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Flight Academy: Know Your Ships

52 min 52 sec ago
Published 21 August 2018 | X-Wing Second Edition Flight Academy: Know Your Ships

Guest Writer Zach Bunn Explores the Four Pillars of X-Wing™

Attention! Okay, cadets, you've made the grade. You're all in X-Wing Flight Academy, and that means you're all going to be pilots someday.

Sooner or later, you'll graduate, you'll get into your fighter's cockpit, and you'll fly to battle. But will you help us win the war? Will you find glory at the battles of the Coruscant Invitational? Or will you explode in a fiery heap? If you want to be part of our eventual victory, then you had better listen up!

One of the first things you're going to have to learn is that all fighters are not created equally. They're not all built the same, and they're not all meant to play the same roles in your space battles. If you don't pay attention to this basic fact, you're going to fly your ship wrong, and you're going to end up on the wrong side of some other pilot's laser cannons.

In X-Wing, each ship doesn't just come with its own range of possible maneuvers and actions. These things grant each ship its own distinctive style. This was true in first edition, and it's true, now, in the upcoming second edition. And while each ship has its own style, we can group them into four larger archetypes—or pillars. Understanding these pillars is key to approaching your battles successfully.

To that end, we're happy to bring in your guest instructor, Zach Bunn, a founding member of Team Covenant and a perennial contender on the championship circuit.


Team Covenant co-founder and perennial X-Wing contender Zach Bunn

Zach Bunn on the Four Pillars of X-Wing

If a Blue Squadron Escort $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9F21').colorbox(opts); }); and an Academy Pilot $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B49A').colorbox(opts); }); fly directly at each other and repeatedly attack, perform Koiogran-turns, and attack again, who would you predict to win?

This sequence is an example of jousting, the first pillar of X-Wing, and any would-be pilot should know the answer.

The First Pillar: Jousting

To calculate who we would expect to win a joust, we can follow five steps:

1.    Calculate the odds of the attack dice (50% chance of each die hitting).
2.    Calculate the odds of the defense dice (37.5% chance of each die evading).
3.    Calculate how actions like Focus and Evade change these outcomes.
4.    Multiply those odds for each attack die and defense die involved in an attack.
5.    Determine, based on average damage, how long it would take for each ship to blast through the other ship’s shields and hull.

This may seem complex at first, but after a bit of practice these calculations will become second nature… Stick with me. Learning the odds can even help you win your battles!

Let’s go forward with our dogfight between the Academy Pilot and Blue Squadron Escort. If we go to the board, we can work out the odds of these ships dealing damage to each other. The probabilities below assume no actions, tokens, or range modifiers.

Ship (Dice) 0 Damage 1 Damage 2 Damage 3 Damage Academy Pilot (2 attack vs. 2 agility) 59% 31.25% 9.75% 0% Blue Squadron Escort (3 attack vs. 3 agility) 40% 33.9% 20.5% 4.8%

Even without considering how the X-wing’s two shields impact the outcome, we can see that the Blue Squadron Escort is much more likely to do damage. It even has a 4.8% chance of dealing lethal damage on the first shot! Once you’ve seen the math, it becomes obvious that the Blue Squadron Escort is heavily favored to win this joust.

But what happens if we upgrade the Academy Pilot to a Black Squadron Ace $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#29F4').colorbox(opts); }); ? Who wins? This brings us to the second pillar of X-Wing—arc dodging.

The Second Pillar: Arc Dodging

Arc dodging references a ship’s ability to slip out of enemy ships’ primary firing arcs. So why does upgrading to the Black Squadron Ace force us to reconsider our hypothetical winner?

It may not seem significant, but this shifts the TIE/ln fighter pilot’s initiative from one to three. The Black Squadron Ace can therefore better take advantage of its positional action, the barrel roll. The Black Squadron Ace moves after the Blue Squadron Escort, meaning it can use its barrel roll to create turns that it can shoot at the X-wing while the X-wing cannot shoot at it. This reduces the Black Squadron Ace's chances of taking damage to 0% whenever the Blue Squadron Escort cannot fire, and this changes our math completely, especially if the Black Squadron Ace still gets to attack!

Our example illustrates two key components of arc dodging—initiative values and positional actions. The most legendary arc dodgers also tend to have highly mobile movement dials and access to not only positional actions, but the capacity to use multiple positional actions on the same turn. Classic examples of arc dodgers include Soontir Fel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E974').colorbox(opts); }); with his Autothrusters and the Grand Inquisitor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#3E87').colorbox(opts); }); with Supernatural Reflexes $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#6FC6').colorbox(opts); }); . Both ships have mobile dials, initiative values of five or higher, access to boost and barrel roll, and the ability to use both positional actions in the same turn.

If these highly agile ships can avoid attacks completely, arc dodgers must be the best ships in X-Wing… right? Well, to answer that question we arrive at the third pillar—turrets.

The Third Pillar: Turrets

Some ships can rotate their turrets to shoot enemies outside of their primary firing arcs. Therefore, it is much harder to arc dodge attacks from these ships.

There are two ways to acquire turrets in X-Wing. The first is to field a ship that has a native turret, like the Millennium Falcon $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 297 }; $('#103DF').colorbox(opts); }); . The second is through the turret upgrade slot, which can hold upgrades like the Ion Cannon Turret $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#30F5').colorbox(opts); }); . While both options allow their ships to line up shots outside their primary firing arcs, the Falcon can fire in two directions at Range 1-3, while the Ion Cannon Turret can only shoot enemies in a 90-degree turret arc at Range 1-2. Not all turrets are equal.

While turrets are powerful, and while they offer some interesting combinations with the game's gunner upgrades, they also have their drawbacks. The first is that rotating your ship's turret arc requires an action, taking away from your chance to focus, lock, or perform a positional action. Additionally, ships with turrets typically cost more squad points, have less mobile movement dials, and have lower agility. The Y-wing is a perfect example, as it sports only one agility and a less-than-maneuverable dial in exchange for its turret upgrade, shields, and hull.

So, if jousting is countered by arc dodging and arc dodging is countered by turrets, what counters a turret? You may have guessed it… jousters!

Joust-based lists do not spend their squad points or upgrade slots on turrets, gunners, or arc dodging capability. Instead, they spend their points on raw efficiency, consistency, and quantity. Just imagine a list packed with expensive turrets engaging a list that never had any intention of arc dodging! Uh-oh…

The Fourth Pillar: Bombers

Late in the game's first edition, we saw a fourth pillar emerge in the form of bombers. A bomber is a ship that carries munitions, like Seismic Charges $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#8A1E').colorbox(opts); }); or Proton Bombs $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#14878').colorbox(opts); }); . Bombers turn the traditional math of X-Wing attack sequences on its head, because they don’t need to attack to do damage. Direct damage counters ships that spend their points on defensive efficiency, and dropping munitions on the board limits the maneuverability of enemy ships. Because of their unique capabilities, bombers offer an entirely different way to think about X-Wing.

While the first three pillars naturally counter each other, bombers lie somewhere in the middle. If they can predict the maneuvers of jousters and turrets, bombers can lay munitions accordingly. Against arc dodgers, they can drop bombs in the lanes required for positional actions like barrel roll or boost, and the direct damage is often lethal to these ships.

If bombers can be used effectively against all three of the other pillars, are they the ultimate weapon in X-Wing? Not quite.

While being in the middle of the pillars has benefits, it also has costs. Using munitions effectively is difficult, because it requires predicting enemy maneuvers. Bombers still rely on dice when defending or performing standard attacks, and, like turret ships, bombers tend to have low agility. Also, bombers generally have lower than average attack values, as well as limited maneuverability, and they must spend both points and actions on their munitions.

Like the rest of the pillars, bombers have advantages and disadvantages. They are unique in that they don’t specifically counter a pillar, but they aren’t easily countered by the other pillars.

Using the Pillars

How do we make use of our understanding of the different X-Wing pillars?

Learning how the archetypes interact with each other gives us a starting point for every list, engagement, and maneuver. Some squads focus exclusively on one pillar, while others attempt to bring tools from each to the table. You'll see this at the 2018 Coruscant Invitational, and if one archetype gives you headaches consistently, you can start running ships to counter it.

Your consideration of the pillars begins with squad design. If your entire list focuses on a single pillar, you should have a major advantage against the pillar that you counter, as well as against lists that use the same pillar as you. This is a good route when you are new to X-Wing, as you’ll want to maximize every advantage as you go into your first few games. But this also means you shouldn’t feel bad if your arc dodgers get trounced by turrets or if your jousting list just can’t pin down an arc dodging ace.

If you choose a more balanced approach to squad construction, you’ll find there isn’t really a direct counter to your list. This leads me to the second way you can use knowledge of the pillars—in your macro-level strategy. If you have a list that includes a jouster, arc dodger, turret, and bomber (even if some of these roles overlap on a single ship), your list has no direct counter.

Beyond squad design, your knowledge of the pillars can also help you fly against your opponents. When you watch the Coruscant Invitational on Twitch, you might start to recognize how players prioritize their attacks against enemy ships based on how the pieces of each squadron fit together. As an example, I really like flying Darth Vader as an arc dodger. When I get to the table, I immediately analyze my opponent's list to decide who I will target first. If I can eliminate their turrets and arc dodgers, they stand little chance in the end game against a Darth Vader $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C90C').colorbox(opts); }); who never gets shot.


Equipped with Supernatural Reflexes, Darth Vader can barrel roll either before or after he performs his maneuver, granting him tremendous freedom to react to his opponent's final position.

In the end, though, the best way to understand X-Wing is to get your ships on the table and discuss your games with the new friends you make along the way.

Fly casual, my friends!

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Humble Beginnings

3 hours 52 min ago
Published 21 August 2018 | Legend of the Five Rings RPG Humble Beginnings

Character Creation in the Legend of the Five Rings Roleplaying Game

Order your own copy of the Legend of the Five Rings Roleplaying Core Rulebook at your local retailer or online through our website today!

Tales of harrowing tribulation, perplexing mysteries, and glorious battle do not arise of their own volition; they are born of deeds—from those who endure what others cannot, learn what others do not, and brave what others will not. Before your adventures across Rokugan begin in the Legend of the Five Rings Roleplaying Game, you will make a series of choices to describe not only your character’s statistics and powers, but also their personality and place in the world.

Whether you have a firm concept in mind—a temple guardian who strictly follows his clan’s beliefs, or a contemplative monk whose curiosity sometimes gets the better of her—or you’re starting from scratch and exploring as you build, your character comes alive by answering the Game of Twenty Questions. What’s more, character creation is one of the key differences between the Legend of the Five Rings Roleplaying Core Rulebook and the Beginner Game!

Join us today as we take our first look at character creation in Legend of the Five Rings Roleplaying!

Approaching the Elements

Before we get into questions and answers, first we must explore the elements that compose every character. In the Legend of the Five Rings Roleplaying Game, characters are not defined with stats representing their strength, or their quickness, or their knowledge. Instead, the foundation of your character lies in their worldview and personality. The five core attributes, or Ring Values, align with the power of the Five Rings. Thus, your character’s traits are listed as Air, Earth, Fire, Water, and Void, each with a numerical score.

Each element stands for different traits that may be more or less present in your character:


Air: Subtlety, cleverness, shrewdness
 


Earth: Discipline, toughness, measured action
 


Fire: Passion, creativity, quickness
 


Water: Adaptability, observation, trustworthiness
 


Void: Enlightenment, spirituality, awareness
 

These connections start to come into play when you use a skill check to overcome a challenge. The appropriate ring depends on your character’s attitude and intentions, which means that similar or identical tasks can be approached in myriad ways.

For example, a courtier may be attempting to moderate a trade negotiation between two parties. If she genuinely wishes to see an equitable outcome, she may use a Water approach, while attempting to manipulate one side into accepting a disadvantageous contract becomes an Air approach. A noble general uses Earth to maintain discipline and order among her troops, while she would use a Fire approach to rouse her warriors’ hearts to bravery and glory on the dawn of battle.

As you create your character over the Game of Twenty Questions, your Ring Values change to reflect the history, personality, and goals of your character!

Answer the Questions

The first questions of character creation are some of the most important, reflecting your character’s core identity. For example, as your very first question, which guides all other essential choices, is your character’s clan. Are they an enigmatic Scorpion? A diplomatic Crane? A noble Lion? Your character’s clan dictates a great deal of your character’s story, both past and future. How others react to them, how their education shaped them, what ties they have to clan and family—all of these things and more return directly to the choice of clan.

Appropriately, your clan choice is also the first facet of your character that affects your Ring Values. For instance, a Crab Clan character will receive a higher Earth Ring and Fitness skill, as befitting a member of a clan renowned for toughness and resolve. A Phoenix Clan member instead gains an increased Void Ring and Theology skill, reflecting the meditative training all Phoenix receive as an essential part of their culture.

While all members of a particular clan start with the cornerstone of their clan bonuses, every subsequent question adds new layers, and further exploration into your character can cause significant (and interesting!) divergences.

Family Ties

For the second question, you must delve deeper into your character, and decide what family your character belongs. Each clan contains numerous large families, who all serve the clan and Empire in different ways.

The Lion’s Matsu family, for instance, are legendary warriors, fierce as they are loyal, while the Shiba family serving the Phoenix clan entwine their martial training with a close understanding of the mystical shugenja they protect. Both families are traditionally bushi, but each see their role and duty in different ways.

Like the choice of a clan, the family your character comes from also confers attribute benefits. A Dragon Clan member of the Kistuki family would have been raised around courtiers and magistrates, so this character would gain increased Government and Sentiment skills, as they have a better understanding of the workings of the courts and the nuances of interpersonal communication. Additionally, the character chooses between an increased Air Ring or Water Ring, reflecting a tendency toward cleverness or understanding.

The choice of family also influences what material goods your character begins with, as it is the first question that confers koku, the coin of the realm. Even within a clan, this amount can vary. The Unicorn Clan’s Ide family are known as prolific merchants and courtiers, and thus provide nine koku to new characters, while their Iuchi family of priests and shugenja place a much lower value on material goods, claiming only five koku.

Small Pieces of a Greater Whole

While clan and family are core parts of a character’s identity, they only answer the biggest and most blanket questions. In our next preview, we’ll dig even deeper into the Game of Twenty Questions to see how they will flesh out details about your characters that you may have never considered—even as a decades-long veteran of roleplaying games. Conversely, if Legend of the Five Rings Roleplaying is your first roleplaying experience, these questions can serve you for a lifetime in the hobby!

Pre-order your copy of the Legend of the Five Rings Roleplaying Game (L5R02) and Game Master’s Kit (L5R05) at your local retailer or online through our website today.

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Categories: Company News

NAPD's Most Wanted

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | Android: Netrunner LCG NAPD's Most Wanted

The Newest Most Wanted List for Android: Netrunner The Card Game
 

"We stand behind all those who wear the NAPD badge."
   –Commissioner Chen-Mai Dawn

Android: Magnum Opus and the final Android: Netrunner World Championship are now just a few weeks away!

As these events look to draw a close to the game's Organized Play, the developers have assembled a new Most Wanted List (pdf, 6.5 MB) to promote greater diversity among the game's Corps and Runners—and to ensure that the game ends in a healthy place to reward continued play, even after its Organized Play has concluded.

What do these changes entail? For that information we turn to developer Michael Boggs.

Developer Michael Boggs on the Most Wanted List

Hello,

As we worked on this latest Most Wanted List (MWL), our team and playtesters faced a special challenge. Previous MWLs all followed the same key philosophy—to address problems in the meta, while keeping the list contained and welcoming to new and returning players. This MWL, however, is our last, and we’ve decided to tweak our philosophy accordingly.

We still want to keep the list contained, but we felt it was more important than ever to promote a meta that is healthy and long-lasting. As a result, MWL 2.2 is the most aggressive iteration of the list to-date, featuring a number of restrictions and removals on both sides.

Let’s start with the Runner.

Restricted

Clone Chip is coming off of the Restricted list. Mad Dash is taking its place.

  • Clone Chip: Taking Clone Chip off will boost the Shaper faction and Freedom Khumalo, providing both with useful flexibility. This also allows for Clot resurgence, helping to slow Arella Salvatore chains and Titan fast advance, while the boost to Freedom diversifies Anarch’s identity options. On the whole, taking Clone Chip off the Restricted list should encourage a welcome measure of exploration throughout the Runner side of the game.
  • Mad Dash: The extra agenda point from this inexpensive run event gives the Runner a significant amount of value against nearly every Corp archetype. In conjunction with cards such as Indexing, Mad Dash can end games quickly. As such, it has been restricted as a general way to slow Runners.
Removed

Hyperdriver, Mars for Martians, Zer0, and Tapwrm are now removed.

  • Hyperdriver: Hyperdriver enables decks that spend and abuse a massive amount of clicks in one turn. Corps have little way of responding to this style of play, meaning that Hyperdriver decks introduce a negative play experience that is harmful to the larger metagame.
  • Mars for Martians: This has been removed to slow Liza Talking Thunder tag-me builds. Tag-me Liza builds will continue to be strong, though they will no longer be able to gain twenty-plus credits in a single click, forcing them to work a little harder for their Counter Surveillance dig.
  • Zer0: Zer0 has been removed to break up the Anarch’s hottest couple. Both Zer0 and Clan Vengeance were discussed as potential candidates, but Zer0 was ultimately chosen for two reasons. First and foremost, before Zer0, Clan Vengeance existed on the fringe. It was part of strategies that were difficult to successfully pull off but that were exciting if you could do so. Secondly, Anarch has arguably the strongest economic potential in terms of credit gain, card draw, and click compression of all the Runner factions. As such, Zer0 gave Anarch both an oppressive synergy and an economy boost that they did not need.
  • Tapwrm: Tapwrm is being removed, partly due to its synergy with Clone Chip, which is being taken off the Restricted list, and partly to force Runners to find a more diverse set of economic solutions. While Tapwrm isn’t the clear choice for every deck, the decks that do run it can often put the Corp in a lose-lose situation.

On to the Corp!

Restricted

Bryan Stinson, Potential Unleashed, Skorpios Defense Systems, and Surveyor are all being restricted; Violet Level Clearance is moving from Removed to Restricted; and Fairchild 3.0 is coming off of the Restricted list.

  • Bryan Stinson: Bryan is the centerpiece of many exceptionally swingy turns and strategies. If the Runner dips below six credits for even one turn, Bryan can allow the Corp to gain such a massive economic advantage that it effectively ends the game right there.
  • Potential Unleashed: The entire plan for Potential Unleashed revolves around locking the Runner out of servers, something that is really no fun for either party. While this style of play certainly has its place in the game, Potential Unleashed is able to do this all too frequently. Placing Potential Unleashed on the Restricted list still allows for the lock-out style of play but forces the Corp to choose between the identity or Jinteki’s other powerful tool, Obokata Protocol.
  • Skorpios Defense Systems: Skorpios is not being restricted because of its power per se, but because it is one of the identities most prone to negative play experiences. Either Skorpios does absolutely nothing to the Runner or it wrecks their deck—there is no in-between. Playing against Skorpios can oftentimes feel like a coin flip. Placing Skorpios on the Restricted list alongside Hunter Seeker should limit the most abusive uses of the identity and encourage future Skorpios players to explore alternative strategies.
  • Surveyor: Surveyor simply turned out to be stronger than anticipated. If it were three or four influence, it likely would not be Restricted. It’s really a lesson on why higher influence costs are usually better for the game. As it stands, however, Surveyor has become the premier piece of ice for nearly every deck wishing to run some semblance of glacier.
  • Violet Level Clearance: Violet Level Clearance was initially removed to slow Cerebral Imaging. While its removal certainly had an impact, it wasn’t as effective as expected. VLC is still extremely efficient, however, and has moved to Restricted for that reason.
  • Fairchild 3.0: Though Fairchild 3.0 is a very strong piece of ice, it’s not quite on the same level as Surveyor. With Surveyor being added to the Restricted list, Fairchild 3.0 is coming off to ensure that glacier keeps the tools it needs.
Removed

24/7 News Cycle and Cerebral Imaging are being added to the Removed list; Estelle Moon and Museum of History are shifting from Restricted to Removed.

  • 24/7 News Cycle, Estelle Moon, and Museum of History: These cards are all going on the Removed list for the same reason: when they work well, they lead to Corp advantages that the Runner has limited ways of disrupting. And, of course, these cards often work very well.
  • Cerebral Imaging: Even when Violet Level Clearance was on the Removed list, Cerebral Imaging still dominated. More than this, balancing the identity is incredibly difficult; when we limit one build, another springs up almost immediately. For this reason, we’ve decided that it’s better to take CI out of the competitive environment.

Before I go, I want to say that it’s been an absolute honor working with this community. I simply cannot express how awesome it has been to have met, talked to, and playtested with so many amazing and passionate people. Thank you for making my time as the developer of Android: Netrunner such a memorable experience.

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

Categories: Company News

Join the Blue Squadron

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | X-Wing Second Edition Join the Blue Squadron

See the Prizes for X-Wing™ 2018 Season Three Organized Play

“Red and Gold squadron, attack formations. Defend the fleet. Blue squadron, get to the surface before they close that gate.”
     –Admiral Raddus, Rogue One: A Star Wars Story

Upgrade your shields, take evasive maneuvers, and fly with Blue squadron—a whole new series of thrilling dogfights awaits you with the third season of 2018 X-Wing™ Organized Play!

This is a season of massive changes. In September, we'll see the release of X-Wing Second Edition, and in October, we'll revel in the new edition at its first major competitive event, the 2018 Coruscant Invitational. The introduction of second edition also means the conclusion of Organized Play support for first edition. To that end, the 2018 Season Three Tournament Kit is the last to offer first edition prizes—even as it simultaneously offers second edition versions of the same prizes.

First edition or second edition, the prizes from X-Wing 2018 Season Three Organized Play have got you covered, so strap on your flight suits, scramble your fighters, and fly to battle. With all the buzz surrounding second edition and just a little bit of time left to explore all the possible first edition squads, there's never been a better time to enjoy the galaxy's greatest battles!

Fly to Battle Before the Gate Is Closed

There's only a short time to enjoy the last of your first edition Organized Play battles before the transition to second edition, so use it to the best of your advantage!

Perhaps you'll want to experiment with your latest Resistance or First Order squadrons before their ships and pilots go on temporary hiatus until they reemerge as distinct factions in second edition. Perhaps you'll want to practice arc-dodging ahead of the transition to the second edition's heavily reinforced emphasis on maneuvering and firing arcs. Perhaps you'll want to dedicate as much table time as possible to your favorite first edition pilots and upgrades.

However you approach your final Organized Play events for first edition, you'll want to be sure to have fun with them, and you'll be able to add to your enjoyment with the new prizes you can win during Season Three.

The X-Wing 2018 Season Three Tournament Kit features seventeen Core Prize Cards, three Elite Prize Cards, and two Elite Prize Sets to reward you and the other members of your local X-Wing community for your participation—both in your final first edition battles and in the earliest of the second edition battles that follow!

One copy each of the Core Prize Cards and Elite Prize Cards are intended for the event organizer—to keep or distribute at their discretion—but the rest are meant as prize support for your local Stay on Target Tournament or X-Wing league. And it's up to your organizer to decide whether yours will be an event for the game's first or second edition!

Core Prize Card

Ready your squad for future victories with the double-sided, extended-art Shield Upgrade card available to the Top 16 participants of your Stay on Target Tournament or X-Wing league. With the ugprade's first edition text on one side and its second edition ability on the other, this Core Prize Card is a valuable addition to your squadron no matter the edition!

Elite Prize Card

Whether you're looking to the future or trying to race your Blue squadron through the shield gate before first edition support comes to a close, you'll find the double-sided, extended-art Blue Squadron Pilot card to be a valuable addition to your collection.

Like the Shield Upgrade Core Prize Card, this Elite Prize Card features the B-wing's first edition version on one side and its second edition version on the other.

Elite Prize Set

To claim one of the Season Three Elite Prize Cards you need to place among the Top 4 at your Stay on Target Tournament or in your X-Wing league. However, if you place among the Top 4, you might not even opt for the Blue Squadron Pilot Elite Prize Card; you might want to claim an Elite Prize Set of five arcade-style evade tokens.

Importantly, even though these tokens are metallic and not actually colored green, they count as "green" tokens in second edition, just like all your other evade tokens, and you can still use them in Organized Play events even after the transition to second edition.

Stay on Target, Wave Leader

Whether you want to enjoy the current edition as long as you can or you're hoping to usher in the new edition as early as possible—or both—the prizes in the 2018 Season Three Tournament Kit offer you plenty of reason to participate in X-Wing Organized Play.

But as we said earlier, this is a season of massive changes, and even the seasonal Tournament Kit is soon destined for change. The 2018 Season Three Tournament Kit is the last of its kind, and we'll release a new style of kit for future seasons of X-Wing Organized Play, along with the additional support provided by the Deluxe Wave Kits meant to celebrate the arrival of each new wave of X-Wing starfighter expansions.

We'll share more details about the first of these newer kits in the weeks and months to come, so be sure to check back. In the meantime, put on your flight helmet, check your systems, and talk to your local retailer about how you get involved with X-Wing 2018 Season Three Organized Play. You are cleared for launch!

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Get More from Your Troops

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | Star Wars: Legion Get More from Your Troops

Decorate Your Troops with the Star Wars™: Legion 2018 Season Three Ground Assault Prizes

“Imperial troops have entered the base. Imperial troops have entered…”
     –Star Wars: The Empire Strikes Back

Star Wars™: Legion is your gateway to the greatest ground battles in the Star Wars gaming galaxy!

With its detailed miniatures and highly intuitive mechanics, Star Wars: Legion brings your battles to life so vividly you can almost hear the blaster fire and smell the ionized air. And while your troops will want to take cover anytime they hear an AT-ST thudding along the ground or a T-47 Airspeeder roaring overhead, the game's focus on its infantry ensures that your troops will always take center stage.

You need to build infantry into your army to make it legal. You need soldiers to pursue your objectives. And your soldiers are often the ones who most closely tie you to the action. Surrounded by towering war machines and commanded by powerful Force users, these soldiers represent you and me—if we were somehow dropped onto a Star Wars battlefield. They remind us how deadly the combats of Star Wars: Legion can be. They remind us how even a grunt soldier can become a hero and snatch victory out of the jaws of defeat.

Accordingly, we should treat them well. We already want to assign them the best possible commands each round. If we can't keep them all alive, we at least want their sacrifices to prove meaningful. Our soldiers should all know that their efforts made a difference and helped turn the Galactic Civil War in their favor.

Finally, we should honor them with the new extended art unit cards coming in the third season of Organized Play… and that means getting involved!

Coordinate Your Attack

Your games at your favorite local game store are the beating heart of Star Wars: Legion Organized Play. The program exists to help you find more players, enjoy more games, and experience more of all that Star Wars: Legion has to offer. To that end, you'll find each new season of Organized Play accompanied by the release of three new Operations, each of which allows you to enjoy a slightly different take on the game's hard-hitting battles.

Each month, you play a new Operation, and your event organizer will inform you whether you'll be playing its different stages as part of a weekly league, as part of a big one-day event, or with a single "rival" with whom you'll coordinate your games. No matter how you play through the Operation, though, you can earn prizes for your participation.

These prizes are distributed a little bit differently, depending on the type of event your organizer chooses to run, but you earn one Core Prize card at the end of your first game and an Elite Prize token after you complete three games. Each of the Core Prize cards is also available as a Patronage Card that your retailer can offer when you make a Star Wars: Legion purchase (while supplies last). You'll have a chance to win an additional Elite Prize, too, and the more you play, paint your army, and pursue the goals outlined in your Operations, the better your chance will be. Finally, each Ground Assault Kit comes with three Painting Awards to support monthly Painting Contests.

In the 2018 Season Three Ground Assault Kit, you'll find the following Core Prizes, Elite Prizes, and Painting Awards:

  • Core Prizes: AT-RT, double-sided Fleet Troopers / Snowtroopers, E-Web Heavy Blaster Team
  • Elite Prizes: Ion token, Panic token, Standby token
  • Painting Awards: Best Painted Corps, Best Painted Commander, Best Painted Special Forces

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Notably, all of the Core Prize cards in this Ground Assault Kit are double-sided and feature full-bleed extended art. As you would expect, the Fleet Troopers / Snowtroopers card presents all the necessary information for the Fleet Troopers on one side and for the Snowtroopers on the other. The AT-RT and E-Web Heavy Blaster Team cards, however, simply pair the unit card information with a bold and uninterrupted look at the unit's art piece on the reverse side—an image worthy of the sacrifices made by any of these units destroyed in battle.

Continue Your Battles Across the Galaxy

Prizes are great, but the true highlight of the 2018 Season Three Ground Assault Kit is the introduction of three new Operations for you to enjoy with your local community!

  • Operation: Superior Position is an Ambush Operation that supplements your starting army of 300 points with a pool of Incoming Reserves that may be deployed later in the game in increments of 100, 200, or 300 points. You’ll need to seize control of the game’s objective tokens in order to bring these forces into play, so you can expect these tokens to be fiercely contested!
  • Operation: Deep Jungle carries you through a series of four Raids, each of which is played within the confines of a 3’ by 3’ play surface. While you and your opponent battle for control of an abandoned weapon facility, you’ll each start with a relatively small force. As you battle your way into the facility, however, you’ll be able to claim new weapons and gear to upgrade your units. Since these upgrades remain with your units for your subsequent battles, you may find yourself forced to decide whether to pursue tactics better for your current battle—or aim for the upgrades that might position you better in the long-term!
  • The games Special Forces and Operatives will feature prominently in Operation: Shadow, an Escalation event that will have you and your opponent hunting for each other's secretly selected priority units. Your inital army for this event will start at 300 points—with no Commander—and will build to a total 900 points over the course of four games.

Naturally, these Operations each feature a unique set of rules and achievements to ensure they promote fresh and memorable play experiences. They will be made available shortly. In the meantime, to get a better idea of how the game's Operations feel when you're in the trenches, you can read the article "More Than Miniatures," in which guest writer Charles Bryers recounted his personal experience with Operation: Blue Metal.

Fight for a Cause

There's more at stake in Star Wars: Legion than your battlefield and your immediate objectives. There's a Galactic Civil War raging throughout the stars, and once you're ready to play your part, the Star Wars: Legion Organized Play program will be waiting for you.

Is it your time to be a hero? Help decide the fate of the galaxy. Sign up for the Galactic Empire or the Rebel Alliance. Talk to your local retailer today about getting involved in Star Wars: Legion Organized Play!

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© & ™ Lucasfilm Ltd.

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Don't Upset the Wookiee

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | Star Wars: Imperial Assault Don't Upset the Wookiee

The Prizes for 2018 Season Three Star Wars™: Imperial Assault Organized Play

"Droids 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

A raging Wookiee can be seen in one of two ways:

If you've angered the Wookiee and it's coming after you, you might see the Wookiee as a worrisome force of destruction. Its low growl, towering form, obvious strength, and renowned ferocity may have you questioning your life decisions—even as you look for ways to extend your suddenly fragile lifespan.

If, however, the Wookiee is your ally, and it's lunging into a pack of Stormtroopers who, much to their surprise, find themselves tossed about like rag dolls, you might view the Wookiee's rage from an entirely different perspective. You may see it as the manifestation of its fierce loyalty and its bravery—its unrelenting nobility of spirit.

No matter how you view a raging Wookiee, though, you'll have your chance to get a better look at one during 2018's third season of Organized Play for Star Wars™: Imperial Assault!

A celebration of the Imperial Assault skirmish game, Imperial Assault Organized Play helps you find other players, enjoy more of the game's tactical combats, and see new and interesting strategies. Better yet, your participation in Organized Play events puts you in contention for a whole host of custom prizes, including an extended art version of the Wookiee Avenger skirmish card!

See What You Can Scavenge

The 2018 Season Three Tournament Kit for Star Wars: Imperial Assault comes with seventeen Core Prize Cards, three Elite Prize Cards, and two Elite Prize Sets. One of these Core Prize Cards and one Elite Prize Card are the event organizer's to keep or distribute at their discretion, but the other prizes are all up for grabs, awarded to those commanders who can best balance their pursuit of objective points with their destruction of enemy forces.

Whether you enjoy your skirmish battles in an Entanglement Tournament or over the course of an Imperial Assault league, you can claim one of the Core Prize Cards for finishing among the Top 16 participants, and if you finish among the Top 4 participants, you'll be able to choose one of the Elite Prize Cards or Elite Prize Sets.

Core Prize Card

The Top 16 participants in each Season Three 2018 Entanglement Tournament or Imperial Assault league receive a double-sided, alternate art version of the popular Jawa Scavenger unit. One side features the standard Jawa Scavenger while the other features the elite version, which allows your Mercenary army to recruit up to three Droid groups from any other affiliations.

Both sides boast an action-packed illustration by Audrey Hotte, who depicts the yellow-eyed smuggler returning enemy fire from the cover it has taken behind a pile of scrap.

Elite Prize Card

Battle your way into the Top 4 of your Entanglement Touranment or Imperial Assault league, and you'll earn the chance to claim an Elite Prize Card or Elite Prize Set. If you choose the Elite Prize Card, you'll be able to bring Chewbacca to your games, bigger and bolder than ever!

This extended-art version of the Wookiee Avenger skirmish upgrade features all the same game information as the version from the Heart of the Empire campaign expansion, but it boasts a version of Chewbacca that can no longer be contained by the standard art frame.

When Heart of the Empire was released, players everywhere were exicted for its skirmish upgrades because they meant we'd see more of Darth Vader, Han Solo, and Chewbacca. And now that we've seen them feature on more and more tables, this upgrade allows you to get an even better look at everyone's favorite Wookiee.

Elite Prize Set

Alternatively, if you make the Top 4 and don't claim the Wookiee Avenger Elite Prize Card, you can upgrade your collection of Imperial Assault tokens with the five Weaken tokens featured in the Season Three 2018 Elite Prize Set.

These acrylic tokens feature purple paint atop a frosted white base and hinder the attack and defense of any figure that suffers them—perfect for anytime you find yourself on the wrong side of the raging Wookiee!

Bolster Your Army

Before you send your army into the thick of combat, you want to give it every advantage—including the enhanced cosmetic appeal provided by the custom cards and tokens in the 2018 Season Three Tournament Kit.

Jawa Scavengers, raging Wookiees, and stunning Weaken tokens—it's all in there, and it's all yours to win. So talk to your favorite local retailer today to find out how you can get involved with Imperial Assault Organized Play!

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© & ™ Lucasfilm Ltd.

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Way of the Light

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | Star Wars: Destiny Way of the Light

See the Prizes for Star Wars™: Destiny 2018 Season Three Organized Play

"You must feel the Force around you. Here, between you… me… the tree… the rock… everywhere!"
     –Yoda, Star Wars: The Empire Strikes Back

The Force is all around you. It can be a powerful ally. And if you master your deckbuilding with the recent Way of the Force Booster Packs, you should fare well in your confrontations during the third season of 2018 Star Wars™: Destiny Organized Play!

Designed to help you meet more players and enjoy more games, the Organized Play program for Star Wars: Destiny features multiple levels of events—running from the seasonal Clash of Fates Tournaments you can enjoy at your favorite local game store, through the Galactic Qualifiers that take place at select conventions, and all the way up to the game's pinnacle of competitive play at its World Championship.

But no matter your aspirations, your journey begins with your local retailer. Only a fully trained Jedi can possibly hope to conquer the world's best Star Wars: Destiny players, and the seasonal events at your local retailer are your training grounds. Only there can you complete your training—and win custom prizes for doing so!

Through the Force Things You Will See

Reach out with the Force to find an Organized Play event near you, and you might do more than complete your training—you might also discover new deck designs and claim one or more exclusive Season Three prizes.

Whether your event organizer uses the contents of the Season Three 2018 Tournament Kit to support a Clash of Fates Tournament, a local league, or some other style of event, your participation will put you in the running for one or more of the kit's seventeen Core Prize Cards, three Elite Prize Cards, and two Elite Prize Sets.

One of the Core Prize Cards and one of the Elite Prize Cards are intended for the event organizer—to keep or distribute at their discretion—but the rest are up for grabs, awarded to the players who most successfully engage in their "What if?" Star Wars: Destiny dice-and-card battles.

Core Prize Cards

Finish among the Top 16 participants, and you will claim an alternate art copy of Way of the Light with artwork by Aurone Folny that depicts Kanan Jarrus deep in meditation.

This common card is the perfect counter to the dark side's anger, fear, and aggression. For one resource, it allows you to remove any non-hero die, even allowing your Jedi to stand without fear against an AT-AT or Planetary Bombardment.

Elite Prize Cards

Finish among the Top 4 participants of your local Organized Play event, and you'll be able to choose from among the event's Elite Prize Cards and Elite Prize Sets. If you choose the Elite Prize Card, you can face your future opponents while wielding an extended art version of the powerful Darksaber.

Elite Prize Set

Even if you follow the way of the light side, you will likely deal—or at least suffer—damage during your matches. After all, the conflicts of Star Wars: Destiny are fast and furious, with plenty of back-and-forth action.

Make your way into the Top 4 at your local event, however, and you might be able to claim one of the sets of acrylic damage markers available in the Season Three 2018 Tournament Kit. Featuring red paint atop a smoky background, these damage markers can lend a sense of nobility to the damage you suffer—or if you use them to track the damage you deal to your opponents, they may serve as a subtle reminder of the lure of the dark side.

Master the Force

Whether you're a Jedi Master or a Padawan looking for your first introduction to the Way of the Force Booster Packs and the many possibilities they represent, the Season Three 2018 Organized Play events at your favorite local game store are your training grounds.

Meet new players, play more games, discover new cards, and master new strategies. A whole galaxy of adventure awaits you with Star Wars: Destiny Organized Play. Talk to your local retailer to learn how you can get involved!

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© & ™ Lucasfilm Ltd.

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Demolish the Opposition

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | Star Wars: Armada Demolish the Opposition

Enjoy a New Season of Epic Fleet Battles with Star Wars™: Armada Organized Play
 

"Intensify forward firepower!"
     –Admiral Piett, Star Wars: Return of the Jedi

Add more firepower to your games of Star Wars™: Armada with the prizes available in the third season of 2018 Organized Play!

Star Wars: Armada Organized Play exists to help you meet more fleet admirals, command your cruisers through more battles, and to expand your awareness of all that's possible within this miniatures game of epic Star Wars fleet battles. The program's vanguard are the friendly local game stores that run events. Talk to your local retailer to see how you can get involved.

Bring Your Turbolasers Online

Whether your event organizer uses the Season Three prizes to support a local league, a Fleet Patrol Tournament, or some other style of event, your participation puts you in the running for a number of custom prizes.

Each Season Three 2018 kit comes with seventeen Core Prize Cards, three Elite Prize Cards, and two Elite Prize Sets. One of the Core Prize Cards and one of the Elite Prize Cards are reserved for the event organizer—to keep or distribute at their discretion—but the other items are yours to earn!

Core Prize Card

Finish among the Top 16 participants of your league or Fleet Patrol Tournament, and you'll earn a copy of the season's double-sided, extended-art upgrade card. With the Skilled First Officer on one side and Dual Turbolaser Turrets on the other, this full-bleed upgrade card allows you to add some versatility and long-range firepower to your fleet—all while making it look fantastic!

Elite Prize Card

Prove yourself capable enough as a commander to fight your way into the Top 4, and you'll be able to choose either a set of Elite Prize tokens or one of the season's double-sided, extended art Elite Prize Cards.

Featuring the Demolisher on one side and Home One on the other, this card grants you access to two of the game's greatest ships—either of which could be viewed as an appointment worthy of the greatest of admirals.

Elite Prize Set

To fly and battle your way toward the top of your Fleet Patrol Tournament, you'll need to plan ahead. Among other things, that means knowing when you'll need to reveal your Navigation commands—and when you'll need to back up the command from your dial with the extra maneuverability provided by a token.

Accordingly, if you fly your way into the Top 4, you might lay claim to the season's set of acrylic Navigation tokens. Featuring bold red paint atop a frosted white base, these tokens don't just empower your maneuvers; they make them look good!

All Hands to Battle Stations!

With their sleek designs and extended art, all of the Season Three 2018 prizes go a long way toward adding style and firepower to your favorite Armada fleet. But to claim these prizes? You've got to participate in Organized Play at your local retailer!

So get your crew to their battle stations and fly into battle. Talk to your favorite local retailer today to find out how you can get involved with Season Three 2018 Organized Play for Star Wars: Armada!

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Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars galaxy. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy.

© & TM Lucasfilm Ltd.

 

Categories: Company News

Scorpions Win the Imperial Favor

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | Legend of the Five Rings LCG Scorpions Win the Imperial Favor

The 2018 Season Three Stronghold Kit for Legend of the Five Rings

The Scorpion could sell what they knew, or offer to remove the threat… or, if necessary, create a spark in just the right place to turn this pile of tinder into a wildfire. Whatever served their purpose best.
     –Marie Brennan, In the Garden of Lies (Part II)

So far, this year has been very good to the Scorpions of Legend of the Five Rings: The Card Game.

Led by Bayushi Shoju, Bayushi Kachiko, and the many samurai who have represented them in Organized Play, the Scorpions have insinuated themselves into numerous positions among the game's highest ranks, and they have seen many of their most far-reaching schemes move slowly, surely, toward fruition.

They continued to make excellent use of the information their spies presented to them, winning tremendous influence within the Imperial court and the distinction of hosting the Emperor's Winter Court. They surprised both the Lions and the Crane by winning Toshi Ranbo by way of Imperial decree. And, most recently, they have won the Imperial favor heading into the third season of 2018 Legend of the Five Rings: The Card Game Organized Play.

This means that the 2018 Season Three Stronghold Kit will be—like so many other things in 2018—themed to honor the Scorpions and their cunning.

Scorpion samurai enjoyed enough victories throughout the months supported by the Season Two Stronghold Kit that they ran away with the Clan Vote, and the Season Three Kit will, therefore, feature a plastic Imperial Favor card lavishly decorated with Scorpion art.

Which Clan Will Shine in Season Three?

Startled and spurred to action by the Scorpion clan's dominating start to 2018 Organized Play, the other clans will certainly push back hard in Season Three. They'll delve the Scorpion secrets revealed in the Underhand of the Emperor Clan Pack, and they'll use their knowledge of these new Scorpion tactics to find greater success in the battles supported by the 2018 Season Three Stronghold Kit.

You can represent your clan's interests by joining these battles. They're your chance to refine your skills and to experiment with new techniques. You'll be able to explore the courtier's greatest arguments and the swordmaster's cleanest cuts. You'll resist the ambushes set by other clans, you'll confront their lies in the Imperial court, and you'll find your chance to claim not only honor, but riches—and the chance to sway the Emperor and help your clan win the Imperial favor.

Each Stronghold Kit for Legend of the Five Rings: The Card Game contains enough prizes to support three Conflict Tournaments or three Dynasty Leagues—or a combination of Conflict Tournaments and league play. The kit's flexibility ensures your local event organizer will be able to structure the events in the way that best supports your community.

In addition, the 2018 Season Three Stronghold Kit supports a special Harness the Elements event. This event celebrates the additional roles each clan has gained with the close of the Toshi Ranbo Kotei Series and comes with its own array of prizes—including an exclusive playmat and engraved wooden cards for each of the game's elemental roles.

You can download the 2018 Season Three Stronghold Kit Event Outline below to review the entire list of Season Three prizes and their recommended distribution.

Event Outlines 1.0 MB
2018 Season Three Stronghold Kit 31 Jul 2018

Of course, there's more at stake during your Season Three battles than just the prizes. There's your honor—and the strength of your clan. Fight your way to the top of any of your store's Season Three Conflict Tournaments or Dynasty Leagues, and you will earn a code card and the right to support your clan in the Imperial court.

You'll use your code to vote for your clan on L5RVote.com, and in so doing, you'll support the rest of your clan in your efforts to gain Imperial recognition. At the end of Season Three, your votes will determine which of the Great Clans will be honored by the prizes of the 2018 Season Four Stronghold Kit!

Find Honor Through Victory

Every samurai in Rokugan suspects the Scorpion of underhanded tricks and dishonorable tactics. The problem is that very few can catch the Scorpion in the act. Now the Scorpion have risen to a position of tremendous influence, and it's almost as though they can whisper directly into the ear of the Emperor himself.

But the world demands balance, and the other Great Clans must rise. Which of them will prevent the Scorpion from ensaring the Emerald Empire within their web of lies? Which clan can lead Rokugan back toward a path of honor and glory?

Play your part in shaping the Emerald Empire. Support your Champion, and rally the other members of your clan. Talk to your favorite local game store about how you can take part in the third season of 2018 Organized Play for Legend of the Five Rings: The Card Game!

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Categories: Company News

The Fire Is Mine

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | A Game of Thrones: The Card Game The Fire Is Mine

The Prizes for 2018 Season Three A Game of Thrones: The Card Game Organized Play

"The fire is mine. I am Daenerys Stormborn, daughter of dragons, bride of dragons, mother of dragons, don't you see? Don't you see?"
     –George R.R. Martin, A Game of Thrones

One single moment forever changed Daenerys Stormborn and the course of history—the birth of her dragons.

Before their birth, she was a girl of tragedy, the last Targaryen princess, orphaned and sold as a bride to a barbarian warlord. Her brother had fallen to madness and died beneath a crown of molten gold. Her husband died. Their unborn child was claimed by bloodmagic, stillborn and monstrous. And then Daenerys brought her dragon eggs into her husband's raging funeral pyre. She stepped into the fire. Her dragons were born, and Daenerys was a victim no longer. She was a legend—the Mother of Dragons—a conquerer and the Targaryen heir to the Iron Throne.

This majestic Targaryen and her legacy of fire and dragons are yours to harness with the prizes from third season A Game of Thrones: The Card Game Organized Play.

Whether you've just picked up your first Intro Deck or you're a battle-scarred noble contending for the Iron Throne, A Game of Thrones: The Card Game Organized Play is designed to help you find more players, play more games, discover new deck designs, hatch more schemes, and enjoy more of all that the game has to offer. Your participation even puts you in contention for a host of custom prizes!

Fire and Blood

Themed around Daenerys and her dragons, the 2018 Season Three Tournament Kit for A Game of Thrones: The Card Game contains seventeen Core Prize Cards, three Elite Prize Cards, and three Elite Prize Sets. One copy each of the Core Prize and Elite Prize Cards are intended for the tournament organizer, who can keep or distribute them at their discretion. The rest, however, are up for grabs!

Core Prize Card

Whether your event organizer uses the Season Three Tournament Kit to support a March to Battle Tournament, a league, or another similar event, you'll be rewarded for your placement in the Top 16 with a stunning copy of the popular Plaza of Pride, featuring extended, alternate art by Tomasz Jedruszek.

Elite Prize Card

Should you find your way into the Top 4 of your A Game of Thrones tournament or league, you'll be able to choose one Elite Prize Card or Elite Prize Set. If you choose the card, you'll find no one less than the Mother of Dragons striding toward you.

With full-bleed alternate art by Magali Villeneuve, this majestic version of Daenerys Targaryen arrives from The Faith Militant Chapter Pack, her dragons circling about her in the air, her silver hair flowing in the breeze, and flames erupting from the ground behind her.

Elite Prize Set

Dragons allowed the Targaryens to conquer Westeros. Atop their dragons, Aegon the Conqueror, Visenya, and Rhaenys drowned their enemies in fire and blood, and it was with dragonfire that Aegon shaped the Iron Throne from his enemies' melted swords.

Conquer the field at your March to Battle Tournament, or in your A Game of Thrones: The Card Game league, and you may also cover the fields of battle in fire and blood. Participants who make their way to the top of a Season Three Organized Play event and do not claim the alternate art Daenerys Targaryen card will claim an Elite Prize Set of acrylic Targaryen tokens.

Set the World on Fire

You can't claim the Iron Throne if you don't try, so be sure to take full advantage of the upcoming season of A Game of Thrones: The Card Game Organized Play. Learn the ropes from your dancing master, raise an army with borrowed gold, or incinerate your foes with dragonfire. No matter your level of experience, your local game store's in-store events offer you a chance to experiment with new decks, discover new strategies, witness clever plots unfolding, and make your bid for a collection of custom prizes.

Learn how you can get involved with A Game of Thrones: The Card Game Organized Play. Talk to your favorite local game store today!

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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.

Categories: Company News

Always Be Running

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | Android: Netrunner LCG Always Be Running

Access the Prizes for 2018 Season Three Android: Netrunner Organized Play
 

“The code isn't important. It's where the code takes you that is important.”
     –g00ru

In the setting of Android: Netrunner, the network—that labyrinthine, ever-evolving mess of communications infrastructure—is more than a tool, more than a potential treasure trove, and more than a battlefield. It is humanity’s greatest cultural achievement. It links everyone in the world and beyond, and its data forms the digital language of our lives, our dreams, and our aspirations.

The network—here—is also a metaphor. After all, there are two networks in Android: Netrunner, and both of them bring people together—allowing them to share their knowledge and experiences.

Just as there is a network in the Android setting's not-too-distant future that connects earthlings with the citizens of Luna and Mars, and just as that network allows those people to communicate, work, and play together, there is a network of players that gives life to the game's high-stakes cyberstruggles. The game will soon end, and at that time it will no longer receive support from Organized Play, but the network of players will still exist.

Accordingly, there's still cause for celebration. The 2018 Season Three Tournament Kit for Android: Netrunner offers you plenty of reason to go out and connect—or reconnect—with your local network of players. Meet new players. Play more games. Discover new strategies… And win cool prizes for getting involved!

The Takeaway

The 2018 Season Three Tournament Kit for Android: Netrunner will be the game's last official Tournament Kit. Season Three will lead us into the game's final World Championship at Android: Magnum Opus, and then the game will receive no more support from Organized Play.

So… how resilient can you make your network? The Corps won't go away. The Runners won't go away. All the cards that have been designed and released will continue to circulate and tempt clever players with their whispers of hidden synergies and overlooked economic advantages. They'll continue to tempt Runners and Corps alike with their promises of rich rewards… never mind the risks. And if you're looking to backup your personal network, then you'll want to use your Season Three games and events as an opportunity to reinforce your core group and branch out to newer players.

Whether you're looking to assemble a group of Runners and Corps committed to the game's cyberstruggles even after its conclusion—or if you're just looking to round out your collection of custom cards at the game's end—you'll find your efforts in Season Three rewarded by a variety pack of custom prizes, including seventeen Core Prize Cards, three Elite Prize Cards, and two Elite Prize Sets.

One of the Core Prize Cards and one of the Elite Prize Cards are set aside for the event organizer to keep or distribute at their discretion, but the rest are for you to win, to collect, or to mesmerize fresh young Runners with the secrets of your favorite servers.

Core Prize Card

Your path to anarchy begins as a thing of beauty with the 2018 Season Three Core Prize Card, an extended art version of Black Orchestra.

Elite Prize Card

Even at the conclusion of the game's Organized Play, bluffs and counterbluffs remain as central as ever, and few cards will allow you to reveal your bluff as beautifully as the extended art NGO Front included in the Season Three Tournament Kit as an Elite Prize Card.

Of course, you'll have to know a thing or two about bluffing in order to claim a copy. You'll need to make the Top 4 at a Season Three Critical Run Tournament if you hope to claim this card as your reward.

Elite Prize Set

Alternatively, if you make the Top 4 at a Season Three Critical Run event, you might choose to claim one of the season's Elite Prize Sets, an Anarch-themed acrylic click tracker. Time is always ticking down, and you can count it down beat by beat by assembling your click tracker… or by pulling it apart.

Link Your Servers

An isolated server may be safe from Runners, but it's worth nothing. The world of Android wasn't built on secrets that did nothing more than catch dust; it was built on the network—on the monumentally fast and efficient transfer of data that permeates every aspect of life.

Your enjoyment of the game also depends on the network—your network of players—and the third season of 2018 Organized Play is your final chance to enjoy and take advantage of the game's official support. So talk to your favorite local retailer about getting involved. Get others involved. Revel in your games. Enjoy the prizes. Use them well. Always be running!

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

Categories: Company News

Defend the Pass

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | Runewars Miniatures Defend the Pass

See the Prizes for Runewars Miniatures Game 2018 Season Three Organized Play

"Place me at the head of a mustered Army of the Realm, my peers, and I will venture forth to eradicate the traitor in the Mistlands and the undead with him."
     –Baron Zachareth

One of the most divisive characters in all of Terrinoth arrives to the Runewars Miniatures Game Organized Play in 2018 Season Three!

Hailed by some as the Savior of Carthridge and reviled by others as the Betrayer of Carthridge, Baron Zachareth is easily one of the most powerful and notorious of all Daqan Lords. His mastery of both swordplay and sorcery appears to be matched only by his ambition, and he has already shown himself willing to experiment with magic in ways that other scholars and sorcerers deem exceedingly rash and dangerous.

But the magical secrets Zachareth has uncovered may end up giving the Daqan the strength they need to stand against Waiqar's undead hordes, the bloodthirsty Uthuk Y'llan, and all the other evils they may face.

In 2018 Season Three, you'll find Zachareth ready to lead whatever Army of the Realm you muster, and then hold the nearest pass against the incoming hordes.

The Spoils of War

The 2018 Season Three Challenge Kit for Runewars Miniatures Game contains 54 Core Prize Cards, 10 Elite Prize Cards, and 10 Elite Prize Sets intended to support three Strategic Encounter Tournaments or Runewars Miniatures Game leagues. One copy of each different Core Prize Card, Elite Prize Card, and Elite Prize Set are intended for the event organizer to keep or distribute at their discretion. The rest of these prizes, however, are yours to claim on the field of battle!

Core Prize Cards

The 2018 Season Three Challenge Kit is designed to support up to eight players in three different Strategic Encounters or Runewars Miniatures Game leagues and comes with eight Core Prize Objective Cards and eight Core Prize Deployment Cards for each event.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 468 }; $('#C3F2').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 468 }; $('#CDFB').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 468 }; $('#13E9D').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 468 }; $('#9504').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 468 }; $('#16D00').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 468 }; $('#4EA3').colorbox(opts); }); Elite Prize Cards

At each of the season's Strategic Encounters, or in each of its leagues, you'll have the chance claim an Elite Prize Card or Elite Prize Set. To do so, you'll need to win both rounds of your event or paint your figures well enough to win the associated Painting Award.

Alternatively, you might just win an Elite Prize Card or Elite Prize Set at random. Each of your achievements is tracked alongside the achievements of each other attendee. These are all assigned numbers on the event's Encounter Guide, and at the end of each event, your organizer will use these numbers to distribute the event's remaining Elite Prizes at random.

Either way, if you manage to claim a copy of the season's Elite Prize Card, you'll be able to add Baron Zachareth to your army with larger-than-life extended art!

Elite Prize Sets

Of course, if you'd rather crush the Daqan Lords than support them, you might trample over Baron Zachareth in favor of one of the season's Elite Prize Sets. In this case, you'd find a set of five acrylic Panic tokens, such as you'd assign to your enemies with your Wraiths' Corruption Rune or Unhallowed Wind.

Do Something Extraordinary

War is coming. As the ravaging hordes draw ever nearer, will you place your faith in established traditions? Or will you, like Baron Zachareth, seek new ways to strengthen yourself and your armies?

No matter your decision, you'll have plenty of chances to put your theories to the test during the battles of 2018 Season Three Organized Play. Take advantage of your opportunity to get involved and win custom prizes. Talk to your favorite local retailer today!

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TM & © 2016 Fantasy Flight Games.

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A Call to Adventure

Tue, 08/21/2018 - 03:25
Published 20 August 2018 | Heroes of Terrinoth A Call to Adventure

Announcing the Heroes of Terrinoth Gamemat

Order your own copy of the Heroes of Terrinoth Gamemat at your local retailer or online through our website today!

Evil has besieged Terrinoth on all sides, and the great realm is not what it once was. Many great cities have been cast down in ruins, and many wondrous secrets and powerful artifacts have been lost. Everyone dreams of spinning their own tale, of forging their own legend, of returning Terrinoth to its former glory.

But adventuring in Terrinoth relies on more than just cunning, skill, and luck. You have to properly prepare for your journey if you're going to overcome the challenges that await and defeat terrifying enemies on your quest to become a hero of Terrinoth!

To ensure that you are fully prepared, Fantasy Flight Games is proud to announce the Heroes of Terrinoth Gamemat for Heroes of Terrinoth!

This 26" x 26" gamemat is perfect for use with Heroes of Terrinoth, an upcoming cooperative card game of questing and thrilling adventure. With a slip-resistant backing, the Heroes of Terrinoth Gamemat forms the setting for your journey. A stunning map of Terrinoth ensures your champions can always find their way, and clearly marked spots for the scenario card, exploration deck, enemies, and other key items means that you always have a clear view of the situation at hand! 

A New Adventure

Prepare for your adventures with the Heroes of Terrinoth Gamemat! With no small amount of obstacles awaiting you and your friends, you’ll need all the help you can get to ascend to the level of the heroes of old. With the Heroes of Terrinoth Gamemat, you’ll be prepared before you even take your first step.

Prepare for your journey with the Heroes of Terrinoth Gamemat (TER02), available for pre-order now from your local retailer or your website!

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The Meaning of Skill

Sat, 08/18/2018 - 06:23
Published 17 August 2018 | Legend of the Five Rings RPG The Meaning of Skill

Preview Skill Checks in Legend of the Five Rings Roleplaying

Order your own copy of the Legend of the Five Rings Roleplaying Core Rulebook at your local retailer or online through our website today!

In the land of Rokugan, adventure awaits you. War, intrigue, and arcane mysteries will beset your journey, but you are not without power. In Legend of the Five Rings Roleplaying, your samurai’s skills, ambition, and honor will guide them through tumultuous times toward victory and glory, but not without cost or opposition.

Whether mighty bushi, cunning courtier, or mystical shugenja, skill checks are the fundamental interactions you and your character will have with the game itself to determine the course of your adventures, and provide a path to unexpected journeys!

Join us today as we explore how skill checks are made in Legend of the Five Rings Roleplaying and how they will help players and Game Masters shape stories together.

Finding the Path

Like most roleplaying games, Legend of the Five Rings Roleplaying uses dice to determine the success or failure of the tasks that you and other characters are trying to accomplish. These objectives could be very small and immediate (escape a room, convince a guard to let you pass unhindered) or huge and incredibly aspirational (such as finding the original text of an ancient prophecy in a forgotten temple atop a faraway mountain). But just as small steps lead to great adventures, individual skill checks are the foundation for determining your characters’ progress and how the game’s world reacts to their efforts. After all, a skill check in Legend of the Five Rings Roleplaying does not merely mark success or failure, but also what turns of fate may support or hinder an adventure as a whole.

While you're playing the game, the Game Master will determine when a skill check may be appropriate. A character walking across a bridge, even briskly, would not require a skill check, as this is a mundane activity. However, if your character is chasing or evading an opponent, or attempting to cross the bridge as a flash flood is washing away the support beams, then we have a consequence for failure and rolling the dice for a skill check is relevant.

The Flow of Fate

Every skill check in Legend of the Five Rings Roleplaying follows a similar path: determine the approach, roll the dice and choose which to keep, and interpret the results.

The method and attitude that your character exhibits toward the task is called their elemental approach. The approach is relevant because many actions can be accomplished in different ways, depending on the character’s personality and intentions. For example, you and Game Master may decide that your sword master is currently relying on precision and studied discipline in their strikes, which means the elemental approach is Air. A bushi whose sword is meant to be a ferocious talon, cowing their opponent with a combination of overwhelming speed and passion for battle, is using the approach of Fire.

After determining your character's approach, you'll gather the dice that you need. For your chosen elemental approach, you'll look at your character's ability in that ring and grab that number of black six-sided dice—ring dice. Then, your character’s training in the specific task is applied and you'll take white twelve-sided dice (called skill dice) equal to your skill number. These dice are all rolled together—but you can only keep a number of dice equal to your character’s ring score, which can lead to some tough choices.

Each die offers a number of symbols that all represent different things:

Success: This symbol counts as one success toward achieving your goal. Some checks will only require one success for relatively simple tasks, while more difficult tasks can require more successes.

Explosive Success: Not only is this symbol counted as one success, but you may also roll an additional die to increase your chances of a better result. On difficult challenges, this can allow your character to overcome truly formidable opposition.

Opportunity: Opportunity doesn't count as a success for the action, but it is a narrative tool representing a beneficial turn of fate. With opportunity, the character may notice something about their surroundings, or add a positive narrative twist that can make their successes even greater or their failures salvageable.

Strife: The other side of the narrative coin is strife, which indicates unchecked emotion and inner turmoil that can destabilize your character. These emotions are not necessarily good or bad, merely strong. A character’s mounting strife may cause them to act out in rage against an adversary just as easily as it may cause them to abandon decorum and show their open affection for another person.

Once the dice have been rolled, you'll choose to keep a number of dice equal to your relevant ring score! Sometimes this decision is easy, but if multiple symbols appear together on a single die, the choice can be more difficult. You may need to choose whether to accept success with increased strife, or perhaps balancing success with increased narrative opportunity.

Once the dice have been chosen and the final results tallied, the player and Game Master describe the results together! A sword may find purchase in an opponent’s armor which makes future attacks more deadly, a merchant may assents to a deal but holds a grudge against the character, or a shinobi finds a familiar alley to hide in as her enemies waste time searching in vain.

A Rooftop Chase

When you put it all together, a skill check may look a little like the following:

Kat wants to have her character, Sakura, leap from one rooftop to another while pursuing a suspicious figure fleeing the scene of a crime. She describes her character’s reckless approach to the task—catching up is the most important thing right now! 

The GM decides that since she’s trying to overwhelm a foe with a burst of speed, the check will use Sakura’s Fire Ring and Fitness skill. A rooftop chase is already an impressive feat, and the layer of snow across each surface isn't making anything easier, so the GM determines that Kat will need to roll three successes to achieve her goal. Sakura has a Fire Ring value of three, so Kat picks up three ring dice, along with the single skill die that represents her meager Fitness skill. After rolling, Kat views her results and sees one die showing a success, a second showing an opportunity, a third showing a strife and an oppurtunity, and her skill die showing an explosive success. 

Kat must now choose three dice to keep. Kat needs three success symbols to succeed, but currently only has two. However, if she keeps the explosive success, she gets to roll an additional die, which may give her the final success that she needs! She chooses to avoid strife and keeps the dice showing success, explosive success, and opportunity. Kat rolls an extra skill die for the explosive success, and gains an additional success and a strife!

Kat records her newly gained strife on her character sheet, inching her closer to an innapropriate outburst. Kat then resolves her opportunity, deciding the chase has shaken her target, making him easier to question later. Finally, Kat resolves her three success symbols, which allows Sakura to leap across the gap and tackle her target!

Finding Center

At the core of the mechanics of dice and skill checks is the advancing story that you and your friends are telling together. The goal isn’t to say “yes” or “no,” but to ask “why” and “how.” By fleshing out the narrative of the actions rather than just declaring the actions themselves, players and Game Masters together tell a story of ideals, emotions, and purpose. Honor and glory await!

Stay vigilant for future previews for Legend of the Five Rings Roleplaying where we’ll examine the process of creating interesting and evocative characters, the world they inhabit, and the stories they’ll tell!

Find your center with the Legend of the Five Rings Roleplaying Core Rulebook (L5R02), available now for pre-order from your local retailer or our website!

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What's in a Name?

Fri, 08/17/2018 - 21:23
Published 17 August 2018 | Legend of the Five Rings LCG What's in a Name?

Designer Brad Andres Discusses Naming Cards

A name can say a lot. 

The deck you play in a card game can represent a variety of things—from ancient tomes, powerful spells, and stalwart allies that help you battle Ancient Ones in Arkham Horror: The Card Game, to the schemes and plots you set to motion in A Game of Thrones: The Card Game. To draw players into a game's world and enhance their experience, every one of these cards needs to set itself apart from the others, both thematically and mechanically. In today's Designer Journal, Brad Andres walks us through the delicate design process of choosing names for cards and what it takes for a card to truly stand out from the crowd!  

Brad Andres on the Art of Naming Cards

What’s in a name? A card by any other name would smell as sweet. Right?

Well, cards don’t really smell or taste that sweet (trust me, I checked), and if a card has a stinker of a name it’s not going to be nearly as fun. Today, I’m going to take a closer look at a part of game design that—if done correctly—blends seamlessly with the game experience: coming up with good card titles. I’ll go about this examination by looking at four elements that make up what I’m going to call “Name Theory:” Mechanics, Flavor, Aesthetics, and Functionality. Let’s dive in!

Mechanics

A card’s mechanical function is one of our foremost concerns as designers, and a card’s name has more impact than one might think on a card’s mechanics. The primary mechanical function that a card’s name provides is identity. This is important so that players don't confuse one card for another and that when a player announces they are playing a card, their opponent knows exactly which card they're talking about. We generally try to avoid using card titles that are too similar to one another, especially if the cards also have similar effects. For example, if we printed a card for Legend of the Five Rings: The Card Game called Bonsai!, it would be incredibly easy to mistake the card for the Banzai! $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E1B9').colorbox(opts); }); (Core Set, 204) event in the Core Set.

Another mechanical benefit is that a card's name can provide a preview of what the card actually does, even before reading the ability. A card like Bend the Knee $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C530').colorbox(opts); }); (House of Thorns, 26) from A Game of Thrones: The Card Game, tells you right in the title what it does—it kneels a character! This provides players with a mental shortcut when scanning the cards in their hand.

Flavor

What a card represents in the game’s setting is an essential part of its identity, and the name is integral to establishing that representation within a player’s mind. A good card title can create a story of what happens when the card is played. A card from Arkham Horror: The Card Game, "Look what I found!" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#119F6').colorbox(opts); }); (Core Set, 79), is a great example of this, as it takes the effect of turning failure into opportunity and turns it into a memorable game moment.

A card’s title can also differentiate a game’s setting from many of the other game worlds out there. If we take Descendant of Thorondor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16B67').colorbox(opts); }); (Shadows of Mirkwood, 75), a damage dealing card from The Lord of the Rings: The Card Game, and Lightsaber Throw $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#8EA4').colorbox(opts); }); (Spirit of Rebellion, 72), a damage dealing card from Star Wars™: Destiny, and compare them, we can tell a great deal about the settings of the games they come from.

Descendant of Thorondor tells us something about The Lord of the Rings setting, as well as the general scale and feel of the game, one in which a giant eagle dropping from the sky to rain terror on your foes is appropriate. Lightsaber Throw paints us a different picture of a damage dealing effect, reflecting the high tech level of the Star Wars galaxy, as well as showing the more small-scale conflict present in Star Wars: Destiny. Both of these effects also provide a sense of how destructive these concepts are within the game world, grounding our perception and giving us a relative scale of expectations to work from in the future.

Aesthetics

A card’s title is, in a way, a snapshot of everything about that card, and as such needs to evoke a great deal of information with very few words. The other kicker is that those words not only need to convey that information, but they also need to sound good together! Words are powerful tools, that can be combined to evoke a sense of completeness or togetherness, but when combined incorrectly, they are discordant and actively fight against one another.

If I were to name a card Scary Person, it certainly evokes some of the information that needs to be conveyed, but it’s awkward to say, and comes off as boring and bland. However when we shift that card title to Fearsome Mystic $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#909F').colorbox(opts); }); (Core Set, 91) it feels good to say, and provides a deeper view of both the game’s setting and the mechanics of the card.

Going more in depth, a card’s title can help bind together the elements of a card, tying them into a tight package that feels like a complete and aesthetically pleasing idea. Consumed by Five Fires $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1010F').colorbox(opts); });  (Fate Has No Secrets, 96) is a great example of a card that achieves this. All of the parts of this card resonate to play off the idea of the number five. The card’s cost, its effect, and even the flavor text are linked to a title that rolls off the tongue and provides a sense of completeness.

Functionality

The final aspect is the functional impact of a card’s name, and this is one that players are likely most familiar with. Functionality is concerned with how a card’s name is used not just inside the game, but outside of it as well. We aim to ensure that cards have memorable names, especially for cards that are going to be played most frequently, in order to make it easier for players to talk about the game and discuss theory and strategy. A perfect example of this is the card Nightmares $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#AF00').colorbox(opts); });  (Calm Over Westeros, 99) from A Game of Thrones: The Card Game. The card’s title is simple but resonates well with the card’s effect, making it quite memorable. The card’s effect is also so simple and the name iconic enough that players could even refer to other cards that blank textboxes as “Nightmare” effects. This provides a shortcut that players can use to talk about the game.

Another functional shortcut that names can provide is for use in a cycle of cards. In this sense, a cycle is a group of cards with similar effects, typically with one designed for each faction in the game. By keeping a similar naming scheme for each of the cards in a cycle, players can effectively shortcut discussions about the cards or their effects.

Thanks for taking this stroll through the strange garden of card titles with me. Creating names is an aspect of design that can turn even the simplest cards into truly memorable experiences. Hopefully you now have a bit more insight into all the considerations we take when naming cards. But it does seem like the name is up, so I’ll catch you around next time!

Brad Andres is a designer for KeyForge and Legend of the Five Rings: The Card Game, and he has also contributed to Call of Cthulhu: The Card GameWarhammer: Invasion, and Warhammer 40,000: Conquest. In his spare time, he enjoys video games, terrible puns, and geological “adventures.”

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Outfit Your Agents

Fri, 08/17/2018 - 09:22
Published 16 August 2018 | Star Wars: Age of Rebellion Outfit Your Agents

Specialization and Signature Abilities Decks for Spies Are Now Available

“Disguised as a cargo ship and using a secret Imperial code, a strike team will land on the moon and deactivate the shield generator.”
  
–General Crix Madine, Star Wars: Return of the Jedi

Order your own copies of Spy Specialization Decks at your local retailer or online through our website today!

The Spies of the Star Wars galaxy wage their war in the shadows, desperately battling for any information that might help the Rebel Alliance in their struggle against the Galactic Empire. But just because your character is fighting for information doesn’t mean you have to. Keep your talents and signature abilities at your fingertips with new Specialization Decks and Signature Abilities Decks for Age of Rebellion:

Cover Your Talents

Three new specializations for the Spy career were introduced in the Cyphers and Masks sourcebook, and these three decks give you an easy way to keep your talents easily visible, even as your character slips through the shadows.

You may be running information behind enemy lines with the Courier Specialization Deck, ensuring that the most vital bits of intelligence get to the Rebel specialists who can use it most. You may make a name for yourself by extracting information from unwilling suspects with the help of the Interrogator Specialization Deck. Or, you may isolate yourself from all support, burying yourself deep within the Imperial war machine—all while you feed information back to the Rebel Alliance with the help of the talents in your Sleeper Agent Specialization Deck.

Of course, the best Spies can advance in their craft to unlock truly special abilities—and both of the Spy signature abilities introduced by Cyphers and Masks are reflected in the Spy Signature Abilities Deck. Whether you prioritize foiling enemy agents with the Counterespionage signature ability, or you effortlessly adopt disguises and deceive your target with Unmatched Tradecraft, both signature abilities offer Spies a way to maximize their skills.

Don the Mask

Deceiving the Galactic Empire and gathering vital intel for the Alliance may be the utmost test of your skills and wits—but playing a game of Age of Rebellion shouldn’t be. Keep your talents and signature abilities right where you can see them with these four specialization decks. Order your copy today!

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© & ™ Lucasfilm Ltd.

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The Heights of the Grey Mountains

Fri, 08/17/2018 - 03:22
Published 16 August 2018 | The Lord of the Rings LCG The Heights of the Grey Mountains

The Withered Heath Is Now Available

“That, of course, is the dangerous part about caves: you don’t know how far they go back, sometimes, or where a passage behind may lead to, or what is waiting for you inside.”
   –J.R.R. Tolkien, The Hobbit

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

After days of traveling across the barren lands between the Iron Hills and the Ered Mithrin, your destination is finally within reach. You seek a giant Dragon that could threaten the whole of Wilderland, and you have just discovered tracks leading to the cold heights of the Grey Mountains. There is no turning back now. The Withered Heath, the first Adventure Pack in the Ered Mithrin Cycle for The Lord of the Rings: The Card Game, is now available!

In The Withered Heath, you’ll find a new Tactics hero along with other men of Dale and Beornings ready to accompany you beyond the Edge of the Wild. You’ll need all the assistance they can offer if you’re to complete your mission and secure the safety of all Rhovanion. The Cold-drake you seek will not forfeit its life easily and you must locate it before you can destroy it. But the frosty heights of the Grey Mountains may prove to be an even more formidable opponent. You must steel yourself for the road ahead and see your mission through to the end. 

On the Hunt

The Dragon you seek may be a large beast, but the Grey Mountains are also vast, providing it with plenty of icy caves and dens to hide away in. Therefore, your first task upon arriving in the Withered Heath is to search for any sign that could lead you to the Cold-drake’s lair. Continuing the theme of exploration begun in The Wilds of Rhovanion, this adventure sees you once again plumbing the depths of locations with the Deep keyword as you search for your quarry.

Seeing what lies beyond a Cave Entrance $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D996').colorbox(opts); }); (The Withered Heath, 17) could lead to an empty cave, but it could also lead you to the tell-tale bones and eggs of a Dragon Sign $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F022').colorbox(opts); }); (The Withered Heath, 12), bringing you one step closer to the beast that you seek. The other creatures who live in the mountains do not take kindly to you invading their homes, however, and traveling into the caves is sure to raise your threat, drawing the attention of even more enemies.

Once you’ve picked up the trail, the Cold-drake $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1CA4').colorbox(opts); }); (The Withered Heath, 11) itself can’t be far behind, and your confrontation is certain to be a difficult one. Not only does the beast have eighteen hit points, it can sometimes keep a defending character from readying until the end of the round. It will take all of your strength and clever tactics to bring it down for good. Will you overcome both the giant Dragon and the bitter cold of the mountain peaks?

A Light in the Darkness

In our announcement, we saw how the unpredictable weather of the Grey Mountains could be even more detrimental than the creatures you encounter there. You’ll need plenty of tools if you’re going to survive these dangers and, fortunately, the allies from Dale that have accompanied you on this journey can ensure the cards you need are ready at hand. A Long Lake Fisherman $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D691').colorbox(opts); }); (The Withered Heath, 8), for example, casts his nets into your deck in search of useful cards. When one enters play, you name a number and, if you find a card with printed cost equal to that number, you can add that card to your hand.

Your Long Lake Fisherman can find any number of things in your deck, even a precious artifact such as The Arkenstone $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CE71').colorbox(opts); }); (The Withered Heath, 10). The inner light from this beautiful gem inspires the characters in your company to continue with their quest: while the Arkenstone is attached to one of your heroes, each unique character you control gains increased willpower, helping you to advance the quest and see it through to completion.

Such a valuable artifact won’t be had easily, however. You must first wrest control of it from whatever enemy or location is guarding it before you can claim its power. Once you do, the stone's mere presence will surely draw the attention of any nearby enemies. To avoid their ire, you can transfer the Arkenstone to another hero to reduce your threat by two. Of course, this means the other player will take on the threat you just lost, drawing any powerful enemies their way. 

Push to the Top

The wind whips in your face and the snow falls all around you, but the end of your journey lies within reach. Rally your heroes and reach the heights of the Grey Mountains!

Pick up The Withered Heath (MEC66) at your local retailer or online through the Fantasy Flight Games website here!

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

Categories: Company News

The Jungle Beckons

Fri, 08/17/2018 - 00:21
Published 16 August 2018 | Arkham Horror: The Card Game The Jungle Beckons

Heart of the Elders Is Now Available for Arkham Horror: The Card Game

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

“Never go nere that mound it is part of some kind of a world so devilish and old it cannot be spoke about me and Walker went and was took into the thing just melted at times and made up agen and the whole world outside is helpless alongside of what they can do.”
   –Letter from Ed Clay, “The Mound”

You first journeyed into the rainforests of southern Mexico in pursuit of truth. But your misguided expedition placed the entire world in danger. Now, you must return to the shadows of the forest to undo your error and restore the natural order before the sands of the hourglass run out. Heart of the Elders, the third Mythos Pack in The Forgotten Age cycle of Arkham Horror: The Card Game, is on sale now at your local retailer or online through our website!

Puzzle of the Pillars

After your investigation in The Boundary Beyond, you and your team embark on a new expedition in the heart of the jungle. But this time, your mission is not one of discovery, but one of amendment. Your naïve mistake has placed the entire Earth in peril, and you must set it right. Now, you find yourself at the mouth of a cavern, surrounded by uncharted wilderness as the rainforest sings a maddening melody all around. Every insect’s chirp and serpent’s hiss fills you with dread, knowing that this far from civilization, one wrong step may be your last.

Six pillars stand around the entrance to the cavern, each carved with a series of hieroglyphs that almost seem to morph in a strange, intricate pattern. Placing your hand on the stones causes the carving to glow, and if you twist them, the patterns shift and change. The pillars’ purpose is unclear, and the markings don’t match anything that you have seen before. Your best hope may be to search the surrounding area—perhaps there are other glyphs in the rainforest that can offer some clue to the puzzle before you.

Should you solve the riddle of the pillars, your investigation will lead you beneath the shell of the Earth. As the first Mythos Pack to feature a two-part scenario, Heart of the Elders challenges you with the opposing demands of the jungle and the cavern. Navigating the dense forest underbrush requires you to stay agile, able to evade any dangers that jump in your path. Here, even the most inconspicuous nuisance can turn hazardous, with troubles like swarming Ants! $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9A81').colorbox(opts); }); (Heart of the Elders, 221). If you're not quick enough, you may find yourself dropping valuable cards or even leaving something (or someone) behind in your struggle to escape.

Meanwhile, in the ancient tunnels you may find that a simple misstep can cause a cave-in, meaning that there can be No Turning Back $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#4DBD').colorbox(opts); }); (Heart of the Elders, 228). But there are some dangers that haunt you regardless of where you explore. Should you encounter a Pitfall $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2753').colorbox(opts); }); (Heart of the Elders, 215), you may attempt to jump the gap. Or perhaps you will take the rare opportunity to leave this treachery for later, shuffling it into the exploration deck. While this may be a favorable option for investigators like Leo Anderson $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#154E8').colorbox(opts); }); (The Forgotten Age, 1) who are not light on their feet, leaving such a Trap for others to stumble upon is not likely to win you the affection of your fellow team members.

Take Heart

As you head deeper into the heart of the jungle, you will need to draw upon the strength within yourself if you wish to continue your expedition and see your home again. When you face unknowable terrors that push men to the brink of madness, you have no choice but to stand in Defiance $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17D60').colorbox(opts); }); (Heart of the Elders, 198) and dare any to challenge you. By using this new skill card, you can ignore the effects of all chaos tokens with scenario-specific effects! If you have the base skill level necessary to pass the test, this Defiance may give you the push you need to suceed or escape from an abrupt and tragic end.

Beyond this open opposition of fate, if you have the soul of a survivor you may find the courage to Take Heart $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2FC9').colorbox(opts); }); (Heart of the Elders, 201) during any type of test, whether it's a particularly difficult treachery or a fight that you cannot hope to win. With this skill at your side, you'll draw two cards and gain two resources if your test fails, bolstering your spirits for the trials ahead. But perhaps the greatest strength that humans possess is the ability to learn from their mistakes. If you play Live and Learn $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D418').colorbox(opts); }); (Heart of the Elders, 200), you can immediately attempt a failed test again, raising your skill along the way. While it may be easier to just surrender to the power of the jungle and end your mission, you have come too far to give up now.

Heart of Darkness

You placed Arkham and the rest of the world in the path of great peril, and only you can set it right. Accept the task before you and move forward into the unknown. The call of the jungle will not be denied—are you prepared to face the trials of Heart of the Elders?

Pick up your copy of Heart of the Elders (AHC22) at your local retailer today or on 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.

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Accept Your Mission

Fri, 08/17/2018 - 00:21
Published 16 August 2018 | Star Wars: Age of Rebellion Accept Your Mission

Cyphers and Masks Is Now Available for Star Wars: Age of Rebellion

“We've all done terrible things on behalf of the Rebellion. Spies, saboteurs, assassins. Everything I did, I did for the Rebellion.”
  
–Cassian Andor, Rogue One: A Star Wars Story

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

The Alliance to Restore the Republic—more commonly known as the Rebel Alliance—is known for its military tactics, like lightning-fast attacks on Imperial convoys, and its more diplomatic approaches, such as convincing a planetary government to shelter Rebel cells. But there is another war being waged in secret, a shadow war that most citizens of the galaxy never see or recognize. Now, you have the chance to enter this world for yourself as you fight for the Rebel Alliance in the Age of Rebellion roleplaying game.

Cyphers and Masks, a sourcebook for Spies, is now available at your local retailer!

With three brand-new specializations to push your Spies into new territory, new species that are suited for subterfuge, and an arsenal of easily concealable gear and weapons, Cyphers and Masks offers enough new tools for customizing your character to fulfill any Spy’s dreams. Of course, the Game Master isn’t left out either. An entire chapter of the book is devoted to new resources for the Game Master, with suggestions for running an espionage-focused game, expanded rules for slicing, and other tools.

Running in the Shadows

In Cyphers and Masks, you’ll find a full assortment of new player options dedicated to the Spies of Age of Rebellion, including new backgrounds, motivations, and duties. Each of these helps you to flesh out your characters that infiltrate Imperial strongholds, carry out deadly scouting missions, or slice their way into heavily protected databases. Still, the biggest new additions to your games from this chapter are three new species and three new specializations.

The new alien species featured in this sourcebook are each naturally suited for the Spy career. They’re clever and crafty, adept at gathering information, and as non-humans, they have a traditionally adversarial relationship with the Empire. You may play as the silver-tongued Balosars, escaping the industrial espionage of their polluted homeworld to put their talents to a better use. You may sell secrets to the highest bidder with the Kubaz, gathering forgotten whispers and trading them for credits. Or, you may embody the strange and insectile Melittos—with hairlike cilia covering their bodies that gives them uncanny skills for gathering information.

You can take any of these species into the Spy career (or any other career), but you may decide that they are especially suited to the new specializations introduced by Cyphers and Masks—Courier, Interrogator, and Sleeper Agent. Couriers recognize that even the best stolen intelligence is worthless if you can’t get it to the specialists, and they’re always ready to start a dangerous run behind enemy lines. Interrogators specialize in getting secrets out of captured Imperials—forgoing physical threats in favor of more subtle machinations. And finally, Sleeper Agents encompass those Spies who can operate in isolation for years if necessary—staying deep in Imperial territory, and all the while feeding information back to the Alliance.

You don’t have to know much about Spies to know that even the best rely on specialized gear and weapons to complete their missions successfully. Cyphers and Masks opens the vaults of the Rebel Alliance to support their undercover agents with easily hidden blasters, powerful infiltration and mimetic suits, deadly chems and poisons, cutting-edge cybernetic enhancements, and a full assortment of slicing tools. Combine that with new droids, drones, weapon attachments, and starships—all specially designed for the high-stakes, shadowy life of a Spy—and you have enough equipment to satisfy even the most demanding undercover operative.

Whether you’re running an adventure with just one Spy, or your entire campaign is built around a team of secret agents infiltrating the Empire, you can benefit from the chapter of advice for Game Masters included in this sourcebook. You’ll find common mission assignments for Spies in the Rebel Alliance and special rules for covert ops, with new ways for your Spies to use their most important skills. With the outlines for undercover campaigns and tempting rewards for your Spies at your fingertips, any Game Master can take advantage of the information in Cyphers and Masks to bring their campaign into the shadows of the Star Wars galaxy.

What Will You Become?

For a Spy, gathering information and slipping past security can be easy. But if you’re willing to take on any task for the Rebellion, can you be sure that you won’t lose your very humanity?

Enter the life of a Spy with Cyphers and Masks (SWA53), a new sourcebook for Age of Rebellion that’s available now at your local retailer!

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The Scorpion's Sting

Thu, 08/16/2018 - 03:20
Published 15 August 2018 | Legend of the Five Rings LCG The Scorpion's Sting

Preview the Underhand of the Emperor Clan Pack in Legend of the Five Rings: The Card Game

“I will be your villain, Hantei.” 
   –Bayushi

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

In dark alleys and shadowy corners of the Emerald Empire, the Scorpion Clan lurks. There is no secret that Bayushi’s whisperers do not hear, and across Rokugan, the Scorpion influence the path of history… not with steel and battle plans, but with words that can cut deeper than any sword.

Join us today as we preview new themes found in Underhand of the Emperor, the Scorpion Clan Pack for Legend of the Five Rings: The Card Game!

Within Underhand of the Emperor, you'll find 78 new cards (three copies each of 25 different cards and one copy each of three different cards), each designed to augment the powers of the Scorpion Clan. Like Disciples of the Void before it, Underhand of the Emperor also explores new themes for its marquee clan. From dishonoring themselves to acheive victory, to an army of Shinobi waiting for the perfect time to strike, plenty of new tricks await those who pledge themselves to the Scorpion.

In the Shadows

Officially in Rokugan, there are no Shinobi. Their existence was outlawed some time ago. However, as with everything about Rokugani society, this is more a matter of societal definitions than actual reality. The Shinobi of the Scorpion Clan wait in the darkness and give no thought to personal honor in the face of their duty.

Throughout the Imperial and Elemental Cycle, the Scorpion have added support for Shinobi to their ranks. Characters like Shosuro Sadako $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#61EB').colorbox(opts); });  (All and Nothing, 96) carry out their duty with little regard for personal honor, disappearing in the night through cards like Smoke and Mirrors $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#11770').colorbox(opts); });  (Tears of Amaterasu, 18). Now, Underhand of the Emperor introduces even more Shinobi for the Scorpion to command.

Like many of his counterparts,  Shosuro Takao $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#8722').colorbox(opts); });  (Underhand of the Emperor, 5) is drawn to dishonorable tactics: while a dishonored character is participating in a conflict, Takao is free to slip in or out of that conflict. With three military skill, Takao can easily sway the results of a conflict and provide much-needed support in what would otherwise be a losing battle. Conversely, when a conflict becomes overwhelming, Takao can live to fight another day, disappearing into the shadows, only to appear during another battle, when he holds the advantage. With zero glory, there is little to lose by dishonoring Takao through cards like Calling in Favors $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#7D57').colorbox(opts); });  (Core Set, 186), granting you powerful effects while activating his own ability.

Underhand of the Emperor also offers the perfect way to play your Shinobi to the field while triggering their abilities. From the Shadows $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#5C15').colorbox(opts); });  (Underhand of the Emperor, 23) lets you deploy a Shinobi from your hand or provinces into a conflict for free. Though you must be less honorable than your opponent to play the card, From the Shadows can provide great value. The card works perfectly well with Shosuro Sadako, giving you a four military skill, four political skill Shinobi for free, which can shift the momentum of the entire game while preserving your fate.

A Thin Line

The Shinobi are masters of manipulating the world around them, changing the face of politics by eliminating obstacles. The Alibi Artist $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14710').colorbox(opts); });  (Underhand of the Emperor, 4) ensures the continued prosperity of the Scorpion Clan by manipulating your conflict deck. When you have six or fewer honor, you may use the Alibi Artist to look at the top two cards of your conflict deck, putting one in your hand. The Scorpion's most valuable tools come from the conflict deck, and the Alibi Artist joins the ranks of Secret Cache $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#3C76').colorbox(opts); });  (Core Set, 13) and Favored Niece $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#11196').colorbox(opts); });  (Core Set, 102) as a way to ensure you have the proper answers in your hand at just the right time. 

Still, the Alibi Artist requires you to stay at or below six honor, and this same threshold can be found on many of the cards in Underhand of the Emperor, encouraging the Scorpion to walk dangerously close to defeat. Liar's Mask $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#206E').colorbox(opts); });  (Underhand of the Emperor, 20) is a powerful attachment that can also help you manipulate status tokens on the field. Though you can only play the card when you have six or less honor, it offers a small boost to military and political skill, and more importantly, lets you remove a status token from the attached character. Ultimately, this allows you to manipulate the definition of honor in Rokugan with impunity, dishonoring your characters for events like Forged Edict $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14FAC').colorbox(opts); });  (Core Set, 184), and then quickly erasing the penalty. Or, in the case of Shinobi who prefer the dishonorable route, wiping away their dishonor shortly before they leave the field. While floating under six honor may seem like a dangerous undertaking, the Scorpion are master manipulators.

Beware the Sting

The Scorpion play an important role in Rokugan. Forgoing honor for duty, they play the role of the villain, serving Rokugan in their own way from the shadows. Few clans are prepared for these underhanded tactics. Will you join the chorus of their whisperers?  

Discover the secrets of the Scorpion in Underhand of the Emperor, available now for pre-order from your local retailer or our website!

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