of pilots and upgrades to get your T-70 into the fight right away.

Protecting Profits

The Empire’s demand for raw materials has never been higher and no one is in a better position to provide them than the Mining Guild. This already lucrative collaboration gives the Mining Guild access to state-of-the-art Sienar Fleet Systems technology, including modified TIE/ln fighters. The removal of two solar panels reduces the craft’s power output in exchange for a much-needed boost to peripheral vision when weaving through treacherous asteroid fields.

In the battles of X-Wing, these notched stabilizers provide Mining Guild TIE fighters with one distinct advantage: they ignore obstacles while moving. With little to fear from these obstacles, Mining Guild TIE pilots are free to enhance their attacks by taking as many Trick Shots as they like. Better still, these ships remain as Elusive as ever and can perform red maneuvers with less concern for any asteroids in their path.

The Mining Guild TIE Expansion Pack contains everything you need to supplement your Scum and Villainy squadrons with one of these nimble fighters. Alongside the beautifully painted Mining Guild TIE miniature featuring the Mining Guild’s distinct paint scheme, you’ll find six ship cards, with four unique pilots ready to protect the Mining Guild’s profits. Your Mining Guild TIE can be further modified with five upgrade cards, while two Quick Build cards provide predefined combinations of pilots and upgrades for you to test all of the ship’s capabilities. 

For a look at everything included in this expansion, click here!

The War Has Begun

With the release of X-Wing Wave II, you can build squadrons with some of the most advanced starfighters the Star Wars galaxy has ever seen. Gather your forces, launch into battle, and continue the fight!

Build your own Resistance and First Order squadrons with the second round of expansions for X-Wing, available now at your local retailer or through our website! Look for the First Order Maneuver Dial Upgrade Kit and the Resistance Maneuver Dial Upgrade Kit soon!

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A Samurai's Precision

Published 12 December 2018 | Legend of the Five Rings LCG

A Samurai's Precision

Determine the Ability of Our Community-Created Samurai

Update: The poll is now closed, and you can see the results below! Join us next week for the next step in our community-created samurai's journey.

Welcome to the next installment of the Legend of the Five Rings create-a-card series! Over the course of this series, you, the community, create your very own samurai to be featured in a future Legend of the Five Rings: The Card Game expansion! Last week, we discovered the underlying concept behind our character, determined by you to be the Worldy Shiotome with 30.4 percent of the vote! Today, we’re going to continue to flesh out the mechanical aspect of the Worldly Shiotome by determining the specific ability featured on the card.

Read on to discover the possible options, and don’t forget to vote at the bottom of this article within the next 24 hours to have your voice heard!

Gaijin Fondness

Previously, we determined that our samurai's ability would fall under a general theme of out-of-clan allies. The ability was further narrowed down when we determined our samurai would be the Worldly Shiotome, a Battle Maiden with a particular affinity and interest in Gaijin customs and items. Designer Tyler Parrott took these mechanical and flavor identities and fused them to come up with the following five abilities.

Although we're voting on a specific ability today, please keep in mind that the card will still go through the playtesting process. The chosen ability may morph before release, and will be augmented with higher skills if found to be weaker. Conversely, if the ability is found to be strong, the character’s skill values will be lowered.

The choices are as follows! The names before the colon are how they will be labeled for the poll:

  • In Search of Honor: Reaction: After you play a Gaijin card – honor this character.
  • In Search of Leadership: During conflicts in which this character is participating, each participating non- character you control gets +1  and +1 .
  • In Search of Inspiration: Reaction: After this character wins a conflict, choose a non- or Gaijin character – ready that character.
  • In Search of Gifts: Action: During a conflict in which this character is participating, discard a card from your hand – search the top 5 cards of your conflict deck for a non- or Gaijin card, reveal it, and add it to your hand. Shuffle.
  • In Search of Assistance: Action: Choose a non- or Gaijin attachment on another character you control – move that attachment to this character.

Consider your options carefully and be sure to vote within the next 24 hours for which of the above abilities the Worldly Shiotome will call their own.


The Whole Picture

The create-a-card series is soon coming to an end. Check this article 24 hours from now to see the results, and join us next week as we wrap up the create-a-card series with one final article. A special thanks to all who have voted along the way!

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Imperial Gazetter

Published 11 December 2018 | Legend of the Five Rings RPG

Imperial Gazetter

Iconic Locations in the Emerald Empire Setting Sourcebook

“Honored samurai, please present to me your travel papers.”
Matsu Hideji, Magistrate of the Lion Clan

Order your own copy of Emerald Empire at your local retailer or online through our website today!

The scent of grilled fish and soy, punctuated by notes of incense from the local temple, mixes with the earthy odor of the canal. Riverboats and pleasure barges float beneath the great arched bridge, thronged with pedestrians in cotton kimono, bright coats, and wicker hats. On the main deck of the bridge, peasants hurry to make way for the carts carrying cargo or rich merchants, or the rare palanquin shielding a noble from the rabble. Narrow shops and stalls line the streets, with colorful banners and lanterns overhanging the road. Beyond the walled district high atop the hill, the Emperor’s own palace rises into the clouds, an incredible ten stories tall. Those who attempt to gain entry to the Forbidden City uninvited or carrying ill intent are said to become hopelessly lost—you must trust that the Emperor is expecting you on behalf of your lord.

Travel to the famed palaces, cities, and harbor towns of Rokugan with Emerald Empire, a setting sourcebook for the Legend of the Five Rings Roleplaying Game. Each Great Clan molds their holdings in their own image, from the shadowed alleys of the City of Lies to the magnificent palaces of Kyūden Doji, to the tent city of Khanbulak that straddles the border between Rokugan and the plains beyond. In this article, we’ll preview some of the specific locations detailed in the book, and how Game Masters can use them in their own campaigns!

Your Guide to the Emerald Empire

What challenges and intrigues await you in some of the most storied places in the Empire? Will your samurai be tempted by the pleasures of the Licensed Quarter in Ryokō Owari, or will you join the bands of rōnin protecting the City of the Rich Frog? Will you request the spirits’ blessing at the Shrine of the Ki-Rin, or attempt the journey to the legendary High House of Light? What manner of scoundrels and pirates might you encounter as you travel along the River of Gold, and what dangers lurk beneath the canopy of the Shinomen Forest? Emerald Empire highlights these and many more iconic locations, providing GMs with a stage on which to set their stories. A full-page map of Rokugan showcases the locations of the over twenty-four entries highlighted in the gazetteer sections of Emerald Empire.

Each location description includes an overview of the location’s founding, its current political landscape, and its historical or cultural importance to the clan or Empire. Descriptions of the holding’s architecture, condition, and nearby geography provide the GM with cues to include when narrating the sights, scents, and sounds encountered by the player characters. Each section also includes a discussion of the unique cultural elements to be found in that location, as well as some of the most famous landmarks, including city districts, tea and sake houses, gardens, and more secret holdings. The book also supplies GMs with snippets of gossip centered around each location—these can be used to lend local color to a place, or they could inspire you to spin the rumor into a plotline for your players to explore.

Each location also includes the profile of a non-player character who might serve as an ally, rival, or a mixture of both to the players. These characters serve to supplement the list of  NPCs already included in the Legend of the Five Rings Core Rulebook, now representing more specialized samurai and peasants, as well as the movers and shakers of the setting. From Go masters to acclaimed poets, city governors to guard captains, and warrior monks to tree-spirits, GMs can populate the world with dozens of interesting characters. In-depth discussions of the daily routines for different members of society also lets GMs breathe new life into their NPCs and evoke a realistic world. Finally, each location features adventure hooks to highlight the themes and secrets of a location, embroiling the PCs in a conflict that will challenge their skills and their dedication to their duty—or desires.

Cartography from the Imperial Archives

In addition to the detailed gazetteer entries for specific locations, Emerald Empire also supplies generic maps of commonly visited locations that GMs can use in any city or town. Beautifully illustrated by Francesca Baerald, these lavishly detailed floor plans are meant to inspire GMs and help them describe the setting to their players. A total of eight labeled maps in this style can be found in this setting book, including an example castle, road station, and monastery, to name but a few.

For example, the Estate of Emerald Magistrate Seppun Tatsuko showcases the layout of a mansion typically owned by members of her station. Built in the shinden-zukuri style, the multi-building, one-story complex features an entrance hall, courtyard, and audience hall to receive guests, which also doubles as a dining hall. A sweeping garden and the pavilion overlooking a pond are painstakingly maintained for the enjoyment of the magistrate and high-ranking visitors. Those who are “guests” because they are being held for trial for crimes committed against the Empire are appointed lodgings in the holding cells, watched over by a dedicated warden in a nearby guardhouse. For the family members of the magistrate and their servants, buildings offset from the main complex contain private rooms, the kitchen and larder, and the magistrate’s personal library and armory. GMs can use this map as the foundation for creating their own magistrate’s mansion, or to represent the clan or Imperial magistrate’s dwelling in the city where they’ve set their campaign.

An Invitation to Adventure

Emerald Empire provides players, GMs, and fans of the setting with a guide to Rokugan that is a true companion to the Core Rulebook. The highlighted locations serve as a springboard for GMs wishing to base their campaigns around classic setting locales, and the writeups provide insight to players whose characters might have visited or even hailed from these places. The gazetteer sections showcase the diversity within Rokugan, and how the influence of the clans and the surrounding geography can mold similar places into very different shapes. Where in the Empire will your duty take you?

Bring some of the most iconic locations in Rokugan to your tabletop with this setting sourcebook for the Legend of the Five Rings Roleplaying Game. It’s not too late to pre-order your copy of Emerald Empire (L5R04) from your local retailer or the Fantasy Flight Games webstore today!

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Of Sound Mind and Body

Published 11 December 2018 | Arkham Horror: The Card Game

Of Sound Mind and Body

Carolyn Fern and Rita Young Join The Circle Undone 

Whether the dreams brought on the fever or the fever brought on the dreams Walter Gilman did not know. His ears were growing sensitive to a preternatural and intolerable degree, and he had long ago stopped the cheap mantel clock whose ticking had come to seem like a thunder of artillery.
   –H.P. Lovecraft, The Dreams in the Witch House

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

In The Circle Undone, the fourth deluxe expansion for Arkham Horror: The Card Game, you return to witch-haunted Arkham, where four citizens have recently disappeared from the estate of one Josef Meiger. Throughout two scenarios and a playable prologue, your team of investigators must confront the truth of Arkham’s dark past and battle your own minds to protect your home and restore some sense to a city teetering on the edge of madness.

Today, we're pleased to introduce you to Carolyn Fern and Rita Young, just two of the investigators that you can add to your team in The Circle Undone—now available for pre-order at your local retailer or online through our website!

The Psychologist

Carolyn Fern dwells in the minds of others. Using a complex form of hypnosis, she studies the psychology of her patients through their dreams. By using this practice, she has seen and heard many disturbing things. Some patients claim to travel to other realms in their sleep, or they tell her of terrible creatures that haunt their nights. Her research has led her from one bizarre case to another, and yet, she seems no closer to truly understanding the horrors of the world around her. Even so, Carolyn will not give up until she can uncover the root of this madness that seems to follow her career. 

As your investigations continue into The Circle Undone, you will see that Carolyn Fern (The Circle Undone, 1) is new breed of Guardian. As a doctor, she does not play into the traditional role of a fighter, possessing a combat score of two and the restriction that she cannot hold any Weapon cards between levels one and five. Rather, Carolyn's mission is to protect those in her care, strengthening their minds by healing one horror from a nearby Ally or investigator whenever she draws the elder sign token. With her ability to not only heal her friends, but also fund their missions, Carolyn encourages players to re-examine this class and fully embrace the cooperative nature of Arkham Horror: The Card Game

This is not the psychologist’s first time confronting the powers of the mythos. Carolyn Fern made her first appearance in Arkham Horror: The Card Game with the novella To Fight the Black Wind by Jennifer Brozek. But while her ability and skills are the same, Carolyn gains a new signature asset and weakness with her official debut. The good doctor can amplify her healing prowess with Hypnotic Therapy (The Circle Undone, 7). As an action, Carolyn can test her intellect, healing one horror from an investigator at her location and allowing them to draw a card if she succeeds. But even more than that, after one of Carolyn’s other card effects heals horror from an investigator, she can exhaust Hypnotic Therapy to heal an additional horror—if she can't spare an action to use this card, she can still apply her skills as a psychologist and bring her allies back from the brink of madness!

Sadly, in a place like Arkham, the  Rational Thought (The Circle Undone, 8) that denies the terrors Carolyn has seen may prove her downfall. This Flaw enters play with four horror on it which Carolyn must heal, having the scales fall from her eyes, before she can aid others. Regrettably, the mind is fragile and this may take precious time from your investigations. Still, as the shapes in the mist resting over Arkham continue to shift into maddening configurations, it may prove wise to have a trained professional on your side.

The Athlete

Clocks don't lie. In the past, people have said hurtful things to Rita Young. They have threatened her or deemed her inferior. But ever since she started running competitively, Rita has only cared about the clock. The clock says that Rita is faster, better, than the rest. It says she is stronger and has trained harder. Now, instead of running, she may have to fight for her life. Someone is after her, but she has no idea who they are or what they want. But if they want to hurt her, they'll have to catch her first, and the clock says they cannot.

Rita Young (The Circle Undone, 5) is the track star of Miskatonic University, boasting an agility skill of five which ranks among the highest in Arkham Horror: The Card Game. After Rita uses her incredible speed to evade an enemy, she has the choice to either run to a new location or deal damage to her foe before they even know what hit them. And if she draws a little luck from the chaos bag to reveal the elder sign token, she can use this ability as often as she wants during her turn.

Arkham is full of dangers, but Rita will do whatever it takes to survive. In addition to her faction and neutral cards, the athlete also has access to Trick cards up to Level 3, opening up a world of possibilities from the Rogue faction. For example, she can use a little Sleight of Hand (The Path to Carcosa, 29) to put Track Shoes (The Circle Undone, 36) into play, raising her agility and allowing her to run right past enemies before they can catch her. By using this combination, Track Shoes return to Rita’s hand at the end of the turn, which helps her access the full power of Innate cards like Able Bodied (The Circle Undone, 38), which becomes more powerful the fewer Items she has weighing her down.

While her power may lie in outrunning danger, Rita can change her course to declare "I'm done runnin'!" (The Circle Undone, 16), engaging all enemies at her location. Then, for the remainder of the turn, whenever she evades an enemy, rather than exhausting and disengaging, she deals one damage instead. When combined with her investigator ability, Rita can run circles around a host of enemies, dealing damage with each evasion and getting out of harm’s way before they can return the blow.

However, this maneuver may not work against every enemy Rita encounters in Arkham. The Hoods (The Circle Undone, 17) who chase her bear both the alert and hunter keywords, and if she should try to evade them, they're ready to strike. Punished for evading, Rita may be forced to rely on her lower combat skill to handle these Cultists. But Rita won't surrender to the fear that these brutes hope to instill. She won't go out without a fight, and most importantly, she is not alone. 

Choice and Consequence

The secrets of Arkham’s macabre past have returned to haunt the city, and now only its bravest investigators can stand between their home and total destruction. Strengthen your mind and body and prepare to face the dangers ahead!

Pre-order your copy of The Circle Undone (AHC29) at your local retailer today or online through the Fantasy Flight Games website here!

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

An Imperial Edict

Published 10 December 2018 | Legend of the Five Rings LCG

An Imperial Edict

Developer Tyler Parrott Addresses the Changes in the Legend of the Five Rings LCG® FAQ

Winter has fallen upon us, and the 2018 Winter Court has passed. In the wake of the gathering of the champions from each of the Great Clans, the Imperial Court has seen fit to alter some of the laws of the land for the coming year, and the Imperial heralds are now dispatched to inform the Empire.

There's a lot going on in the latest update to the Legend of the Five Rings: The Card Game Rules Reference (pdf, 4.6 MB), so I would like to provide explanations for some of them.

Forging the Way for Children of the Empire

The first and most significant change comes from what we can look forward to—the Children of the Empire Premium Expansion is coming. In order to properly integrate the new cards in that expansion, we are making several minor updates to the rules.

As such, you will find the rules entries for Duels and Keywords updated, as well as new entries provided to explain the new Composure keyword and what happens when a character is copied. These are not functional changes so much as new entries to cover new abilities that will soon be introduced to the game. The current terminology for duels, using the word “challenge,” continues to work the same as it has done.

Playing Characters from Provinces and Hand

Previous versions of the rules did not explicitly cover all the restrictions involved in playing characters from your provinces. This led to some confusion with regards to Back-Alley Hideaway (Into the Forbidden City, 47), which instructs players to play a facedown character as if it were in a province.

A developer ruling indicated that the character could be played in any Action window, but every other instance of playing characters from provinces can only be done during the dynasty phase. The entry for Characters in this version of the Rules Reference has been updated to clarify that characters can only be played from provinces during the dynasty phase, and characters cannot be played from hand during the dynasty phase.

This changes the functionality of Back-Alley Hideaway so that the facedown character can only be played during the dynasty phase.

Card Backs

In the past, the combination of Togashi Yokuni (Core Set, 65) and Adept of Shadows (Core Set, 180) allowed a dynasty card to enter a player’s hand of conflict cards. As the use of dice could still allow a player to randomly select a card from their opponent’s hand—despite the fact that the cards would have different card backs—this was allowed. Now that Karmic Balance (Children of the Empire, 60) will soon allow players to shuffle Togashi Yokuni into their conflict deck (if he is returned to hand), the rules have changed regarding what happens when a card enters a hidden zone of the opposite deck type.

If a dynasty card enters a player’s hand of conflict cards, it is discarded instead. If a dynasty card would enter a player’s conflict deck, it is discarded instead. If a conflict card would enter a player’s dynasty deck, it is discarded instead.

Replacement Effects

The interaction of replacement effects and conditional “then” effects has been highlighted recently by cards such as Kitsuki Shomon (Underhand of the Emperor, 13) and Young Rumormonger (Core Set, 101). To clarify how replacement effects work in general, two additions have been made to the entry on Replacement Effects: one clarifies that a replaced triggering condition is only considered to be fulfilled for the purposes of paying costs (and explicitly not “sacrifice” costs), and the other clarifies that you cannot initiate a replacement effect that would not change the game state.

For example, Kitsuki Shomon cannot trigger her ability to move a dishonor status token to herself if she is already dishonored, as the pre-“then” triggering condition that her ability creates would not change the game state. If she was not dishonored and did trigger her ability, and Young Rumormonger replaced her replacement effect by moving the dishonor to a different character, the triggering condition in which she would become dishonored was not fulfilled, and she will not ready.

Referential Targets

Until now, it was unclear whether a character with no attachments could be chosen as the target of the ability of Frostbitten Crossing (For Honor and Glory, 21). The rules state that “a card is not an eligible target for an ability if the resolution of that ability’s effect could not affect the target at all.” However, Frostbitten Crossing does not interact with its target directly, and technically never affects it.

This update to the Targeting rules introduces the term "referential target" to refer to a target that is not directly affected by an ability, but that is chosen as a reference point for the ability's resolution. It then clarifies that you cannot choose a referential target for an ability if the ability's resolution would not result in a change in game state—so you cannot choose a character with no attachments for Frostbitten Crossing’s ability.

Nonfunctional Card Errata

A small number of cards in the Elemental Cycle had text that, while intuitive, did not technically work as intended within the rules. This update provides errata to make four cards function as intended: Oracle of Stone (Tainted Lands, 37), Ikebana Artisan (The Ebb and Flow, 63), Hidden Moon Dojo (The Ebb and Flow, 68), and Mantra of Earth (Elements Unbound, 116).

Updates to the Restricted List

This version of the Rules Reference represents the second major update to the Restricted List. Because a number of cards were added—and two were removed—I will briefly explain why these cards were chosen.

Feast or Famine

Feast or Famine (Into the Forbidden City, 41) is one of the most powerful cards in the game, and it is neutral. What kept it from being ubiquitous in every deck was the fact that only clans with a Fire role could take it, so only two or three clans could have it at any given time.

With the new Role selection process that will occur during next year's Elemental Championships, that limitation goes away, as every clan has the ability to get a Fire role if enough members of that clan vote for it. Even with Feast or Famine on the Restricted List, there are other powerful Fire cards in the card pool that we anticipate will encourage clans to pursue a Fire role, and some players will still want to choose Feast or Famine over other restricted cards simply due to its power level.

As a result, Feast or Famine is restricted to balance the appeal of the Fire role against those of other roles, but without entirely taking away one of the role's biggest draws.

Rebuild and Iron Mine

When Iron Mine (Meditations on the Ephemeral, 103) was put on the Restricted List, it was done so to take away some of the Crab Clan’s ability to keep characters on the table indefinitely, especially when combined with Charge! (Core Set, 210).

There were many reasons that Iron Mine was more powerful than Reprieve (Core Set, 132), the other obvious choice, but a major element of that was Rebuild (Core Set, 136), which could allow Iron Mine to enter play for free at the end of the conflict phase. However, Rebuild offers players much more than just its interaction with Iron Mine, and the ability of this free event to supply Crab players with an effective toolbox of holdings has already begun to prove effective.

As this flexibility will only expand as the card pool grows, Rebuild is being restricted in Iron Mine’s stead.

Guest of Honor

At the 2018 Winter Court World Championships, the Crane were the clan that advanced the most players to the Day 2 single elimination event, and their champion claimed the ultimate victory as Erik Baalhuis was named Shogun.

As the Crane have proven to be highly effective and have not so far had any cards added to the Restricted List, we are restricting Guest of Honor (Core Set, 51) to give Crane players an additional choice during deckbuilding and to maintain balance with the other clans as they face the addition of new cards to the Restricted List.

Niten Master and Void Fist

In the leadup to the 2018 Winter Court World Championships, the Dragon and Scorpion Clans were perceived to be the strongest in the game. In many ways, this perception was also reflected in the tournament's results, as the Dragon and Scorpion were the only two clans with more than one player represented in the Top 8.

Dragon’s access to powerful cards is not limited by deck archetype—the early-game potency of Niten Master (Core Set, 64) allows them to get ahead in the early part of the game, while powerful Monk cards fueled by Togashi Mitsu (All and Nothing, 86) allow them to stay ahead in the later part of the game.

Importantly, Dragon decks are not broken up by deck archetype. Because of the synergy between Mountain’s Anvil Castle (Core Set, 3) and attachments such as Seal of the Dragon (Meditations on the Ephemeral, 114) and Fine Katana (Core Set, 200), the more Weapons-focused attachment deck can also use all of the powerful payoffs—Sacred Sanctuary (Breath of the Kami, 2) and Void Fist (All and Nothing, 94)—for the Monk-focused event deck.

In order to break up these decks, we have chosen to restrict the two most powerful payoffs of each deck so they cannot be run together: Niten Master and Void Fist.

Isawa Tadaka and Against the Waves

Phoenix is a powerful clan, but its power comes from the combination of effects rather than single haymakers… with Isawa Tadaka (Disciples of the Void, 10) as the exception.

When Against the Waves (Core Set, 177) was initially restricted, it was because Kyūden Isawa (Disciples of the Void, 1) allowed players to play this potent readying event up to six times in a single game. However, it took the card away from other clans, who may want to play Against the Waves with their own shugenja.

By restricting Isawa Tadaka in place of Against the Waves, we retain the viability of the Phoenix Clan's Kyūden Isawa decks, while other clans will now have more reason to consider playing Against the Waves.

Young Rumormonger and A Fate Worse than Death

The Scorpion Clan was easily the dominant clan throughout most of the Toshi Ranbo Kotei Series and was potent enough at the 2018 Winter Court World Championships to elevate two players to the Top 8, with one competing in the finals. The clan's persistence at the top of the tournament scene and the ongoing success of its strategies prompted us to introduce a measure of the change that flows through all of Legend of the Five Rings: The Card Game, and we elected to balance the Scorpion against the other clans by restricting two of their cards.

A Fate Worse than Death (Fate Has No Secrets, 98) is one of the strongest tools available to the Scorpion, and it allows them to reactively control the game.

While the card is fairly costed at four fate, its existence allows Scorpion players to lean into their reactive nature, using A Fate Worse than Death to shut down powerful attacks if necessary and playing out powerful conflict characters such as Bayushi Kachiko (Into the Forbidden City, 56) if not. Restricting this card will apply an additional opportunity cost to running the staple cards of the Scorpion clan.

Young Rumormonger was restricted due to its ability to shore up the Scorpion Clan's weaknesses.

A big part of the clan’s strategy is to dishonor key enemy characters to weaken them and dishonor their own characters to use powerful effects. The primary game mechanic that allows players to fight against a dishonor-heavy strategy like Scorpion’s is to honor characters, whether by card effects or by resolving the fire ring.

With Young Rumormonger on the table, the opponent cannot effectively honor the characters that they need to honor in order to fight against the Scorpion's primary strategy. In addition, it allows Scorpion to dishonor their own characters with even less risk than normal, as they can ensure that their dishonor status tokens end up on the least relevant character at any given time.

Mono No Aware

The sentiments of mono no aware run deep through all of Legend of the Five Rings: The Card Game, and the Rules Reference is a part of this. As a living document, the Rules Reference changes to reflect how the game and its players learn and grow. As developers, we use these changes to promote the game's long-term health, and I look forward to seeing how all of you respond to the most recent updates in the tournaments to come!

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Enter the Shadowlands

Published 10 December 2018 | Legend of the Five Rings RPG

Enter the Shadowlands

Announcing a New Sourcebook for Legend of the Five Rings Roleplaying

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

South of Rokugan, the foul Shadowlands fester, providing a home to horrid demons and unnatural creatures. Centuries ago, the Crab Clan built the mighty Kaiu Wall to contain these threats, but each day sees new assaults. Without samurai of courage and honor to defend against the threats of the Shadowlands, the Emerald Empire would surely fall.

Protecting Rokugan from the threats of the Shadowlands is an honorable and vital task. But many samurai who join the cause never find their way home. In the domain of Fu Leng, where the very elements are corrupted and hideous monsters lurk around every corner, do your players have what it takes to survive?

Fantasy Flight Games is proud to announce Shadowlands, a new sourcebook for Legend of the Five Rings Roleplaying!

Shadowlands is a 144-page hardcover sourcebook that serves as a guide to the dread realms of Fu Leng, where corruption and evil thrive in place of honor and courage. In it, players find information on this region, as well as Crab lands and the great Kaiu Wall that divides the Shadowlands from Rokugan. With new schools, techniques, weapons, and more to aid them, players can fight the Tainted creatures and other terrors that would destroy the Emerald Empire.

Like Emerald Empire before it, Shadowlands provides everything you need to roleplay in Rokugan in a whole new way, tinged with elements of horror and despair that can be found nowhere else in the Emerald Empire! 

As a special bonus for pre-ordering Shadowlands through our website, you’ll also a receive a bookmark and eight 5" x 7" art prints showcasing art from the book. This bookmark is the perfect way to mark important sections of the sourcebook such as charts or NPC information. Meanwhile, the art prints represent beautiful moments and characters found within the Shadowlands sourcebook!

A History of Corruption

The Shadowlands sourcebook is split into three chapters, the first of which explores various locations across the corrupted lands, from the Festering Pit of Fu Leng to Daylight Castle. The book not only features detailed histories of these locations, but also introduces their corrupted denizens to use as NPCs in your adventures! Like Emerald Empire before it, each of these locations will also feature adventure seeds for Game Masters to introduce to their players, potentially leading them to the next step on their journey.

Furthermore, rumors about each of these areas brings the Shadowlands to life, and can inspire Game Masters to craft their own adventures in the dread lands. Perhaps your players are investigating the Fallen Chrysanthemum Lake, and the strange disappearances that always seem to happen in its proximity. Or maybe your party has traveled to the False Lantern Grove to retrieve the remains of a Hida commander whose party fell to the darkness of the realm. Either way, Shadowlands gives you all the tools you need to craft a thrilling adventure.  

This chapter also details the stalwart defenders repulsing these forces from Rokugan: the Crab Clan. While the families of the Crab are detailed in the Core Rulebook, Shadowlands greatly expands on this information, detailing important locations, NPCs, and adventure hooks for each family. The Hida, Kaiu, Kuni, Yasuki, and Hiruma are all expanded upon, inviting Game Masters to integrate the families' unique history into campaign, or allowing players to expand on their family history.

Finally, the first chapter details the convergence point of these two forces, the massive Kaiu Wall and the brave patrols that explore and investigate the Shadowlands. Here, you can discover what it truly means to patrol in the Shadowlands, with devious NPCs and adventure hooks waiting around every corner. 

Honor Against Demons

The second chapter introduces the ghost-hunting Falcon Clan, including rules for creating player characters from the clan. It also includes other new player options, including schools, weapons, armor, and techniques, plus patterns to create customized items to better protect the Empire. There are new advantages and disadvantages relating to the Shadowlands and, for those who dare, there is guidance for using mahō and new techniques for employing such dread blood magic.

These player options introduce even more new ways to interact with Legend of the Five Rings Roleplaying, and let you inject your characters with some more Shadowlands-related backstory. 

Out of the Shadows

In the final chapter of Shadowlands, you'll find important tips to the Game Master in regards to running campaigns in the Shadowlands. This chapter not only details how to convey the horror themes central to the setting, but also includes advice for roleplaying corruption, new ways to spend opportunity in the Shadowlands, and additional NPC templates for creating characters themed for Crab and Shadowlands adventures. Lastly, there are rules for crafting unique new oni to terrorize and devour the Empire—unless there are samurai courageous enough to stop them.

For some additional inspiration, be sure to check out the Mask of the Oni adventure launching alongside Shadowlands. This adventure plunges your players into the heart of Daylight Castle, and it's the perfect starting point to discover the horrors that lurk in these areas where few dare to venture!

A Realm of Corruption

While running adventures in the Shadowland is alluring, be warned—samurai that venture south of the Kaiu Wall are never quite the same. It is a forsaken land where corruption and madness reign. Do your players have what it takes to venture into Fu Leng’s domain with their body, sanity, and soul intact?

Discover the realm of Fu Leng in Shadowlands (L5R06), a new sourcebook for Legend of the Five Rings Roleplaying, available now for pre-order from your local retailer or our website

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Mask of the Oni

Published 10 December 2018 | Legend of the Five Rings RPG

Mask of the Oni

Announcing a New Adventure for Legend of the Five Rings Roleplaying

Order your own copy of Mask of the Oni at your local retailer or online through our website today!

When a group of samurai pursues a dangerous master of blood magic to the ruins of Daylight Castle, they discover a secret that could redeem or stain the honor of the Hiruma family forever. These samurai must overcome threats to both body and soul if they are going to halt a wicked plot that could bring about the doom of the Empire…

Fantasy Flight Games is proud to announce Mask of the Oni, a new pre-made adventure for Legend of the Five Rings Roleplaying!

This adventure pits your samurai against the dangers of the Shadowlands and the horrors found within the crumbling walls of the Hiruma family’s fallen castle. Hot in pursuit of a dangerous bloodspeaker, your players will soon find themselves entrenched in a brand-new adventure stemming from a centuries-old secret. Tokens, maps, and an adventure booklet will guide players on their journey, but will they survive with their souls intact?

Mask of the Oni is the perfect companion to the Shadowlands sourcebook, providing an adventure to use the lore and tools introduced in Shadowlands as well as additional context for your adventure. 

As a special bonus for pre-ordering Mask of the Oni through our website, you’ll also a receive a bookmark and four 5" x 7" art prints showcasing art from the book! This bookmark is the perfect way to mark important sections of the adventure such as charts or NPC information. Meanwhile, the art prints represent beautiful moments and characters found within Mask of the Oni!

A Dark History

Mask of the Oni begins as your players take a perilous journey to the ruins of Shiro Hiruma, the once-proud stronghold of the Hiruma family of the Crab. There, the characters must face dangerous opponents, stark horror, and their deepest fears if they wish to survive.

While traversing into the Shadowlands is a dangerous quest for any group of samurai, Mask of the Oni gives players and Game Masters all the tools they need to keep their adventure organized and running smoothly, including a 32-page adventure booklet that drives the narrative of the campaign.

The first section of this booklet lays out the adventure background, split between what the players should know and secrets withheld for the Game Master's eyes only. Here, you'll find details on the fall of Daylight Castle prior to the construction of the Kaiu Wall, and the subsequent attempts that the Hiruma family has made to try and reclaim it. Mask of the Oni can also be played as a follow-up to the Dark Tides adventure found in the Legend of the Five Rings Roleplaying Game Master's Kit or as a completely standalone adventure. Either way, the booklet gives the Game Master plenty of ways for players to become involved in this dark tale.

From there, the adventure booklet gives the Game Master everything they need to guide the players on their journey, providing a narrative that accounts for player choice and dialogue. With the adventure book in hand, any Game Master can run Mask of the Oni with ease.

Uncover an Ancient Secret

The adventure booklet isn’t the only tool for Game Masters and players included in Mask of the Oni. You'll also find a beautifully illustrated, double-sided fold-out map that depicts the lands of the Crab Clan, the Shadowlands, and the ruins of Daylight Castle. These vivid maps not only provide a visual identifier on where the players currently are, but steep your game in atmosphere and allow players to become engrossed in your story. With such a wide swath of land covered by the map, it can also be useful in any of your own adventures that you choose to locate in the Shadowlands.  

More than 50 tokens are also included in the adventure to helps players visualize their surroundings. These tokens represent the various NPCs—both friends and foes—that you may come across during your journey, and they not only convey important locational information during combat, but they can also provide a visual identifier for what these characters look like. The dread, disgusting monstrosities that call the Shadowlands their home are brought to life with these tokens, and like the above maps, they can be used in any adventure taking place south of the Kaiu Wall.  

Under the Mask

The foreboding Shadowlands await your players. If these brave samurai have any hope of survival, they’ll have to reckon with the horrors that await, a dangerous blood speaker, and the knowledge of an ancient secret. Can your players survive the perils in Mask of the Oni? Find out in the first quarter of 2019!

Discover the horrors of the Shadowlands with Mask of the Oni (L5R07), available now for pre-order from your local retailer or our website!

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Test Flight

Published 7 December 2018 |

Test Flight

A Designer Journal on the FFG Game Jam

Recently, the entire Fantasy Flight Games studio came together for our very first game jam—a concentrated dose of creativity and teamwork, spread over just a few hours. Today, to offer you a look at just what happened during our game jam, here’s one of the organizers, Board and Card Game Manager Andrew Fischer!

Andrew Fischer on the FFG Game Jam

I’ve always loved game jams. I’ve participated in the Global Game Jam each year and have sent in a couple submissions to Ludum Dare over the years. Every time I’ve participated, I not only had fun, but I felt like I grew and learned more in that two-day period than I do in an average month.

A game jam is kind of like a 48-hour film festival. People break into teams, get some kind of prompt to build off of, and create a game in a (very) limited amount of time. Jams can be intense. They require creativity, teamwork, flexibility, and hustle, all with the clock ticking away. But they can also be very rewarding and fun. They allow people to take risks and try out ideas that they might not be able to in their day-to-day game development.

I was inspired by my time in these other jams. On top of that, I’d seen the benefits that studios had gained from internal game jams (such as Double Fine’s Amnesia Fortnight), and felt that FFG could really benefit from a similar event. As luck would have it, Corey Konieczka had been thinking over a very similar idea. Together with senior designer Nate French and our Head of Studio Andrew Navaro, we worked to organize FFG’s first ever studio-wide game jam—which we called “Test Flight.” In today’s designer journal, I want to give you all a brief glimpse into this event and how we ran it!

The Setup

Most of the other game jams I looked to for inspiration were to create digital games, so I had to break some new ground in how to run the event for a tabletop-centric company. One of the first big differences was time frame. Tabletop games are (in most cases) much faster to prototype and test than digital ones. I wanted to keep a strong sense of time pressure on the event, so I decided to shorten the timeframe relative to most game jams, giving each group of four or five people only about sixteen hours (two days of work time) to brainstorm, develop, and test their games.

Next, came the theme for the jam. I wanted a jumping-off point that groups could build on to start. Constraints breed creativity, and I wanted each team to have a “seed” to build their brainstorming off of. I bounced around several ideas with Nate and Corey, but settled on creating a bunch of specific, quirky prompts. Teams would draw two prompts from a hat (or flight helmet), and choose one to base their game on. Some particularly ambitious teams ended up keeping both of the themes they drew, making their games fit both at once! In creating the themes, we tried to come up with ideas specific and strange enough to immediately conjure the question: “How would that even work?” while also leaving enough ambiguity to allow creative interpretation. Some highlights include:

  • “The players design the game.”
  • “The Emperor’s New Board Game.”
  • “King of the hill, from the hill’s perspective.”

Off to the Races!

Once teams had drawn their themes, they were free to dive right in! Given the tight time frame, I gave rough recommendations of how long they should spend at each step:

  • Brainstorming – Three hours
  • Prototyping – Two hours
  • Initial Testing – One hour
  • Iteration – Four hours
  • Content Creation – Four hours
  • Polish and Demo Prep – Two hours
  • Flex Time – Two hours

But these were just recommendations, and teams were free to follow their own process. Some had something on the table within twenty minutes, while others took their time doing high-concept brainstorming for several hours.

In the end, the sixteen-hour timeframe ended up being nearly perfect, keeping the pressure on while giving enough time to have a finished and tested deliverable. I was incredibly excited and humbled to see the creative ideas my coworkers put together in such a short amount of time.

Demos and Awards

After development was finished, everyone got a chance to play other teams’ games, giving each other feedback and filling out a score sheet for awards. We were careful with awards. We wanted to encourage a fun, collaborative environment, not a competition. So, instead of scoring games in categories from “worst” to “best,” each category was a spectrum:

The games that scored to the most extreme on each spectrum earned an award! This encouraged participants toward pushing their ideas further instead of spending time polishing their production values just to edge out the competition. The silliness of the awards worked really well, but in the future, we’ll probably do fewer of them to make them feel a bit more exclusive.

The Outcome

In the end, Test Flight was a big success! Across just two work days, we created thirteen unique, creative prototypes. People got a chance to work closely with coworkers from teams they rarely interact with, and brainstormed ideas that I’m sure will influence their designs to come.

To other game creators out there, both hobby and professional: I strongly encourage you to check out a game jam. Whether you attend a publicly-available event, or hold one at your development studio, I think you will find the creativity, teamwork, and ideas you build at the event endlessly valuable. I know that I have.

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Published 7 December 2018 | Star Wars: Destiny


Announcing a New Set of Boosters and Starters for Star Wars: Destiny

“For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times, before the Empire.”
   –Obi-Wan Kenobi, Star Wars: A New Hope

Order your own Convergence Booster Packs at your local retailer or online through our website today!

From the Jedi of the Old Republic to the troopers of the First Order to the scoundrels and scum banding together to survive the tyrannical rule of the Galactic Empire, the galaxy pulls together heroes and villains of a similar creed and philosophy. Whether by choice or by force, these groups can impact the future of the galaxy itself, and when these characters meet in a convergence of power, who will come out on top?

Fantasy Flight Games is proud to announce the Obi-Wan Kenobi Starter Set, the General Grievous Starter Set, and Convergence booster packs for Star Wars™: Destiny!

As the start of a new block of sets, Convergence introduces plenty of new themes, and even a new card type, into Star Wars: Destiny! Look for a focus on character subtypes like Jedi, trooper, and leader, as well as an emphasis on new plots and powerful downgrades to hinder your foes! 

On the Run

Since the launch of Star Wars: Destiny, upgrades have always been an essential part of deckbuilding. By attaching these cards to your character, you can roll out additional dice every turn and receive other helpful benefits. Convergence introduces a dark reflection to these enhancements in the form of downgrades—cards that you attach to your opponent’s characters. A separate card type from upgrades, every character can have up to three downgrades attached to them. Naturally, these downgrades hinder your opponent in some way, with cards like Wounded  (Convergence, 161) permanently reducing a character’s health. Even the most stalwart characters can fall to downgrades, and each color has these cards in their own flavor.

For example, Yellow receives a cavalcade of bounties in Convergence. These are downgrades that provide a bonus when the attached character is defeated, a helpful reward for bringing in your target. Wanted  (Convergence, 143) provides a windfall of resources, while Death Mark  (Convergence, 39) lets you draw three cards when you defeat the attached character. Naturally, you could attach both of these downgrades to your primary target, giving you a massive boost of momentum when you fulfill the contract. Look for these bounties and more within Convergence!

As you might expect, plenty of other cards synergize with these bounties. The notorius gangster  Jabba the Hutt  (Convergence, 36) is not a crime lord you want to cross, as he has little trouble making your life difficult. If you include the Influential Kingpin on your team, you can search the top four cards of your deck to grab a bounty or Yellow event every time you activate Jabba, giving you plenty of opportunities downgrade your opponent’s characters and plenty of bonuses when your bounty hunters defeat them!

Overwhelming Firepower

Convergence places a heavy emphasis on what kind of characters you're including on your team, going deeper then Red, Blue, or Yellow, and hero, villain, or neutral. Are you using mystic Jedi harnessing the power of the Force, or shifty scoundrels using their wit and skills to outsmart their foes?

Or maybe you're relying on the pure firepower of troopers like the terrifying Captain Phasma  (Convergence, 18). The Stormtrooper Commander can keep your troopers in line by unifying their damage types, but also always has an army of First Order Stormtroopers (Convergence, 20) (one of several reprints from the Awakenings block with new art in the set) backing her up, using a Power Action to roll in two of their dice every turn. With two damage sides on her own die, you can quickly overwhelm your opponent with a well-trained army.

You can even increase your trooper’s accuracy by adding the  Advanced Training  (Convergence, 133) plot, turning blanks into indirect damage, and ensuring every roll will be valuable. 

This Party’s Over

While Convergence allows you to overwhelm your foe with the firepower of the First Order, you can also take a more meditative approach and build a deck focusing on the ancient Jedi Knights of the Old Republic. What better way to start than with a true Master of the Council?  Mace Windu, Inspiring Master  (Convergence, 56) enters Convergence with three melee damage sides and a Power Action that allows you to search the top four cards of your deck for an upgrade and play it! While this obviously lets you outfit your characters with new weapons and abilities, they get an additional boost if they are a Jedi, in the form of an extra shield. This is a great way to gain action efficiency, playing important cards while building the defenses of your characters.

Perhaps one of the upgrades you’ll include in your deck is Mace Windu’s Lightsaber  (Convergence, 70), the iconic purple blade that you can wield to defeat any who stand in your way. With two sides showing melee damage and a third showing modified melee damage, the lightsaber is the perfect companion for Mace Windu, and can always be moved to him as a Power Action. Its special ability is a callback to the original Empire at War version of Mace  (Empire at War, 34), allowing you to deal two unblockable damage to a character and perform a finishing blow if they have one health left. With a bevy of damage, Mace Windu’s Lightsaber is one of the most potent weapons in the game. 

An Old Grudge

As a new base set, Convergence will feature two new starter sets launching alongside it, providing the perfect introduction to Star Wars: Destiny!

While the Rey and Kylo Ren starter sets of the Awakenings block were rooted in the sequel trilogy, and the Legacies starter sets featured heroes and villains of the original trilogy, the Convergence starter sets see us travelling all the way back to the Clone Wars with the Obi-Wan Kenobi and General Grievous starter sets!

The Obi-Wan Kenobi Starter Set sees an elite version of the famous Clone Wars General  (Convergence, 57) teaming up with Duchess Satine Kryze of Mandalore  (Convergence, 91) in a 24-card deck featuring Blue and Yellow cards, including the Force Flow  (Convergence, 113) plot! Obi-Wan Kenobi will be your primary damage dealer, with two die sides showing melee damage that can be boosted by his Power Action. You'll have plenty to look forward to here as well, including Blue cards that can boost Obi-Wan's damage output, as well as upgrades and equipment that grant additional bonuses when you spot a Jedi character!

Meanwhile, Satine Kryze takes a more supportive roll, granting you the ability to reroll one of your dice after you activate her. This starter set also offers Yellow events and upgrades that can grant you resources, give you the ability to control the battle through dice manipulation, and provide additional bonuses when you spot a leader character!

Opposing the forces of the Old Republic is General Grievous  (Convergence, 21) and two terrifying Commando Droids  (Convergence, 19)! General Grievous provides a discount to droid characters when you're building your team, and with his Power Action, you can reroll any number of your droid dice. The Commando Droids in turn synergize with other droid characters and supports, allowing you to activate an additional droid when you roll them in!

The rest of the deck is dedicated to efficiency, with plenty of Red supports, events, and upgrades dedicated to pulverizing your enemies!

With the Obi-Wan Kenobi and General Grievous starter sets, you have all the tools you need to fulfill your destiny!

Gathering of Power

Call it luck, call it the Force, but those of a similar creed always seem to find one another in the Star Wars galaxy. From the ancient Jedi Knights to the ranks of the First Order, which side will you join?

Discover your fate with the General Grievous Starter Set (SWD14), Obi-Wan Kenobi Starter Set (SWD15), and Convergence Booster Packs (SWD16a) for Star Wars: Destiny, available now for pre-order from your local retailer or our website! Look for this set to release in the first quarter of 2019.

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At the Gates

Published 7 December 2018 | A Game of Thrones: The Card Game

At the Gates

A New Cycle Begins in A Game of Thrones: The Card Game

“The morning air was thick with the old familiar stinks of King’s Landing. She breathed in the scents of sour wine, bread baking, rotting fish and nightsoil, smoke and sweat and horse piss. No flower had ever smelled so sweet.”
   –George R. R. Martin, A Dance with Dragons

Order your own copy of At the Gates at your local retailer or online through our website today!

Over the course of A Game of Thrones: The Card Game, you have followed your most beloved and most reviled characters from the first pages of A Game of Thrones to the closing chapters of A Dance with Dragons. You have led the hosts of Westeros through the War of the Five Kings and witnessed the fallout of their struggle for the Iron Throne. Characters you may have once thought safe have perished before your eyes and the meek have grown mighty. The only constant in the world of Westeros is change.

But the realm lives on, and now, the A Game of Thrones: The Card Game takes a new direction with the themes of this cycle. Rather than following the events of A Song of Ice and Fire by moving through the books of the saga, this new cycle draws the spotlight to the vibrant capital of Westeros—King's Landing itself. You'll find all kinds of cards throughout the cycle with a tie to King's Landing and the battle for the throne, as well as the continued development of the shadows keyword established in the fifth cycle! With a host of new shadows cards and support for your shadows decks, the game's sixth cycle promises to bring an exciting new direction to your battles and intrigues across the Seven Kingdoms.

Fantasy Flight Games is proud to announce At the Gates, the first Chapter Pack in the King’s Landing cycle for A Game of Thrones: The Card Game—now available for pre-order at your local retailer or online through our website!

The City Watch

At the Gates marks the beginning of the sixth cycle for A Game of Thrones: The Card Game. The King’s Landing cycle is firmly centered on the capital of Westeros, focusing on the people, places, and events tied to this location across the entirety of A Song of Ice and Fire, as well as continuing to develop the shadows keyword and the cards that hide in the darkness. The shadows have grown over the years, and the city of King’s Landing has changed since the Starks first traveled south at the command of King Robert, and now you have the chance to explore its twisting alleys like never before. 

Your journey begins at the great wall that surrounds the city and the scattered gates that connect the capital to the outside world. The number seven is sacred to the Faith, and as such Aegon I Targaryen had seven gates built as the entrances to his grand metropolis. Now, in the At the Gates Chapter Pack, the great Houses of Westeros gain access to these locations. Each gate is a low-cost location that provide you with income from their tolls. If card draw is more important to you than gold, however, you have the chance to sacrifice these locations in exchange for cards. For example, when House Stark is in control of the Old Gate (At the Gates, 2), they may sacrifice the Old Gate to draw two cards if each of their characters are loyal Northmen, while the Gate of the Gods (At the Gates, 4) requires House Tyrell to control the strongest character in play, and the King's Gate (At the Gates, 8) can only be used if House Baratheon has five or more power on their faction card.

Bringing these locations into play early is made all the easier with the new plot card, At the Gates (At the Gates, 20). This plot lets you search your deck for a limited location with a cost of one or lower and add it to your hand. If this is your first time using a City plot in the game, you can even put the location into play, allowing you to immediately begin taking advantage of the location. Whether you're searching for one of the new gates or a location like The Kingsroad (Core Set, 39), At the Gates can ensure you get your economy when you need it.

Climbing the Ladder

Throughout A Song of Ice and Fire, King’s Landing has been likened to a pit of snakes or a city of spiders—all with good cause. The King’s Landing cycle continues the use of the shadow keyword, which was first introduced to the game's second edition during the Dance of Shadows cycle. By paying two gold, you can marshal a card with the shadow (x) keyword facedown into the separate shadow area, keeping your precious schemes protected until you're ready to strike.

If ever there was a character destined for the shadows, it would be the Master of Coin, Littlefinger (At the Gates, 17). Lord Baelish knows that you must play the game of thrones everywhere, at all times, and he is always ready to alter strategies and alliances the moment it suits him. If you can convince Littlefinger to support your claim, he can help you find alternate strategies with his Reaction. After one of your characters comes out of shadows, whether it's Littlefinger himself or another scheming ally, you can move up to three cards from your hand on the bottom of your deck, then draw an equal number of cards, helping you easily cycle through your deck and find the best cards for your current plans. 

But perhaps the character who has undergone one of the greatest changes, at least physically, is the dragon Viserion (At the Gates, 13). Growing from his fledgling form (Core Set, 166), the beast’s strength has doubled, and he now bear the ambush (5) keyword, which lets you bring him into play in the midst of the challenges phase. With well laid plans and a touch of luck, you can surprise your opponent with Viserion’s new ability, gaining intimidate after you win a challenge for the miniscule price of a discarded card. After all, the mere sight of a full-grown dragon could be enough to make even a king cower and kneel.

A Pit of Snakes

As a new cycle begins, you are invited to return to King’s Landing and find serenity in its shadows. But be wary—many have met their end in the ruthless capital of Westeros. Still, if you can turn the chaos to your advantage, glory and power await!

Pre-order your copy of At the Gates (GT46) at your local retailer today or online through our website here!

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

Available Now – December 6

Published 6 December 2018 | Arkham Horror: The Card Game

Available Now – December 6

A New Arkham Horror LCG Scenario Is Available Now!

Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore! 

Guardians of the Abyss

Witness the day of reckoning with the Guardians of the Abyss Scenario Pack for Arkham Horror: The Card Game! Called to Cairo to unravel a medical mystery, this pack throws you into the action of the linked scenarios, The Eternal Slumber and The Night’s Usurper, first featured at Gen Con and Arkham Nights 2018, respectively.

With 78 beautifully illustrated cards to immerse you in the peril of an investigation that takes you to the deserts of Egypt and beyond, this pack challenges you to determine fact from fiction, wakefulness from dream, and sanity from madness. Step into a realm beyond your imagination and stop an ancient prophecy from coming to pass!

Pick up your copy of Guardians of the Abyss at your local retailer or online through our website today!


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

Embers of Dread

Published 6 December 2018 | Descent: Journeys in the Dark

Embers of Dread

A New Campaign for Road to Legend Is Available Now

A darkness is rising as powerful forces seek to undo the fragile peace holding Terrinoth together. Dormant since the Dragon Wars, the strange obelisks scattered across the Ashen Hills have recently come alive with magical energies. Scouts from nearby Fort Rodric report mysterious robed figures disturbing the ancient structures. Meanwhile, a contingent of Dragonkin are massing within the Mountains of Despair. Rumors swirl that a leader has united them around a common cause, and whispers from the mountain peaks carry a name long forgotten: Margath…

Discover the dark secret of the Ashen Hills with Embers of Dread, a new free DLC campaign in the Road to Legend companion app for Descent: Journeys in the Dark! Embers of Dread is the perfect way to fill a holiday break while you're at home with your family or friends, and best of all, it's available now on the App Store, Google Play, Amazon and Steam!

Embers of Dread sees you become embroiled in the conspiracy of a mad cult that plots to release an ancient Dragonlord from his eternal prison. With six new quests and a storyline that takes you to the militant city of Riverwatch, your group of adventurers is sure to keep themselves busy. This threat puts all of Terrinoth in danger, and your heroes will have to use their strength, wits, and quick decision making to survive.

Important note: Embers of Dread is a free expansion for Road to Legend, but it does require the Descent: Journeys in the Dark Core SetLair of the Wyrm, and Labyrinth of Ruin expansions. 

The Creeping Dread

While investigating strange obelisks in the Ashen Hills, your heroes quickly find themselves entangled in a plot that threatens to change the face of Terrinoth forever! You soon find yourself face to face with the Dread, a cult convinced the return of the Dragonlord Margath will usher in a new age for the worthy of Terrinoth.

But what does this shadowy organization hope to achieve? Who is leading this cult, and are they the true designer of these dark machinations?

Answers to these questions and more await if you are brave enough to venture forth in Embers of Dread. The Embers of Dread campaign features plenty of action, but you'll also find more puzzle-centric missions that will put your wits to the test with riddles, puzzles, and more. Investigating the Ashen Hills may kick off your adventure, but it will take more than a flash of steel to discover the true villains pulling the strings behind this conspiracy. Your enemies will want to see you silenced, including the dragon-hybrid Belthir, working with the cult to bring Margath back to the realm of Terrinoth! 

Risk and Reward

Embers of Dread also introduces your characters to a brand-new location, the morally nebulous city of Riverwatch. As a martial city, various mercenary guilds have come to call Riverwatch their home, and your heroes will have the opportunity to align with these groups over the course of Embers of Dread. An alliance with these guilds can see your heroes gain extra gold at the cost of sacrificing their fame. While preserving your fame is of vital importance, the gold received can be a tremendous boon to your heroes—what will you choose?

This additional gold can go a long way in the city of Riverwatch. At the nexus of three rivers, Riverwatch is an ideal port of trade in the land of Terrinoth. With some careful negotiations, your heroes can even expand the number of items available for purchase between adventures, giving you many more options for customizing your character as you fight back against the doom quickly approaching Terrinoth.

Riverwatch is not a city for the faint of heart, but if you’re willing to embrace the cutthroat nature of the town, plentiful rewards await!

The Approaching Doom

Embers of Dread is available now, and the holidays are the perfect time to solidify your heroes as legends. But do you have what it takes to unravel the mystery surrounding the strange activity in the Ashen Hills? Or will Terrinoth be cleansed and purged through dragon fire?

Only your heroes have the strength and wits to survive the new Embers of Dread campaign for Road to Legend, available now through the App Store, Google Play, Amazon and Steam!

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The copyrightable portions of Descent: Journeys in the Dark Second Edition, its expansions and miniatures are © 2005-2012 Fantasy Flight Publishing, Inc. Descent: Journeys in the Dark, its expansion titles and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc.

Heroes on Both Sides

Published 5 December 2018 | Star Wars: Edge of the Empire

Heroes on Both Sides

Wage War in the Clone Wars Era with New Careers, Specializations, and Species

“Yes, a clone army. And I must say, one of the finest we’ve ever created.”
–Lama Su, Star Wars: Attack of the Clones

Order your own copy of Rise of the Separatists at your local retailer or online through our website today!

Conflict wracks the galaxy!

With the secession of the Confederation of Independent Systems and the deadly confrontation at Geonosis, war has become inevitable. The Galactic Republic has deployed the massive Grand Army of the Republic alongside Jedi Generals to quell further uprising and bring rebellious systems back to the fold. Among the Separatist worlds, politicians and warriors fight to preserve their right to self-determination and freedom from the corruption and malaise of the Republic Senate. Bounty hunters and criminal cartels play both sides off one another. When the fighting comes to a standstill, scavengers plunder the debris of once-proud star destroyers and scuttled starfighters. Heroes and villains rise and fall as the struggle escalates into what will become known as the Clone Wars.

In Rise of the Separatists, the newest sourcebook for Star Wars Roleplaying, you’ll be able to fully enter a new era of the Star Wars saga, whether you’re playing with Edge of the Empire, Age of Rebellion, or Force and Destiny. In this supplement, you’ll be able to play as one of the Kaminoans or their creations, the clones. Alternatively, you can take part in the conflict as one of the industrious Geonosians or the scheming Umbarans. With four new species, two new full careers, and four new universal specializations, you can explore new playstyles and experience this iconic period of galactic history as never before.

Today, we’ll take a closer look at some of the character options coming soon to your tabletop!

Aggressive Negotiations

While many equate the struggles of the Republic with the ground fighting seen on Muunilinst and Malastare, battles continue under another guise in the political arena. The Umbarans, deft at navigating the factions and ambitions of their homeworld castes, revel in the intrigue and backchannel diplomacy that whispers down the halls of the Senate. With their uncanny ability to sway others to their cause, some wonder whether they aren’t capable of some form of mind control. Their shadowy reputation is only deepened by their aversion to bright sunlight and their superior senses in darkness. For those Umbarans who have fallen out of the caste systems and have turned to a life of crime, their entrancing gaze allows them to flourish in the underlevels of Coruscant and the back alleys of industrial words and far-flung outposts.

On the front lines of battle, a more direct approach is required. The clones born and bred in labs on Kamino form the indisputable backbone of the Grand Army of the Republic (GAR). Their genome was carefully selected for superior strength and speed, and from the time they are decanted, their athleticism is put to the test in a series of rigorous trials. Alongside their physical training, battlefield tactics and discipline are drilled into clone recruits from an early age, all to ensure that the Republic is provided with the perfect fighting force. Yet, as they face their first true tests in the field, the clones must learn to balance their inborn tendencies for loyalty and obedience with their newfound desire to forge their own paths and identity. Flung into squadrons as battlefield commanders, pilots, or troopers, these soldiers gain strength from the familiar sight of their brethren. All three of these archetypes are represented as specializations with the new Clone Soldier career!

The Clone Officer specialization makes use of their training to command their brothers-in-arms in battle and lend them an ear when the going gets tough. Clone Pilots specialize in piloting the iconic Low Altitude Assault Transports (LAATs) and All-Terrain Tactical Enforcers (AT-TEs), gauging the lulls in battle to deploy complements of clone soldiers swiftly while sustaining minimal casualties with the Assault Drop talent. The unsung heroes of the Clone Wars, Clone Troopers serve as the rank-and-file infantry in the GAR and are equipped with an impressive arsenal to match. These soldiers excel at employing heavy weaponry to devastating effect, including the gunnery emplacements found on artillery installations, vehicles, and starships. No matter their role in the squad, hard experience teaches these clones the best ways to take out their enemies. With access to the Clanker Killer talent, clones can prove their brute effectiveness at dispatching CIS droids en masse, seizing on every opportunity to take the perfect shot or aim for the battle droids’ weaknesses.

Finally, the Masters of the High Council have rallied the Jedi to serve as leaders and special operatives in the conflict. Whether they’re leading the vanguard, pursuing dangerous special missions, or directing strategy from the gunships, the fighting capabilities of the Jedi Knights and their Padawans are revered and feared around the galaxy. Jedi Knight serve as warriors, diplomats, ambassadors, and scholars all at once, entering into “aggressive negotiations” at need or staging daring rescue missions for Senate dignitaries. Padawans learn from experience, and they can come through in unpredictable and surprising ways. No matter their level of experience, the Jedi must harness their skills and wisdom to see justice done and avoid letting the high emotions of the battlefield tempt them to the dark side.

Beyond the Clone Soldier and Jedi careers, players looking to create character concepts well-suited to the Clone Wars will also be able to choose from the Force-Sensitive Outcast, Republic Navy Officer, Republic Representative, and Scavenger universal specializations. These can be mixed and matched with the existing careers and specializations from all three Star Wars Roleplaying core rulebooks, so your group can tell their own stories in this era, no matter whether you’re playing Edge of the Empire, Age of Rebellion, or Force and Destiny.

Begun, the Clone War Has

How will you turn the tide of battle in this great era of galactic conflict? Discover a trove of player options and find your place in the galaxy in Rise of the Separatists.

Pre-order your copy of Rise of the Separatists (SWR11) from your local retailer or from the Fantasy Flight Games web store today!

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A Samurai's Heart

Published 5 December 2018 | Legend of the Five Rings LCG

A Samurai's Heart

Determine the Identity of Our Created Samurai in Legend of the Five Rings: The Card Game

Update: The poll is now closed, and you can see the results below! Join us next week for the next step in our community-created samurai's journey.

Welcome back to the Legend of the Five Rings Create a Card series—where you, the Legend of the Five Rings: The Card Game community, help design your very own samurai that will be included in a future expansion!

Last week, with 19.8% of the vote, we determined that our samurai’s military and political skill would be balanced, with high glory. While we’ve spent the last few weeks nailing down the mechanical identity of our samurai, it's time to flesh out exactly who this character is.

Join us today as we vote on a character concept for our samurai. These brief, one-sentence descriptions will give some context to the role that our samurai plays in the Emerald Empire, and will determine both the name and art direction of the card. As always, these choices are subject to change through playtesting and approval.  

Read on to discover your choices, then vote at the bottom of this article within the next 24 hours! 

The Soul of a Samurai

The following choices have been developed by designer Tyler Parrott, and take into account the choices made in the series thus far—a Unicorn samurai from the Utaku family whose ability focuses on out-of-clan allies with balanced military and political skills. The phrase before the dash will be the finished character’s name, while the description after the dash is a brief exploration into that character's personality, which will help determine the art direction of the card. The choices are:

  • Preserver of Purity – a Battle Maiden yōjimbō who protects Unicorn dignitaries (usually Ide) traveling in foreign lands.
  • Cultured Mediator – an Utaku courtier who explores outside Rokugan and builds alliances with gaijin powers.
  • Believer in Blessed Virtue – an Utaku rōnin whose lack of a lord and whose unique interpretation of Bushidō prevents her from being an official Battle Maiden.
  • Worldly Shiotome – a Battle Maiden with a particular affinity and interest in gaijin customs and items.
  • Utaku Stablemaster – an Utaku courtier who attends to the revered Utaku battle steeds, and has a particular affinity for creatures of all types.

This choice will form the core of their identity from a flavor perspective. Consider your decision carefully, and vote below within the next 24 hours!


Core Identity

The Create a Card series is drawing to an end, and our samurai is beginning to take shape. With their core identity in place, our samurai is nearly ready to begin their journey in Rokugan. Join us next week as we determine a specific ability for our samurai, and keep an eye on this article tomorrow for a sneak peek at the results of this week's vote!

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A Loyal Companion

Published 4 December 2018 | Star Wars: Legion

A Loyal Companion

Preview the Chewbacca Operative Expansion for Star Wars: Legion

Chewbacca, Star Wars: The Empire Strikes Back

With his enormous strength, Chewbacca is a valuable asset for the Rebellion in any fight. From the depths of the Death Star, to the frozen plains of Hoth, to the forest moon of Endor, he has demonstrated time and again the power of having a Wookiee on your side. But perhaps even more valuable than his size and strength is Chewbacca’s unwavering loyalty to his friends.

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

Willing to follow Han Solo, Luke Skywalker, and Leia Organa into any conflict, Chewbacca lends his aid to each of these bold leaders on the battlefields of the Galactic Civil War. Soon, Chewbacca will be able to team up with these heroes during your games of Star Wars™: Legion with the Chewbacca Operative Expansion.

Within this expansion, you’ll find a single unpainted, easily assembled Chewbacca miniature charging into battle with his bowcaster at the ready, alongside all the cards and tokens you need to add him to your army. In addition to his formidable presence, Chewbacca’s signature command cards let you do even more with the Rebel commanders leading your army.

Join us today as we take a closer look at how Chewbacca can support his friends in battle!

Let Him Have It

Entering Star Wars: Legion as the Rebellion’s first operative, Chewbacca creates new opportunities for your army not seen in your other units. His Wookiee physiology makes him capable of feats unheard of in other species, and for 110 points you can find out exactly what it means to team up with a Wookiee.

Towering over most other combatants, Chewbacca attacks with the strength of several humans. Absolutely terrifying up close, the four red dice Chewbacca rolls in melee combat make him more than capable of taking on an entire squad of enemy troops on his own. He’ll likely encounter a lot of blaster fire before he can move in, however, and luckily enough, Chewbacca also carries weapons that others would find unwieldy. Not only does his bowcaster give him an effective ranged attack, it can also pierce through an enemy block and has a better shot of damaging any armored vehicles that might be harassing your troops.

This brute strength certainly comes in handy when performing attacks, but it has other advantages that might not be as readily apparent. Chewbacca is so dedicated to his friends that he’s willing to put his own life on the line to save them. His incredible nine health surpasses even the mighty Darth Vader, and Chewbacca can put all of them to good use, beginning with his Guardian 3 ability.

If he’s working closely with another trooper unit, Chewbacca can use this ability to cancel three hits from a ranged attack made against his companion. Although this could result in Chewbacca taking some damage himself, this only makes him stronger. Once he has four or more wound tokens, Chewbacca's mighty rage is unleashed, granting him the ability to charge at an enemy and perform a free melee attack.

Seeing as he’ll already be wounded, the Tenacity upgrade can make Chewbacca’s melee attack even more potent by adding a red die to his pool. Such an attack would be particularly powerful against an enemy commander and being a Hunter can help Chewbacca get the most out of those five red attack dice. Even with nine wounds, Chewbacca won’t last long rolling white defense dice. Equipping him with some Emergency Stims,  then, can give him the strength he needs to make one last charge.

A Little Help From My Friends

While Chewbacca is more than willing to aid his fellow Rebel soldiers on the battlefield, he has built particularly strong relationships with the trio of commanders he could join on the battlefield. It should be no surprise, then, that each of his signature command cards reflects these bonds and gives Chewbacca the power to work alongside one of these heroes for a round.

In our announcement, we already discussed how Chewbacca and Han Solo gained a reputation as Notorious Scoundrels during their days smuggling cargo across the galaxy. Already bolstered by their Teamwork ability, this powerful card allows you to return one of Han Solo’s valuable command cards to your hand, giving you another opportunity to play Sorry About the Mess and give both Han Solo and Chewbacca a boost from the start of the round. 

Chewie may have the tightest relationship with Han Solo, but that doesn't mean his team-ups with other heroes are any less effective. If he joins up with Luke Skywalker to fight for a Common Cause,  for example, the pair activates one after another to make a quick and powerful push. Not only does this card give you a good shot at winning priority, it also gives you the chance to unleash two powerful heroes before your opponent has a chance to react.

Finally, when combining his strength with Leia Organa’s superior planning abilities, both can team up for an impressive display of both Brains and Brawn.  Firing three black dice from her Sporting Blaster, Leia Organa already has a powerful ranged attack. But if Chewbacca is in the right position when this card his played, he can add his bowcaster to the attack pool. Better yet, the four dice Chewie contributes to this attack also gain the benefit of Leia Organa's Sharpshooter 2 ability for a potentially devastating strike.  

Laugh It Up

No matter the danger, no matter the odds, Chewbacca will follow his friends on any mission. And once there, you’ll find that he’s far more than just a walking carpet.

Look for the Chewbacca Operative Expansion (SWL24) and the Wookiee Warriors Unit Expansion (SWL25) to release together in the fourth quarter of 2018! You can pre-order your copy of the Chewbacca Operative Expansion at your local retailer or online through our website today.

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