You are here

Home » Latest News » Sources

Fantasy Flight Games

Leading publisher of board, card, and roleplaying games.
Updated: 2 hours 28 min ago

The Latest from FFG

17 hours 28 min ago
Published 20 November 2018 | X-Wing Second Edition The Latest from FFG

Games You Might Have Missed in the Holiday Rush

The holidays are nearly upon us, and the last few months have been stacked with new releases from Fantasy Flight Games. Now, as you start picking out games for your wishlist or shopping for your loved ones, we want to make sure you haven’t missed anything.

Take a quick look at our recap of some of the hottest new games we’ve released in the last few months and complete your holiday shopping today!

Arkham Horror

The year is 1926, and it’s the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars. Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Their occult rituals must be stopped and these dread creatures must be destroyed.

Arkham Horror is a cooperative board game for one to six players who become investigators battling to defeat the servitors of the Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies to stand any hope of defeating the ancient creatures that exist just beyond the veil of our reality.

Pick up Arkham Horror at your local retailer or online through our webstore!

New California

Ah, California: sunshine, ocean breezes, and radioactive wasteland as far as the eye can see. This desolate coastal state was once a shining jewel, but since the Great War, the region known as New California has fallen into chaos. Which is great news! Where there’s chaos, there’s loot!

The New California expansion brings new quests, companions, vaults, and items to Fallout: The Board Game, letting you venture out into the wasteland as five new characters. While there, you can wander across twelve new map tiles that expand the scenarios found in the original game or head into sunny New California and visit some of the most memorable locations from throughout the Fallout series. 

You can pick up New California or Fallout: The Board Game at your local retailer or online through our webstore!

Heroes of Terrinoth

Strike back at the foes of the realm in Heroes of Terrinoth! In the Free Cities, the Bloodguard sows discord, while in the Mistlands, the dead rise from their graves. Now, the realm turns its eye to you and your team of heroes in search of saviors.

In this cooperative card game of questing and adventure, one to four players take on the roles of unique heroes who must unite to face deadly villains, navigate treacherous terrain, and defend the realm to earn fame and fortune! Terrinoth needs champions—do you have what it takes?

You can find Heroes of Terrinoth at your local retailer or online through our webstore!

Discover: Lands Unknown

You awaken with a splitting headache and no idea of how you got here. The wilderness stretches in every direction, and something howls in the distance. Your quest for answers will have to wait; first, you need to survive. Will you help the others stranded here or will you save yourself at any cost?

When two to four players find themselves marooned in the harsh wilderness, you must cooperate and compete to search for water, food, and tools that will be essential to your very survival. But your adventure holds many secrets. Discover: Lands Unknown is a Unique Game, and every copy of Discover: Lands Unknown is unlike any other in the world. A mix of environments, storylines, characters, locations, items, and enemies have been engineered to tell a story unique to every copy of the game, thanks to an algorithm that ensures no two copies are alike. Your adventures will be your very own as you struggle to survive in the heart of the wild.

Pick up your own copy of Discover: Lands Unknown at your local retailer or online through our webstore!

Legend of the Five Rings Roleplaying Game

It is an era of sudden change and upheaval in the realm of Rokugan. Mortal schemes, natural calamities, and celestial turmoil alike have disrupted the political, military, and spiritual equilibrium of the land. Long-simmering rivalries and fresh betrayals ripple through the courts and on the battlefield. The Chrysanthemum Throne is beset by threats from without and within, and the honor of the seven Great Clans shall be put to the test. Who among the clans will prove strong enough to guide Rokugan in these tumultuous times? Will their names be lifted up beside those of the honored ancestors, or will they fall among the ranks of the empire’s most infamous villains? 

This is the stage of the Legend of the Five Rings Roleplaying, a roleplaying experience in the world of Rokugan. If you’re new to roleplaying the Beginner Game is the perfect place to get started with advice for players and new Game Masters, and with the Core Rulebook, you can take your adventures in Rokugan to the next level with detailed options for creating your own characters!

Pick up your copy of the Legend of the Five Rings Roleplaying Beginner Game or Core Rulebook at your local retailer or online through our webstore!

X-Wing

Enter the next era of interstellar combat in the Star Wars galaxy! In the second edition of X-Wing, you assemble a squadron of iconic starfighters from across the Star Wars saga and engage in fast-paced, high-stakes space combat with iconic pilots such as Luke Skywalker and Darth Vader.

With refined gameplay that focuses on the physical act of flying starships, X-Wing lets you create your own Star Wars space battles right on your tabletop. Intuitive mechanics create the tense atmosphere of a firefight while beautifully pre-painted miniatures draw you deeper into the action. Man your ships and enter the fray!

Pick up your copy of the X-Wing Core Set at your local retailer or online through our webstore, and look for the expansions of Wave II at your retailer soon!

Across the Galaxy

Step into the Star Wars saga with Across the Galaxy, a new set of boosters for Star Wars™: Destiny featuring 160 new cards!

Across the Galaxy brings the characters of Solo: A Star Wars Story to Star Wars: Destiny. Before he was a hero of the Rebellion, Han Solo was a cocky young pirate just looking for a little adventure. With a crew of like-minded individuals that includes Lando Calrissian and Tobias Beckett, the dashing young rogue finds his way to Star Wars: Destiny.  

Across the Galaxy finishes the block started by Legacies and expands on its themes. You can look for plot cards with negative point values, cards that grow stronger when you spot specific characters, and new ways to upgrade some of the most famous vehicles in the galaxy. 

Pick up Across the Galaxy booster packs at your local retailer or online through our webstore!

Cosmic Encounter

In the depths of space, the alien races of the Cosmos vie for control of the universe in Cosmic Encounter. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp.

This classic game of alien politics returns from the warp once more. Features 51 aliens, flare cards to boost their powers, Cosmic Combo cards with suggested pairing of aliens, 100 translucent plastic ships, a host of premium components, and tech cards that let players research and build extraordinary technological marvels.

Pick up your copy of Cosmic Encounter at your local retailer or online through our webstore!

Mother of Dragons

Cross the Narrow Sea with the Mother of Dragons expansion for A Game of Thrones: The Board Game! Clawing their way into power, this expansion includes a side board of the Free Cities of Essos and an overlay of the Eyrie, as well as new characters and mechanics to bring House Targaryen and House Arryn into the fray. As you make your claim to the Iron Throne, you can call other Houses to your cause or even ask for aid from the Iron Bank of Braavos.

Pick up your copy of A Game of Thrones: The Board Game at your local retailer or online through our webstore, and look for the Mother of Dragons expansion, coming soon to your retailer!

KeyForge

Enter a world where anything is possible in KeyForge! In the center of the universe hangs the Crucible, an artificial world built from the pieces of countless planets. Here, in the world’s first Unique Deck Game, created by legendary designer Richard Garfield, two players step into the roles of mighty Archons, racing to forge keys that unlock the Crucible’s hidden Vaults.

Leading their diverse teams, filled with followers from three of the Crucible’s great Houses, the Archons must gather Æmber, stave off their opponent’s progress, and ultimately be the first to open a Vault and gain its incredible knowledge. With a vast array of creatures, artifacts, and abilities, and over 104 quadrillion possible decks, every deck is completely one-of-a-kind, and no two battles will ever be the same!

Pick up your KeyForge: Call of the Archons Starter Set and Archon Decks at your local retailer!

Discuss this article
in our forums!

© and ™ Lucasfilm Ltd.

Categories: Company News

Tiny Pods of Discovery

Tue, 11/20/2018 - 02:12
Published 19 November 2018 | KeyForge Tiny Pods of Discovery

What Are Discovery Pods for KeyForge and Where Can You Find Them?

“Don’t try to change the Crucible to suit your needs. Let it change you.”

KeyForge has arrived!

As the world's first Unique Deck Game, KeyForge offers you a new, wholly playable experience with every unique, self-contained deck. And just as soon as you get your hands on your first decks, you'll be able to explore what they have to offer in KeyForge Organized Play.

Players everywhere have already sampled the action at Pre-Launch Events, Launch Parties, and the various events taking place during the Dawn of Discovery, the first age of KeyForge Organized Play. These events can give you your first taste of the game's Sealed and Archon formats, and you'll find plenty of opportunities here to sample the different ways that you can play with KeyForge variants.

For example, you might join an introductory event at your local retailer, sample the game, and discover how the Adaptive and Reversal variants offer wildly different uses for your decks. Or you might enter a tournament using the Gauntlet variant and see how it challenges you to navigate an extra layer of intrigue, choosing which of your opponent's decks you want to avoid each round.

So where can you get started? KeyForge Discovery Pods are going to start popping up at conventions all across the globe, and each of these short, three-round events offers an ideal introduction to KeyForge Organized Play experience.

Find an event. Play. Have fun. Try to win, and earn prizes!

Discovery Pod Basics

KeyForge Discovery Pods are short, three-round, Swiss-style tournaments designed for groups of eight players. In a pinch, they can be run for four players as a round-robin event.

They can be run in either format—Sealed or Archon—and with any of the game's variants. Most, however, will eschew the variants in favor of ensuring a welcoming experience for the newer players joining these Discovery Pods for their first taste of the game and its Organized Play.

These events also offer you a shot at a range of fun prizes, including Æmber tokens and active house cards that double as chain trackers.

$(document).ready(function() { var opts = { iframe: true, innerHeight: 494, innerWidth: 1000 }; $('#56A7').colorbox(opts); });

Your Taste of the Crucible

The world of KeyForge is known as the Crucible, and the Crucible a strange, composite world, cobbled together from countless other worlds. Thousands upon thousands of players across the globe have already found their way into the Crucible. And you, too, can go along for the ride!

Review our list of the upcoming events at which you can find a Discovery Pod. Then, make your plans to attend and leap into the Crucible. Whatever happens, you can bet it will be one wild, thrilling, and enjoyable ride!

Discuss this article
in our forums!
Categories: Company News

Rogue Spirit

Mon, 11/19/2018 - 23:12
Published 19 November 2018 | Star Wars: Legion Rogue Spirit

Announcing Two Rebel Expansions for Star Wars: Legion

“If we can make it to the ground, we’ll take the next chance. And the next. On and on until we win. Or the chances are spent.”
   –
Jyn Erso, Rogue One: A Star Wars Story

After years of escalating tensions, the Galactic Civil War finally erupted when members of the fledgling Rebel Alliance mounted a bold attack on the top secret Imperial research facility on Scarif. Soon, you can experience this battle through the eyes of the Rebel forces who fought there. Fantasy Flight Games is proud to announce two new Rebel units for Star Wars™: Legion:

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

These expansions capture the essence of the Rebel Alliance, giving you everything you need to build a strike team that can quickly infiltrate Imperial lines and complete their mission no matter the cost. Containing a crack unit of elite Rebel soldiers and a new commander bold enough to lead them on even the most dangerous missions, these expansions give you exciting new options for constructing your Rebel army and pushing back against the Empire.

Jyn Erso Commander Expansion

The shadow of the Death Star looms across the galaxy, threatening any planet that doesn’t fall in line with the Empire. Only those brave—and perhaps foolish—enough to stand against the Empire can hope to save the galaxy from this technological terror. Raised by the extremist Saw Gerrera and on her own from a young age, Jyn Erso embodies both of these qualities.

Reckless and aggressive, Erso is nonetheless a brave leader who can contribute to your battle plan in many ways. Unafraid to wade into battle with her collapsible tonfa drawn, her quick thinking often gets her out of tricky situations. In fact, her Rebellious $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C09D').colorbox(opts); }); streak often comes in handy, letting her make a quick strike against an enemy unit or dive for cover before she can be targeted.

The Jyn Erso Commander Expansion includes one finely sculpted, easily assembled Jyn Erso miniature to lead your Rebel army into battle, complete with three new command cards to field in battle. Along with Jyn Erso, you’ll find the associated unit card and four upgrade cards for you to enhance Jyn Erso and your other units.

We’ll take a full look at everything inside the Jyn Erso Commander Expansion, including all of her signature command cards, in a future preview!

Rebel Pathfinders Unit Expansion

Spies, saboteurs, and assassins, the Rebel Pathfinders are the most elite, and the most deadly, of the Alliance’s soldiers. These grizzled combat veterans need unwavering dedication to their cause in order to endure the horrors of their operations and missions. Those for volunteered for the Battle of Scarif in particular were willing to sacrifice everything for the dream of the Rebellion.

No strangers to operating behind enemy lines, a group of Rebel Pathfinders is the perfect special forces unit to take your enemy by surprise and keep them off-guard from the very beginning of a game. Since they’re usually already operating on the battlefield before an engagement starts, traditional deployment zones mean little to these troops. Instead, they can deploy anywhere on the battlefield beyond Range 3 of all enemy units. Once they’re in position, you’ll find the Rebel Pathfinders can quickly adapt to the changing tenor of a battle as they reconfigure their A-300 Blaster Rifles to be effective at both short and long range.

The Rebel Pathfinders Unit Expansion features six finely sculpted Rebel Pathfinder miniatures, enough for one special forces unit. This expansion also includes the unit card and an assortment of upgrade cards, inviting you to outfit your Rebel Pathfinders for any operation.

We’ll take a closer look inside the Rebel Pathfinders Unit Expansion, including all of their upgrade cards, in a future preview!

I Rebel

The Galactic Civil War has begun and the Empire looks to end the Rebellion in one decisive blow. Keep the Rebel spirit that began on Scarif alive with these expansions for Star Wars: Legion!

Look for the Jyn Erso Commander Expansion (SWL31) and the Rebel Pathfinders Unit Expansion (SWL32) at your local retailer in the first quarter of 2019. Pre-order your copy at your local retailer or online through our website here

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Categories: Company News

Con of the Rings

Sat, 11/17/2018 - 02:10
Published 16 November 2018 | The Lord of the Rings LCG Con of the Rings

Recounting the First The Lord of the Rings LCG Convention

For nearly seven years, The Lord of the Rings: The Card Game has invited players from across the world to enter J.R.R. Tolkien's mythic land of Middle-earth and embark on their own epic journeys through this iconic landscape. Banding together, these players must work together to fight back against the machinations of Sauron and his minions.

Recently, many of these players came together to celebrate their love of the game at the first fan convention dedicated to The Lord of the Rings: The Card Game. Developer Caleb Grace was in attendance and is here to recap his experience at the very first Con of the Rings! 

Developer Caleb Grace on Con of the Rings

During the weekend of October 12 – 15, I had the privilege to attend the first ever The Lord of the Rings: The Card Game convention: Con of the Rings. It was organized by a local group of players known as Free Men of the North, and hosted by the Fantasy Flight Games Center in Roseville, MN. Prior to the event, the Free Men created a Kickstarter campaign in order to make tickets available online and gauge interest. Within a week, they had surpassed their initial goal and reserved the event hall at the Games Center. A short while later, they had to increase their maximum attendance cap to satisfy player demand. Community members from all over the United States (and overseas!) were eager for the opportunity to come together and enjoy The Lord of the Rings: The Card Game together.

For myself, I was excited for the opportunity to meet players face-to-face where I’d only exchanged emails before. Some people I had met previously at Gen Con, but for many others it was my first time getting to shake hands and talk. I was amazed by how friendly and enthusiastic all the attendees were. I already knew that The Lord of the Rings: The Card Game has a fantastic player base, but this was some next-level kindness. Local players opened their homes for out-of-town visitors to stay for free. They provided transportation to and from the airport. And in the case of one young player, several attendees gave him the gift cards they’d won as prizes that weekend so he could grow his fledgling collection.

In addition to all of this generosity, there was an palatable atmosphere of fun that permeated all three days of the convention. You could feel it the moment you walked into the event hall where the Con of the Rings was held. Eighty plus players were divided into numerous groups, spread across the entire space, playing all kinds of scenarios. All of them were having a great time playing the game—many of them playing with people they had just met!

The event organizers had created a schedule for the convention. The main event, which ran across all three days, was a group effort to defeat all the adventures in The Lord of the Rings Saga Expansions. Over the course of the weekend, Con of the Rings attendees took The One Ring all the way from Bag End to Mount Doom, where they successfully cast it into the fire to defeat Sauron. One player even posted a picture of their copy of The One Ring torn to pieces when they destroyed it at the end of the campaign!

To promote this large group saga campaign, the Free Men created an enormous achievement board that they posted on the wall of the event space. It had the names of all twenty adventures, listed in order and spread across each day of the convention. When a group successfully completed a scenario, they could sign their names next to that adventure, indicating that they had defeated this stage of the campaign. To add even more fun, the Free Men created custom achievements for each adventure to challenge players, ranging from surviving eight rounds in The Black Gate Opens to defeating the Balrog by sacrificing Pippin in A Journey in the Dark.

The event was culminated and commemorated by a large group photo. This more than anything spoke to me of the togetherness felt by everyone in attendance. Being a family man with young kids, I often groan about group photos, but this was something else. Everybody wanted to be in this photo to remember being there. When it was time for the picture, everybody paused their games and squeezed into frame in order to get the shot. The image speaks for itself.

Thinking back on it now, I’m still blown away by how excited everyone was to play the game for hours on each day of the convention. I typically get to play my fair share of The Lord of the Rings: The Card Game in the office, but there was such enthusiasm among the players there that I had to join in. I ended up playing several games of 2v2 using The Woodland Realm and The Wizard’s Quest Custom Scenario Kits. Since these products are a very recent addition to the game, it was encouraging to see how much people enjoy playing with them. I’m excited to see if this format catches on with more players once the products go on sale through our POD factory!

My competitive matches were the highlight of the convention for me, especially when I got to play with people I’d never played with before. I got to see a lot of different decks: there were some classic builds, like Hobbits, Dwarves, and Outlands, as well as some more recent additions, such as Dale and Woodmen. In each case it was fun to see how each individual built and played their deck a little different from everyone else. And these were just a small sample of the much greater variety of decks being played all weekend.


Fantasy Flight Games developers Caleb Grace and Matt Newman enjoy The Lord of the Rings: The Card Game with fans during Con of the Rings.

For my part, I played three of my own decks over the weekend: a mono-Spirit Caldara build, tri-sphere Silvans, and a Lore & Tactics trap deck. Each of them held their own and offered my partner some help, but my most valuable contribution to my competitive matches was probably the encounter deck I built using the quick build rules and a single copy of The Woodland Realm. It included a lot of small, low engagement cost enemies to harass the opposing team, while the locations and treacheries drove their threat higher. When they eventually reached Stage 3, they found its quest points was equal to the threat value of their highest threat player. That was typically somewhere in the mid-40s by then! We usually completed our quest first.

Throughout the weekend, attendees would occasionally pull me aside to express their love for The Lord of the Rings: The Card Game. This was easily the best part of the convention for me, because of how rewarding it was to see people enjoy my contributions to the game. Normally I get my player feedback from online forums, but that lacks the personal dimension of sharing the experience in person. To be at Con of the Rings and interact with the players face-to-face was as invigorating as freshly baked lembas.

By the end of the weekend, it seemed like many of us were sad that it had to end, and we consoled ourselves by saying, “See you next year.” I’m happy to say that the Free Men of the North are already planning the second Con of the Rings, and I look forward to it. They did a fantastic job working with the Games Center and the community to organize this event, and they deserve a huge “thank you” for their effort, especially because they did it all completely as volunteers! So I want to say “thank you” to the Free Men, the Games Center, and everyone who attended Con of the Rings this year. I hope to see you next fall!

Discuss this article
in our forums!

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 Archons Arise

Fri, 11/16/2018 - 02:10
Published 15 November 2018 | KeyForge The Archons Arise

KeyForge: Call of the Archons Is On Sale Now

Order your own copy of KeyForge: Call of the Archons at your local retailer or online through our website today!

It doesn’t matter what the treasure is, only how it was won.

From the mind of Richard Garfield comes KeyForge, the world’s first Unique Deck Game! On the planet of the Crucible, you will step into the role of a mighty Archon, who must lead a diverse team assembled from the creatures, technologies, artifacts, and abilities of the Crucible’s Houses as you race to gather precious Æmber that will unlock the planet’s hidden Vaults. Only one can claim the full knowledge and power of this planet. Do you have what it takes? 

The first set for KeyForgeCall of the Archons, is on sale now at your local retailer or online through our website! Then, register your Archon Decks using the KeyForge Master Vault at KeyForgeGame.com! (Companion app is now available on Google Play and coming soon to the App Store.)

Homeworld Portal

What sets KeyForge apart? KeyForge is the first Unique Deck Game, meaning that every Archon Deck is one-of-a kind—unlike any other deck in existence. With every deck presenting its own Archon and distinct combination of cards, every game is a new adventure of discovery and exploration. Every deck is made up of 36 cards, but it's not the cards that make your deck special, but the interactions between those cards—strategies and tactics which can only be found in your deck. You must discover the most powerful synergies within your Archon Deck in order to master it and challenge yourself to make tough tactical decisions in every game. With over 104 quadrillion possible decks, every player has the chance to become the best in the world at playing their decks and discovering the strength within.

Within each of unique Archon Deck of KeyForge: Call of the Archons, you will find creatures from three of the Crucible’s seven Houses: BrobnarDisLogosMarsSanctum, Shadows, and Untamed. Each of these factions has its own culture, history, and skills that help them stand against their rivals and interact with their allies when the Archons sound the warhorns. 

Brothers in Battle

Over a series of fast-paced turns where the advantage can turn in an instant, you will use your followers to reap Æmber, hold off your enemy, and forge the three keys needed to unlock the Crucible’s hidden Vaults and win the game. You begin your turn by declaring one of the three Houses within your deck, and for the remainder of the turn, you may only play and use cards from that House. Choosing your House is just the start of the tough tactical decisions, as you must leverage the cards in your hand and in play to gain the upper hand. Choosing to reap more Æmber now or take the fight to your opponent… picking the exact sequence of events to pull off a massive combo… these are just a fraction of the choices that can emerge in a game of KeyForge!

But always remember that balance is key. If you allow your rival to grow their army, they will soon outnumber and destroy your forces. But if you focus on the thrill of the fight and neglect reaping, you won't move any closer to unlocking the Vault. If you can find the balance and possess six Æmber in your pool at the start of your turn, you will forge a key and move one step closer to victory. The first player to forge three keys will gain access the Vault and earn victory.

The Architects' Vaults

When you jump through the wormhole to begin your clashes on the Crucible, the KeyForge: Call of the Archons Starter Set is the perfect place to begin. In this set, you will find two standard training decks: Miss “Onyx” Censorius and Radiant Argus the Supreme. These decks have the same cards in every copy of the Starter Set, and they're perfect for taking your first steps into the Crucible. Then, once you have mastered the starter decks, you can continue your games with the two unique Archon Decks that are also included in the Starter Set. Finally, you'll find all of the keys, tokens, chain trackers, and status cards that you and your opponent need to start playing.

If you wish to continue your exploration of the Crucible, you can expand your arsenal of teams with Call of the Archons Archon Decks. Every Archon Deck contains a full play experience with a deck that cannot be altered, so you're always ready to play, right out of the box. Then, you can track your teams using the KeyForge Master Vault. Here, you can register your Archon Decks, follow the performance of your own decks and those belonging to other players, and easily find the latest information about KeyForge Organized Play. The world of the Crucible is vast, but by learning from your teams and your rivals, you may just discover more than you ever thought possible.

The Dimension Door

The time has come to don the mantle of the Archon and lead your team to victory. Accept the challenge of the Architects, unlock the secrets of the Crucible, and enter a world where anything is possible!

Pick up your copy of KeyForge: Call of the Archons (KF01) and your collection of unique Archon Decks (KF02a) at your local retailer today or on the Fantasy Flight Games website here! Then, register your decks in the KeyForge Master Vault at KeyForgeGame.com! (App available now on Google Play and coming soon to the App Store.)

Discuss this article
in our forums!
Categories: Company News

Banner of Battle

Fri, 11/16/2018 - 02:10
Published 15 November 2018 | KeyForge Banner of Battle

Eight KeyForge Playmats Are Now Available

“You might call it madness, but for all we know, madness is a key ingredient.”
   –Inka the Spider

Your battles in KeyForge: Call of the Archons will take you across the Crucible, encompassing countless houses, creatures, and artifacts. You never know where a new Vault may be found or when an unexpected clash may take place. And when the time comes to field your battles, you had best be ready.

The perfect landing place for your KeyForge clashes has just arrived: one 26” x 26” gamemat and seven 24” x 14” playmats for KeyForge are now available at your local retailer or online through our website from Fantasy Flight Supply!

Sigil of Brotherhood

When you step into the role of an Archon, you will lead teams built from the creatures, technology, artifacts, and skills of three of the Crucible’s seven Houses, each of which are represented in these mats. Each playmat features original art pieces from KeyForge atop a high-quality, slip-resistant rubber base to immerse you in the diverse wonderland of the Crucible while keeping your games organized, whether you are participating in a high-caliber tournament with KeyForge Organized Play or playing around the kitchen table. 

The Architect’s Vault Two-Player Gamemat features a 26” x 26” play surface to keep your cards organized and protected during your clashes for control of the Architects’ Vaults. With marked sections for your keys, deck, Archon card, archive, and discard pile, this mat keeps the focus on your games as you match wits with your opponent without worrying about the safety of your unique deck.

The Brute Force Playmat features Valdr, a hero of House Brobnar. This proud House is filled with giants, goblins, and any other creature who lives for the thrill of a good fight. Members of this House are ruled by only the strongest among them, whether that strength is physical, mental, or in their personality. After all, an enemy’s morale can be destroyed by a well-worded yo mama joke just as well as by a blow from an Æmber-infused warhammer.

The Into the Underworld Playmat offers a glimpse of the demon Snudge from House Dis. Along with his dark brethren, this creature dwells in the netherworld that divides the current layer of the Crucible from the last. The demons and imps of Dis cannot feel intense emotions on their own, instead stealing them from unfortunate prisoners and distilling them into imprints called “souls.” When Archons clash, such emotions are sure to run high, and you can be sure these creatures will be close to the action.

The Positron Bolt Playmat features one of the scholars from the Society for Logic and Reason, also known as House Logos. This House is divided into two factions: Theorists who focus on reason and possibility, and Mechanics who constantly run tests and study their results. While both sides believe theirs is the only true path to understanding, they are united by a passion for knowledge and a general lack of regard for ‘ethics’ and ‘morality,’ or anything else that would restrain their academic pursuits.

The Martian Madness Playmat displays your pride for the glorious empire of Mars with vibrant art of one of its many soldiers. This insular House strives to maintain its genetic and cultural purity, but the empire’s translocation to the Crucible has provided new benefits, like the psycho-reactive Æmber that helps their mind-control experiments and a host of new creatures with spliceable genes to create the ultimate Martian killing machine!

The Raiding Knight Playmat features one of the heavenly warriors of House Sanctum. This faction follows the teachings of the Church of the Opened Eye, keeping their territory safe, clean, and pleasant. Through hard work and religious study, Sanctum promises transcendence to its followers, but some claim that the House’s original members were always made of energy, so their promises of enlightenment are impossible. The truth of the matter is only open to a few, but if you have the will to walk among them, you may just find the answers you seek.

The Finishing Blow Playmat draws from the cunning House Shadows for its art. Filled with thieves, assassins, and general ne’er-do-wells, this House is known for speed, cleverness, and a loose interpretation of the term “personal property.” While they are willing to plot and backstab to make a profit, these creatures are willing to do anything to help a friend. But if you become the mark of one of their schemes, it’s a near-guarantee that you’ll never see it coming.

The Mighty Tiger Playmat features a battle between two of the powerful creatures of House Untamed. This House is tended by the mechanical faeries the Architects built ages ago and while they have kept balance in the wilds, they have made no effort to keep the wildlife separate. As such, new deadly species of flora and fauna have evolved, and some have even learned to use Æmber to bend the natural world to their will. The Crucible may be inhabitable to all creatures, but it certainly is not safe.

The Crucible Awaits

Now that the time has come for you to jump through the wormhole and make your mark on the Crucible, you can declare your favorite House and display your cards with pride. While a deck’s true power comes from the interactions between cards rather than a single key player, there is no harm in choosing favorites once in a while. 

Pick up your KeyForge: Call of the Archons playmats at your local retailer today or online through our website below!

Discuss this article
in our forums!
Categories: Company News

Turn Back Time

Thu, 11/15/2018 - 23:09
Published 15 November 2018 | Arkham Horror: The Card Game Turn Back Time

The Shattered Aeons Mythos Pack Is Now Available

“They did not seem to claim the spectres as kinsfolk. They referred to them as ‘those people,’ ‘the old people,’ or ‘they who dwell below,’ and appeared to hold them in too great a frightened veneration to talk much about them.”
   –H. P. Lovecraft and Zealia Bishop, “The Mound”

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

Your time is up.

In The Forgotten Age, you journeyed far from home on a scientific expedition, but your search for knowledge had unexpected consequences as you unleashed secrets that should never have been brought to light. You have worked to undo your mistake, retracing your steps and continuing beyond the realm of reality to set things right, but have your efforts been in vain? Your last chance stands before you at the heart of the Nexus—do you have the courage to take the final steps?

Fantasy Flight Games is proud to announce that Shattered Aeons, the sixth and final Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game, is on sale now at your local retailer or online through our website!

Moment of Doom

As you enter the grand chamber beyond the doorway, the Nexus stirs. The Earth quakes below you and the wall chips and crumbles. Shards of stone float in the air above the strange artifact. Reality is beginning to shatter all around you. The energies of the Nexus swirl in the ground below you, beckoning you to enter. Whether it is a thing of science or magic, you do not know. It is a gateway of sorts, as far as you can tell… but a gateway to where?

All that you know to be real is challenged as time and space fall apart around you. Suddenly, you can journey to other times, other worlds, and the line between sanity and madness threatens to tear your mind apart. If you become Wracked by Time $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#A78F').colorbox(opts); }); (Shattered Aeons, 341) during your investigation, both you and each investigator at a Shattered location must test your willpower, lest you suffer damage. Worse still, you are further punished if you try to deflect the pain—each asset assigned damage from this encounter card that is not defeated is shuffled into your deck. While this does save your assets from the discard pile, clearing all damage and giving you the chance to redraw it, you still have to pay their cost a second time, and there is no telling if you will be able to find them again in your moment of need.

Race Against the Clock

Even as it presents you with an incredible challenge, Shattered Aeons provides you with a couple tricks to counter these trials. Rogues can seek an asset lost to Wracked by Time by going All In $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1038E').colorbox(opts); }); (Shattered Aeons, 309) on a skill test. While the card itself only provides two wild icons for your skill test, it offers you the ultimate tool for getting out of a tight spot. If the test is successful, you'll draw cards for each point you succeeded by, to a maximum of five, shuffling any weaknesses back into your deck without resolving them! You can draw an entire hand’s worth of cards and build a new strategy whenever the need arises, and this can come quite in handy as your location in space and time shifts, forcing you to face new challenges around every corner.

But while these new vistas may tempt you to fight eldritch horrors with arcane implements, sometimes nothing compares to the classics. Guardians can heft a Flamethrower $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2445').colorbox(opts); }); (Shattered Aeons, 305) onto their backs, filling both of their hand slots as well as their body slot for the deadly weapon. With this deadly asset, you must always attack the strongest enemy, but the benefits are worth the danger. This Weapon give you four additional combat and if your attack is successful, instead of its standard damage, you may assign up to four damage among all enemies engaged with you! This can make quick work of a swarm of weaker enemies, freeing your other actions, or if you find yourself facing an elite enemy with plenty of health, you can upgrade your Flamethrower with some Custom Ammunition $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#8B92').colorbox(opts); }); (Heart of the Elders, 193) to increase its effectiveness. And if you have a Venturer $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1369C').colorbox(opts); }); (The Forgotten Age, 18) in your team to carry some spare fuel, you can turn the tables and become the scourge of the monsters’ nightmares.

If you douse one such enemy in Kerosene $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#EA8').colorbox(opts); }); (Shattered Aeons, 304) before setting it ablaze, the certainty of its demise and your immediate safety can ease the mind of a weary investigator or Ally, healing two horror and buying you a little more time. But for the ultimate saving grace, Mystics can learn to cast the mighty  Seal of the Seventh Sign $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17D50').colorbox(opts); }); (Shattered Aeons, 311). This Spell is loaded with seven charges to seal the auto-fail token, but it loses one charge each time a special token other than the elder sign is revealed. Once the charges are gone, the Seal is removed from the game. But the time that this card can earn you may prove priceless as you continue to fall through space and time with no promise of an end.

Make Your Own Fate

You have come so far and learned so much. This campaign has changed your investigators and you have watched them grow as individuals and a team, but you have also lost more than you ever feared. If you could go back, if you could undo all that has happened since you first signed on for that expedition, would you? It's no use pondering the past—all you can do now is try to set it right, even if it costs you everything.

Pick up your copy of Shattered Aeons (AHC25) at your local retailer today or on the Fantasy Flight Games website here!

Discuss this article
in our forums!

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

Categories: Company News

The Fleet Is Yours

Thu, 11/15/2018 - 05:09
Published 14 November 2018 | Star Wars: Armada The Fleet Is Yours

Decide the Fate of the Galaxy at a 2018 Star Wars™: Armada Regional Championship
 

"Deploy the fleet so that nothing gets off that system. You are in command now, Admiral Piett."
   
–Darth Vader, Star Wars: The Empire Strikes Back

It's time to ready the fleet!

The 2018 Star Wars™: Armada Regional Championships are nearly here, and you'll want to be ready well before the first shots are fired. After all, Star Wars: Armada is a game of epic fleet battles, featuring many of the Star Wars galaxy's largest warships. These are ships that boast crews of hundreds—even thousands. It takes them time to respond to new orders. And that means developing a strategy that embraces your strengths, baits your opponents into making mistakes, and sets you up for the eventual victory…

In the end, it's the fate of the galaxy at stake—plus a whole lot of fantastic prizes!

Top 64

Embrace the Galactic Empire's military strength and planetary conquests with this alternate art Imperial Star Destroyer Kuat Refit card, available to everyone in the Top 64 players at your Star Wars: Armada Regional Championship.

Top 16

Playing within the shadows of Imperial Star Destroyers—and the looming arrival of the Super Star Destroyer—Rebel players understand the need to make big statements with little ships. Those who battle their way into the Top 16 will gain the ability to proudly proclaim their Rebel status with this frosted plastic Nebulon-B Escort Frigate card.

Top 8

Once you're in range, it's time for your missiles, torpedoes, and lasers to rip through the stars, and if you make the Top 8, you'll be able to bring all the fire and explosions to life with a set of twelve custom dice.

Top 4

The capital ships of Star Wars: Armada aren't really designed to zig-zag though enemy fire unscathed. Instead, they rely on their shields and reinforced hulls to withstand enemy fire. But you can still improve your chances of survival by cancelling enemy attack dice with the five acrylic evade defense tokens you'll get for making the Top 4.

Regional Champion

Winning the battles of the Star Wars: Armada Regional Championships for your faction is a reward in and of itself. After all, it will feel good to know that you've brought order to the Galactic Empire or fanned the flames of rebellion. However, there are other prizes at stake as well.

Win a 2018 Star Wars: Armada Regional Championship, and you'll find yourself a hero of your chosen faction—complete with a trophy designed to look like a medallion encased in glass—and you'll walk away with a first round prize bye for an upcoming Star Wars: Armada National Championship!

Answer the Call to Battle

The fleet is at your command. The fate of the galaxy is at stake. The 2018 Star Wars: Armada Regional Championships are nearly here, and you can now review the list of events. Where will you answer the call to battle?

Discuss this article
in our forums!

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

Make Your Stand

Thu, 11/15/2018 - 05:09
Published 14 November 2018 | Star Wars: Destiny Make Your Stand

Claim Prizes and Glory at a 2018 Star Wars™: Destiny Regional Championship

“All I am surrounded by is fear. And dead men.”
   
–Darth Vader, Star Wars: Vader Down

Star Wars: Vader Down offers a vision of Darth Vader in all his determined, menacing, Sith glory. At one point he finds himself surrounded by a small army of Rebel troopers, and when they tell him to lay down his weapon, he ignites his lightsaber, replying that he is surrounded only by "fear. And dead men."

The scene is chilling. Like the end of Rogue One: A Star Wars Story, it reminds us just how fearsome the Dark Lord of the Sith actually is. He inspires not only fear, but awe. And this scene has inspired the prizes for the 2018 Star Wars™: Destiny Regional Championships.

Top 64

Like Darth Vader, when you attend a Star Wars: Destiny Regional Championship, you'll find yourself surrounded by a small army hoping to take you down. Then, if you're taking your cues from the Dark Lord of the Sith, there's no better way to respond to them than to ignite your lightsaber—and you'll be able to do just that with the alternate art version of Darth Vader's Lightsaber awarded to everyone in the Top 64.

Top 16

Darth Vader isn't the only character in the Star Wars galaxy with exceptional talents. The galaxy has seen countless Jedi, Sith, soldiers, smugglers, and bounty hunters, and if you fight your way into the Top 16, and you'll get two of these talented characters—Plo Koon and Mother Talzin—printed back-to-back on a double-sided plastic card.

Top 8

Battle all the way into the Top 8, and you'll earn the right to play your games atop a playmat full of fear. And dead men. With Darth Vader holding his signature lightsaber firmly in the foreground, this is a playmat that should notify your opponents that you're an adversary deserving of their utmost respect.

Top 4

The 2018 Star Wars: Destiny Regional Championships continue to draw inspiration from Star Wars: Vader Down with the Top 4 prize—a set of five acrylic shield tokens in the shape of Darth Vader's helmet. Printed on black, of course.

Top 2

By the time you make the Top 2 of a 2018 Star Wars: Destiny Regional Championship, you'll have earned so many cards that you'll be happy to carry them in this exclusive Darth Vader binder.

Regional Champion

Survive the onslaught of prizes decorated by the image of Darth Vader, emerge the last warrior standing, and you will be honored as your region's hero—a 2018 Star Wars: Destiny Regional Champion!

For your efforts, you'll earn a glass trophy styled to look like a display case for one of the medallions from Yavin IV. You'll also earn a first-round prize bye for a future Star Wars: Destiny National Champioship.

Raise Your Defenses

Coming soon, the 2018 Regional Championships are your chance to take on all comers. What will it take to emerge victorious? Skill. A little bit of luck. And the ability to remain calm under fire.

Prove yourself the equal of all who would stand against you. Find a 2018 Regional Championship near you, and make your plans to attend!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Categories: Company News

Focus on the Mission

Thu, 11/15/2018 - 05:09
Published 14 November 2018 | Star Wars: Imperial Assault Focus on the Mission

Aim for Victory at the 2018 Star Wars™: Imperial Assault Regional Championships

"I'm all for sticking it to the Empire, but what was in that convoy? You never told us why the mission was so important."
   
–Sabine Wren, Star Wars: Rebels

There's been a rise of Rebel insurgency in recent months. Since the August release of the Tyrants of Lothal campaign expansion, Sabine Wren, Hera Syndulla, Kanan Jarrus, and all the other Spectres from Star Wars: Rebels have been taking Star Wars™: Imperial Assault by storm—battling Stormtroopers, exploding Imperial resupply depots, and getting away.

Now, as Grand Admiral Thrawn sets his trap for these Rebels, they'll soon face their greatest Imperial Assault battles to date—the 2018 Star Wars: Imperial Assault Regional Championships!

Will the Spectres and the Rebel Alliance strike yet another critical blow? Will Grand Admiral Thrawn successfully outmaneuver them and secure victory for the Empire? Or will the galaxy's Mercenaries prove to be the real winners—contracting themselves out to subdue their targets and collect their credits?

The forces are newly reinforced. Stronger than ever. And battling for some of the game's highest stakes…

Top 64

A capable and trustworthy astromech is an invaluable asset to any good Rebel team, so when you make the Top 64 at your 2018 Imperial Assault Regional Championship, you'll be happy to get an alternate art version of C1-10P "Chopper"—even if it means putting up with his infamously rough personality.

Top 16

While there are few teams as talented and successful as the Spectres, the Rebel Alliance's ultimate victory depends on the successful coordination of all its teams. Leadership is vital, and few leaders have proven as valuable to the Rebels of Imperial Assault as Gideon Argus.

For their efforts, the Top 16 players at each 2018 Star Wars: Imperial Assault Regional Championship receive a plastic version of this esteemed Rebel leader.

Top 8

No matter how thorough the planning, every mission seems to go sideways at some point, and the only teams that prevail are those who can adapt and hold their own in battle. Make your way to the Top 8 of your 2018 Regional Championship, and when you're pressed to hold your own in battle, you'll be able to do so with this set of twelve custom dice.

Top 4

When you're always outnumbered, you want to be sure to make every one of your shots count for all it's worth, so if you make the Top 4 at a 2018 Regional Championship, you'll be glad to win and start applying this set of five acrylic bleed tokens when you battle your foes.

Regional Champion

Successfully complete every mission at your 2018 Star Wars: Imperial Assault Regional Championship, and you just may find yourself honored as the Regional Champion!

As Regional Champion, your heroism will be honored with a trophy inspired by the medallion ceremony that took place after the Battle of Yavin IV. Your troops will root for you as you look to carry on with the next mission—with a first-round prize bye at an upcoming Star Wars: Imperial Assault National Championship!

Dawn of Rebellion

With the recent release of the Tyrants of Lothal campaign expansion and accompanying Ally Packs and Villain Packs, we stand at the beginning of a new age for Star Wars: Imperial Assault. Will we find ourselves headed into an age of rebellion? Or will we see Grand Admiral Thrawn coordinate the Imperial military response with fantastic precision and efficiency, crushing the newest Rebels as soon as they reveal themselves?

It's a thrilling time to take part in the high-stakes skirmish battles of Imperial Assault, so head over to our list of 2018 Star Wars: Imperial Assault Regional Championships to find one near you!

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Categories: Company News

The Engines of War

Thu, 11/15/2018 - 02:09
Published 14 November 2018 | Star Wars: Edge of the Empire The Engines of War

Preview the Iconic Armaments and Vehicles of the Clone Wars

“I want a Rogue-class starfighter with hyperdrive capabilities, weapons modifications, the works. Oh, and triple my usual fee.”
  
–Cad Bane, Star Wars: The Clone Wars

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

When the Separatists unleashed their legions of battle droids on Geonosis, they did not expect for the Jedi to have an entire army mobilized, fully trained and equipped for battle. In Rise of the Separatists, a whole new arsenal is available to deploy to your tabletop campaigns.

As the second Star Wars Roleplaying Game era sourcebook, Rise of the Separatists showcases iconic Clone Wars era vehicles and starships, including AAT-1 hover tanks, LAAT/i transports, AT-TE walkers, Venator-class star destroyers, and more. Players can find new attachments and gear to upgrade their firepower and supplement their protection when facing superior forces, while GMs can steer ever-more-deadly droid vehicles and battleships into combat against the heroes. And for the cunning—or the opportunistic—the influx of arms into the galaxy and the scrap left in the wake of battle present countless possibilities to profit.

Armories and Armaments

The Grand Army of the Republic (GAR) bears the responsibility for outfitting soldiers with the necessary weapons and armaments to conduct war, and for their upkeep. This alone creates a markedly different tone compared to a campaign featuring credit-strapped scoundrels, underdog Rebel heroes, and on-the-run Force-sensitives—but it also places a greater charge on those soldiers to avoid losing excessive materiel. In addition to their regular loadout, clone soldiers are sometimes granted special issue equipment to execute a boarding action, planetary assault, reconnaissance mission, or other special objective. Adaptability on the battlefield is key, not only in terms of tactics employed to counter Separatist forces, but also overcoming and capitalizing on the terrain itself, whether the GAR’s soldiers are infiltrating the corridors of a starship or staging a jungle invasion planetside.

To return order and peace to the galaxy, clone soldiers march into battle with powerful, sturdy weapons and armor whose cost in credits would be out of reach of most galactic citizens—even if such a weapon did find its way onto the black market without a clone firing key. Such power comes with a cost, however, with weapons like the DC-15 blaster rifle and the Z-6 rotary blaster cannon being notoriously heavy and even prone to overheating. Some clone soldiers, especially marksmen, modify these weapons to increase their reliability and accuracy. When the fighting is fiercest, squads might be assigned flame troopers wielding the BT X-42 heavy flame projector, while the RPS-6 rocket launcher can disable or destroy enemy vehicles in the steady hands of a clone trooper.

All clone soldiers are clad in laminate armor that favors protection over comfort, offering soldiers some protection from blaster fire and even enabling them to survive for short bouts in vacuum. Advanced Recon Commando (ARC) trooper armor affords improved mobility at great cost to the Republic, but the integrated commlinks and scanning technologies are essential to the success of these troopers’ missions.

Some of the fiercest combatants on the battlefield, however, are the Jedi knights. These legendary guardians and peacekeepers of the Republic have sometimes adopted the suits of the clone troopers for protection, using only the most important pieces of laminate plates to avoid impeding their lightsaber forms and acrobatics. This so-called “Jedi Commander armor” is a stark reminder of the violent new reality commonly faced by the once-peaceful Order.

With war raging and no end in sight, the training of a padawan must continue, despite the difficult circumstances. To join the fight alongside their masters, Jedi apprentices quest to obtain a kyber crystal to focus the energies of their lightsaber. In Rise of the Separatists, players using the Jedi career can choose from the simple elegance of crystals from Ilum, the mysterious healing properties inherent in Thontiin crystals, or the rare but devastating power of the Zophis crystals, as well as other modification options to personalize their lightsaber.

Dogfights and Dropships

Just as versatile as the GAR’s ground forces is the Low Altitude Assault Transport/infantry (LAAT/i) airspeeder, which simultaneously serves as a troop transport and gunboat, laying down impressive air-to-ground and air-to-air support fire. First deployed during the Battle of Geonosis to resounding effect, this ship has become mainstay on the battlefield and has proven its resilience, even in the face of superior firepower.

The LAAT/i is a balanced ship with good speed, fair handling, and superb survivability, all of which are necessary for the pilot and copilot to safely deliver their payload—whether that’s three squads of clone soldiers, four troopers on speeder bikes, or laser cannon fire. Squads rely on the LAAT/i to get where they’re needed, and to help them secure important objectives or concentrate firepower against entrenched enemy positions. When serving as fire support, two to four gunners have an array of weapons systems at their disposal, such as laser cannons and turrets, guided missiles and air-to-air rockets, and in special cases, even the “Droidbuster” EMP missile launcher, capable of devastating the main form of Separatist infantry.

For the knights of the Jedi Order, their pursuit of justice and peace frequently takes them to far-flung reaches of the galaxy, where they must undertake delicate negotiations on their own. Stealth and speed are paramount to avoid detection by the CIS navy, but in the worst-case scenario, pilots must be able to defend themselves until help arrives or they can seize the chance to flee. The Delta-7 Aethersprite-class interceptor fits the bill perfectly: a swift and responsive starfighter that packs an impressive punch for its small size. A built-in astromech droid assists with targeting and minor system repairs, but primarily serves to interface with hyperspace docking rings so that the ship isn’t burdened with the weight of its own hyperdrive. These ships are excellent support craft in large fleet battles, but they can also hold their own in a dogfight.

The ships you’ll find in Rise of the Separatists go beyond simple speeders and smaller starfighters. The Separatists and the Republic have brought entire planets’ worth of industry to bear in order to emerge victorious. From the Venator-class star destroyer—impressive carriers capable of laying waste to enemy emplacements and ships in atmospheric encounters and space battles alike—to the Munificent-class heavy frigates of the CIS navy—almost entirely automated and defended by squadrons of screaming-fast vulture droids—both sides are well matched, ensuring that victory will come down to those individuals whose crafty gambits and brave sacrifices can turn the tide.

Forged in the Fires of War

What will you add to your squadron’s arsenal, and how will you take the fight to the skies and stars? Rise of the Separatists offers an array of options to outfit soldiers and Jedi no matter the mission, and for GMs to equip new enemies in the galaxy-wide struggle. Join us next week for a sneak peek at the resources and advice the book provides Game Masters to make their campaigns evoke the grandeur of the Clone Wars!

There’s still time to pre-order Rise of the Separatists (SWR11) from your local game store or from the Fantasy Flight Games web store, so order your copy today!

Discuss this article
in our forums!

© and ™ Lucasfilm Ltd.

 

Categories: Company News

A Samurai's Heritage

Wed, 11/14/2018 - 23:09
Published 14 November 2018 | Legend of the Five Rings LCG A Samurai's Heritage

Determine the Family of the Community-Created Samurai

Welcome to our second article that sees you, the Legend of the Five Rings: The Card Game community, designing your very own samurai in the world of Rokugan!

Every week, the community will vote on various aspects of a new Legend of the Five Rings: The Card Game character that will appear in a future expansion! While the final version of the card is subject to changes during playtesting, the heart and soul of the character will be defined by you.

Last week, samurai of Rokugan determined what Great Clan our character would belong to. Over 3,000 votes were tallied, and the race was incredibly tight. The Lion secured the third highest number of votes with 416, the Crane took second with 500, but the Unicorn emerged victorious with 548 votes! We now know what Great Clan our samurai represents, but from which family does our samurai hail?

The Moto, Ide, Iuchi, Shinjo and Utaku families all fulfill important roles for the clan that rides, and the family of our samurai will tell us a great deal about their role in the karmic balance of the Emerald Empire.

Read on for a run-down of each of the Unicorn families, and vote at the bottom of the article! The poll will remain open for 24 hours, so make sure your voice is heard! 


What fate awaits our Unicorn Clan samurai?

The Ide Family

The Ide serve tirelessly as diplomats, couriers, and merchants across Rokugan. While they are Unicorn through and through, the Ide have learned to blend their foreign customs with the traditions of the Empire to better treat with their cousins. The Ide work to radiate calm and competence, seeking to build alliances and friendships throughout the Empire.

The Ide family serve as representatives of the Unicorn Clan to the rest of Rokugan. Cards like Ide Trader $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#168F').colorbox(opts); });  (Core Set, 116) enhance your standing in conflicts by providing additional resources. Is this the path the Legend of the Five Rings community will choose?

The Iuchi Family

The Iuchi are a priestly family, whose practices stretch back to the time before the Unicorn returned to Rokugan. Iuchi shugenja practice a unique form of sorcery known as meishōdō, the art of using talismans and names to manipulate the spirits. Their history makes them more open to exploring different mystical paths than those shugenja bound by centuries of tradition.

The Iuchi family serve as the Unicorn’s unique form of shugenja, harnessing powerful meishōdō magic to defeat their foes. Characters like Iuchi Shahai $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9BB9').colorbox(opts); });  (All and Nothing, 91) can provide a discount on these spells, but not every Iuchi is a Shugenja. The Iuchi Wayfinder $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CBE3').colorbox(opts); });  (Core Set, 190) scouts unknown lands, preparing you for the conflicts to come. Does our samurai come from this most mystical family?

The Moto Family

The Moto are considered to be the least civilized of the Unicorn families by the standards of the Empire. From their stocky builds and the heavy beards of their men, to their style of dress, the Moto seem foreign and strange to Rokugani samurai. Indeed, the Moto have no use for the soft trappings of what some call civilization; they are nomadic warriors seeking the next battle, and they embrace that harsh life. While their heritage and culture are often questioned in Rokugan, their bravery is not.

The Moto are brave and fierce warriors who use their steeds to gain the advantage in conflicts. Characters like Moto Juro $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#54FE').colorbox(opts); });  (Fate Has No Secrets, 89) can leave or enter conflicts at will, giving the Unicorn the reinforcements they need to claim victory. Will our samurai ride with the warriors of the Moto?

The Shinjo Family

The Shinjo are the core of the Unicorn, the clan of explorers who followed their kami, Shinjo, into the dangerous world beyond the Empire. This love of discovery has not left the Shinjo, and they travel widely when they can. They administrate and lead the Unicorn, working to keep all of the parts of the clan yoked together. Master equestrians and scouts, the Shinjo pursue peace, but never flinch from the prospect of war.

The Shinjo elevate each other part of the Unicorn, and are the heart of the clan. Characters like Shinjo Shono $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#A01A').colorbox(opts); });  (Breath of the Kami, 11) can boost all your Cavalry characters and unite them to lead the Unicorn to victory. Will our samurai find their place among the Shinjo?

The Utaku Family

No other Unicorn family has so deeply and spiritually embraced Bushidō as the Utaku, who embody it in their elite Battle Maidens, the Shiotome. The matriarchal Utaku allow only their women to ride to war; the Utaku men serve afoot as infantry and in the stables and households, making them unusual among their own clan. There is no finer heavy cavalry in the Empire than the Battle Maidens, and no finer equerries than Utaku men.

The Unicorn’s Battle Maidens define the Utaku. Elite warriors who ride down and defeat their opponents, few forces are more feared. Cards like Utaku Yumino $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#18639').colorbox(opts); });  (Core Set, 118) have easy ways to boost your skill in any conflict, and are always willing to ride into battle. Will the Utaku become the family for our samurai?

Once you’ve considered the options, vote below. The poll will remain open for 24 hours, so make sure your voice is heard!

Loading...

Family Ties

From the battle maidens of the Utaku to the negotiators of the Ide, the Unicorn families each fulfill an important role for the clan. While this choice will not lock in any mechanical aspects of the character, it will inform their personality, culture, and history. Which family does our samurai belong to?

Remember to vote within the next 24 hours and join us next week as we begin to tackle the mechanical aspects of our samurai!  

Discuss this article
in our forums!
Categories: Company News

Decide Your Destiny

Wed, 11/14/2018 - 02:08
Published 13 November 2018 | The Lord of the Rings LCG Decide Your Destiny

Announcing Two Custom Scenario Kits for The Lord of the Rings: The Card Game

 

Order your own copy of The Wizard's Quest at your local retailer or online through our website today!

“Stick to the forest-track, keep your spirits up, hope for the best, and with a tremendous slice of luck you may come out one day.”
   –Gandalf, The Hobbit

In The Lord of the Rings: The Card Game, you have taken part in adventures spanning across Middle-earth, from the scorching deserts of Harad to the seaport of the Grey Havens, from the streets of Minas Tirith to the wilds of Rhovanion, and along the way you have battled all manner of monsters, and even the host of Mordor itself. But now, for the first time, the power is in your hands to create your own story and define your own journey. 

Fantasy Flight Games is proud to announce The Wizard’s Quest Custom Scenario Kit and The Woodland Realm Custom Scenario Kit for The Lord of the Rings: The Card Game (first debuted at Gen Con 2018 and the 2018 Fellowship Event), coming soon to your local retailer and online through our webstore!

Stray from the Path

In The Wizard’s Quest, the scenario that was featured earlier this year at Gen Con 2018, you have received a special mission from the White Council. Concerned about the growing darkness in southern Mirkwood, Radagast the Brown sent an Eagle to spy on Dol Goldur, but when the noble creature returned, it bore an evil wound. Radagast immediately sent word to the Council and now the task falls to you to investigate. The haunted fortress has been a source of dark power and death for many years. Its very presence has poisoned the Greenwood, but this sudden surge is an additional cause for concern. Whatever has taken up residence in the evil halls must have great power, and your heroes must proceed with caution.

Then, in the 2018 Fellowship Event kit, The Woodland Realm, you are traveling through Mirkwood in search of the Elvenking’s hidden halls, when you hear a desperate cry for help from a dark patch of woods. You know that this area of the forest is haunted by spiders and dark creatures, and straying even a few steps from the path can mean that you'd be lost in the forest forever, but what heroes would you be if you ignored such a plea? Could you even give yourself that title? With little choice, you must draw your sword, steel your nerve, and move deeper into the deadly forest.

A Fork in the Road

Unlike other Adventure Packs for The Lord of the Rings: The Card Game, neither The Wizard’s Quest nor The Woodland Realm present you with a linear quest for your heroes to succeed or fail at. Rather, these packs give you everything you need to build your own custom adventures. These kits are also fully compatible, allowing you to mix and match encounter cards to create a challenge worthy of your team.

Each Custom Scenario Kit comes with seven quest cards: one Stage 1, three Stage 2 cards, and three Stage 3 cards. You'll build your quest deck by selecting one Stage 2 and one Stage 3 card to shape the narrative of your adventure and help you choose which encounter cards will fit your story. After you've chosen your quest cards, there are two ways to create your own scenario: Quick-build or Advanced-build. The Quick-build rules allow you to construct your adventure in minutes, using only the contents of your Custom Scenario Kit. Then, the Advanced-build rules give you greater flexibility for customizing your scenario, selecting individual encounter cards you will face on your journey.

Once you have filled your enemy’s ranks with the dark creatures that thrive beneath the trees in the shadow of Dol Guldur, you can increase the challenge with the competitive Race Against the Shadow play mode for two or four players. Both The Wizard’s Quest and The Woodland Realm are designed to encourage competitive play between either two lone adventurers or two pairs of heroes. But the challenge begins before the teams even take their first steps on a quest, as Race Against the Shadow requires teams to create a custom scenario and inflict it on your opponents! A two-player game lets players test their best solo decks against their opponent’s custom scenario, while a four-player game maintains the cooperative spirit of The Lord of the Rings: The Card Game by having teammates work together to outrace the opposing team and finish their scenario first! You have stared down the agents of Sauron with steadfast resolve, but will you be able to stand against your friends?

A Cursed Place

Do not be afraid to stray from the path. Forge your own road through Mirkwood, bring home the adventures of Gen Con 2018 and the 2018 Fellowship Event, and become the master of your tale!

Pre-order your copy of The Wizard’s Quest (uMEC75) and The Woodland Realm (uMEC76) at your local retailer today or on the Fantasy Flight Games website here!

Discuss this article
in our forums!

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 Master Vault

Tue, 11/13/2018 - 23:08
Published 13 November 2018 | KeyForge The Master Vault

What to Expect from the KeyForge Website and Companion App

“Don’t worry, Momo. We’ll have this quantum death ray installed in no time.”
   –Doc Bookton

Order your own copy of KeyForge: Call of the Archons at your local retailer or online through our website today!

In the chaotic clashes of KeyForge, you and your rival become Archons racing to unlock the power of the Crucible, hidden in Vaults that lie scattered across the planet. In these tactical contests of wits and will, you must discover the strength of your unique teams built from the creatures, technology, and talents of three of the Crucible’s seven Houses.

To help you track your many allies and navigate the world of the Crucible, we're pleased to offer you a closer look at the companion app and website for KeyForge: Call of the Archons—available in open beta at KeyForgeGame.com on November 15!

Strange Gizmo

The Dawn of Discovery has arrived!

With the wide release of KeyForge and the Call of the Archons set coming this Thursday, you have the chance to enter the Crucible for the first time. Unique Archons Decks await, each one completely unlike any other in existence, and during the Dawn of Discovery, you'll have the chance to gather your own Archons. And with the KeyForge Master Vault website and companion app, you can enter the world of the Crucible like never before!

KeyForge offers Organized Play from the very first day, with events and tournaments inviting you to head to your local retailer and join other players in the greater KeyForge community. This first era of Organized Play—the Dawn of Discovery—is a chance for you to discover the game, learning more about the strengths, weaknesses, and combos of your unique decks and discovering the meta before the official competitive season starts. And coming soon, with the start of the game's first competitive season, the performance of your decks will be tracked in the Master Vault app and website, as it records the wins, losses, power, and chains of your decks!

When you're using the Master Vault, you'll be able to keep an inventory of each of your Archon teams on the My Decks page. On the app, you can scan the QR code on the back of your deck’s Archon card. Alternatively, you can simply enter the fifteen-digit code on the back of the Archon card to add the deck to your profile. Once you have registered your decks, you will be able to view complete stats and card lists, sort decks by favorites, and search using various filters to help you prepare for any matchup. This section of the site also features a notes section that you can refer to and expand at any time, as you continue to learn about each deck in your collection and discover the most powerful synergies within them.

Your Profile page links directly to your Asmodee.net account. For each deck that you discover by registering it for the first time, you will earn one Æmbershard, which will act as the in-app reward system of KeyForge! Throughout the Dawn of Discovery, you will earn Æmbershards for deck discovery, and as both the site and the game evolve in the coming months, you will be able to redeem these shards for special prizes.

As you and other players register Archon Decks, they will become available to be searched using the Search Decks page. This search engine contains all the decks that have ever been registered on the site! You will be able to look through all of these registered decks, sorting by factions or using keywords to aid your search. Then, once the first competitive season for KeyForge begins, stats like power, chains, wins, and losses will all be tracked and recorded at various Organized Play events, allowing you to search by these stats and view them on decks.

As KeyForge continues to grow after its release, the site and mobile app’s ability to track your individual performance based on aggregated tournament results and, separately, the performance of individual Archon Decks, will play a key role in the future of KeyForge Organized Play. Your Æmbershards, keys, chains, and power levels recorded in the Master Vault will lead you to new Organized Play discoveries, which you can expect more details about soon as we draw closer to the first competitive season of KeyForge Organized Play. 

When the Master Vault fully opens, FFG’s Organized Play will reward your participation and performance at events with Æmbershards, and your registered Archon Decks will collect chains and earn power levels which will remain with the decks, even if you trade them to other players. While your clashes on the Crucible may be competitive, the idea of unity and interaction is what makes the Crucible unique among every other planet in the universe. The only way to master this world is to embrace it.

We'll have much more information about KeyForge tournaments and events coming soon on the site’s Organized Play page!

Access Granted

The Dawn of Discovery has only just begun, and the Master Vault will continue to evolve, just as the Crucible itself grows and changes with each piece of a world that the Architects bring from across the stars. Now, you have the chance to explore this strange world and log your findings. What will you uncover? Answer the call of the Archons and begin your otherworldy exploration!

The Master Vault will be available online at KeyForgeGame.com, as well as through Google Play at launch on November 15th. The iOS app will be available through the Apple Store soon.

Pick up your copy of KeyForge: Call of the Archons (KF01) and your collection of Archon Decks (KF02a) at your local retailer on Thursday or on the Fantasy Flight Games website here! Then, be sure to register your decks using the Master Vault companion app or online at KeyForgeGame.com.

Discuss this article
in our forums!
Categories: Company News

It's Beginning to Look a Lot Like KeyForge

Tue, 11/13/2018 - 05:08
Published 12 November 2018 | KeyForge It's Beginning to Look a Lot Like KeyForge

Announcing a New Holiday Playmat

Order your own copy of the Æmber Wonderland Playmat at your local retailer or online through our website today!

Competing with other Archons to open the Vaults of the Crucible can lead to untold riches, but taking the time to have some holiday fun can be its own reward!  

Bring holiday cheer to your tabletop with the Æmber Wonderland Playmat from Fantasy Flight Games, available now for a limited time exclusively through our website! This playmat is the perfect gift for any Archon looking to keep their games organized.

A Magical Wonderland

The Æmber Wonderland Playmat features characters from the world of KeyForge having some holiday fun in the snow. While the alliances between the various Houses of the Crucible are constantly shifting in endless clashes of wit and strength, this playmat brings everyone together for some holiday shenanigans! Snow men, sledding, snow angels, and ice skating are all classic holiday traditions, even on the Crucible… along with stealing some Æmber, of course!

KeyForge is the world’s first Unique Deck Game, pitting truly unique decks against each other in a race to forge three keys. This 14” x 24” slip-resistant mat will keep your games of KeyForge organized while protecting them from errant clutter.

An Icy Crucible

Add some whimsy to your favorite card games with the Æmber Wonderland Playmat, available exclusively on our website for a limited time. Be sure to grab yours today and celebrate a world of infinite possibilities!

Order the Æmber Wonderland Playmat (HOL03) through the Fantasy Flight Games website today!

Discuss this article
in our forums!
Categories: Company News

Deadly Speed

Tue, 11/13/2018 - 05:08
Published 12 November 2018 | X-Wing Second Edition Deadly Speed

Preview the RZ-2 A-Wing Expansion Pack for X-Wing

“It’s not every day we get a shot at a dreadnought, so let’s make it count.”
   –Tallissan Lintra, Star Wars: The Last Jedi

The T-70 X-wing is certainly a versatile starfighter, but it can’t do everything. When the Resistance needs a surgical strike against a sensitive First Order target or a lightning-fast raid, they turn to a fighter that can match—and even surpass—the incredible speed of the TIE fighters they regularly face. Soon, you’ll be able to launch your own attacks in the battles of X-Wing with the RZ-2 A-wing.

Order your own copy of the RZ-2 A-Wing Expansion Pack at your local retailer or online through our website today!

The successor to a starfighter that distinguished itself during the Battle of Endor, the RZ-2 A-wing incorporates many field-tested refinements into its design, maintaining the incredible speed of its predecessor while also featuring several significant improvements over previous designs. You can add these advanced starfighters to your Resistance squadrons for the very first time when the RZ-2 A-Wing Expansion Pack releases alongside two other Resistance expansions in the fourth quarter of 2018.

This expansion contains everything you need to incorporate a single RZ-2 A-wing into your squadron. The beautifully detailed, fully painted miniature can be flown by one of six pilots—including four unique pilots. Additionally, five upgrade cards help you outfit your RZ-2 A-wing to match these pilots’ unique skills and two Quick Build cards give you predefined combinations of pilots and upgrades to get your RZ-2 into the fight right away. As a final touch, a maneuver dial and a collection of tokens ensure that you have everything you need to take on the First Order.

Join us today as we explore just what the next evolution of the A-wing can do!

Refined Precision

Despite being a major boon to the Rebellion in the waning days of the Galactic Civil War, the RZ-1 A-wing was not without its problems. Its sensitive controls and high maneuverability posed a significant challenge to inexperienced pilots and caused frequent breakdowns. Decades later, however, years of field-expedient modifications have been standardized in the RZ-2 A-wing’s design, beginning with the ship’s finicky swiveling cannon mounts.

While these mounts would commonly jam in the rear-facing position on the RZ-1, every RZ-2 A-wing features much more reliable Refined Gyrostabilizers that can be rotated between the ship’s front and rear arcs. Doing so can help shake any pursuing craft, of course, but it is not without its risks.


The RZ-2 A-wing's Refined Gyrostabilizers allow it to fire at any pursuing ships from its rear arc!

The RZ-2’s turret arc can only be rotated after performing an action and doing so will incur stress, forcing you to choose where you wish to fire carefully. A pilot like Greer Sonnel, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F1FA').colorbox(opts); });  however, is accustomed to the pressures of piloting a blazing fast starfighter. As such, she can rotate her turret arc after fully executing a maneuver, giving her an extraordinary amount of control over where she fires.   

The Refined Gyrostabilizers are just one of many improvements that make the RZ-2 more friendly to inexperienced pilots, but daring Resistance pilots also see the ship’s improved reliability as a challenge to push the limits of its performance. A veteran of the Galactic Civil War like L'ulo L'ampar, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#FC46').colorbox(opts); });  for example, has no problem testing the possibilities of the RZ-2. So much so, in fact, that he rolls an additional attack die while he’s stressed.

At the same time, flying on the edge also makes L’ampar an easier target, and as a result, he rolls one fewer defense die while he’s stressed. To reduce the risk of this happening, L’ampar could benefit from the extra maneuverability provided by a set of Primed Thrusters. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#15A62').colorbox(opts); });  This tech upgrade allows a pilot with two or fewer stress tokens to continue performing barrel rolls and boosts, granting them the flexibility they need to get in the perfect position.

Harnessing the great speed of the RZ-2 can make it difficult to maneuver in the thick of a space battle and most pilots would be content to maintain some distance between them and other ships. Zari Bangel, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#26F3').colorbox(opts); });  on the other hand, has no problems steering through heavy traffic. She does not skip her Perform Action step after partially executing a maneuver, making her the perfect candidate to show off her skills in close quarters without giving up her ability to take actions. She could use this to evade and avoid some incoming fire, but it could also be the perfect opportunity to focus and set up a close range attack with some Proton Rockets. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#1647B').colorbox(opts); });

On top of its other uses, the speed and maneuverability of the RZ-2 A-wing make it an ideal candidate to escort slower, more cumbersome bombers. A pilot like Tallissan Lintra $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#7CDC').colorbox(opts); }); excels in this role, granting defensive bonuses to friendly ships that come under enemy fire. While an enemy ship in her bullseye arc performs an attack, she can spend her charge to allow the defender to roll an additional die.


Tallissan Lintra has the TIE/fo fighter in her bullseye arc, so she spends her charge to let the MG-100 StarFortress roll an extra defense die.

Combining the RZ-2’s speed and agility with her own high initiative, Lintra should have little difficulty getting enemy ships in her bullseye arc and, although it might be tempting to grant herself or another A-wing an incredible four defense dice, it can be more useful to help keep an MG-100 StarFortress around long enough to use all its precious ordnance.

If you're still concerned about the RZ-2 and its two shield and two hull, however, you can always outfit it with Ferrosphere Paint $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#C987').colorbox(opts); }); to make it even harder to pin down. Most A-wing pilots are just as good at avoiding enemy bullseye arcs as they are at lining up their own shots, and this Resistance-exclusive tech upgrade forces an enemy ship to gain stress when it locks your ship, so long as you aren't in its bullseye arc.

Take the Challenge

The RZ-2 A-wing may be a difficult starfighter to fly, but in the hands of the right pilot it can change the course of a battle. 

The RZ-2 A-Wing Expansion Pack (SWZ22) is releasing alongside two other Resistance expansions in the fourth quarter of 2018. Pre-order your copy at your local retailer or through our website today!

Discuss this article
in our forums!

© and ™ Lucasfilm Ltd.

Categories: Company News

The Master Plan

Tue, 11/13/2018 - 05:08
Published 12 November 2018 | KeyForge The Master Plan

House Shadows in KeyForge: Call of the Archons

“Give me half a chance and I’ll steal the whole of it.”
   –Carlo Phantom

Order your own copy of KeyForge: Call of the Archons at your local retailer or online through our website today!

In KeyForge, you and a chosen rival become Archons battling for the countless hidden Vaults scattered across the Crucible, an artificial planet in the center of the universe. By uniting three of the Crucible’s Houses, the Archons hope to form powerful teams whose strengths come from cooperation and coordination.

To earn victory and unlock the Vaults’ secrets, however, you must outwit and outmaneuver your opponent in contests of cunning and strength. And when it comes to trickery and subterfuge, there are no better allies than the elves and other creatures of House Shadows. Relying on their cleverness to survive, members of this motley faction specialize in speed and stealth, skills that may prove invaluable in the battles to come. 

Today, we're pleased to offer you a closer look at the cunning House Shadows of KeyForge: Call of the Archons—now available for pre-order at your local retailer or online through our website!

Step 1: To Be Determined

The Architects brought countless creatures and civilizations to the Crucible. Some work to preserve their old ways, while others embrace the new world and adapt quickly to survive. Perhaps none have made this change more quickly than the Svarr elves who are at the heart of House Shadows. The Svarr are diminutive in size, often featuring lower power, as seen with creatures like Silvertooth $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17DCE').colorbox(opts); }); (Call of the Archons, 311) and Carlo Phantom $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#10623').colorbox(opts); }); (Call of the Archons, 298). 

This lack of physical strength could seem to be limiting in the chaotic clashes of KeyForge, but some among their ranks have found ways to work around these limitations. The spectral Shadow Self $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1DA').colorbox(opts); }); (Call of the Archons, 310) can protect its neighbors, ensuring they can gather as much Æmber as possible before an enemy wipes them from the battlefield. Even aside from ethereal protectors, well-planned schemes can eliminate the need for physical confrontation altogether. For example, laying a Booby Trap $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1A04').colorbox(opts); }); (Call of the Archons, 268) deals four damage to a creature that is not on a flank with two damage splashing to each of its neighbors—all without putting any of your creatures in harm’s way. 

When it comes to Archon clashes, House Shadows’s motto could be: hit them quick, get out fast. Characters like Magda the Rat $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B9F5').colorbox(opts); }); (Call of the Archons, 303) feature the elusive keyword, which you'll also find on plenty of other Shadows creatures. The first time an elusive creature is attacked each turn, it's dealt no damage and deals no damage to the attacker. While this keyword still leaves the creature vulnerable to damage done by keywords and other card abilities, being quick on one’s feet is an invaluable skill that can mean the difference between victory and defeat.

Step 2: ???

While the Svarr make up much of House Shadows, their guilds are not exclusive. Any human or other species who can prove their value is welcome among their ranks. Once one has earned admittance to one of the guilds, members accept a strange set of rules, at once selfless and vicious. While a guild memeber will sacrifice anything to protect their guild, they will exploit the weakness of any outsider for full profit. This code can be seen in the technology of House Shadows, much of which is “borrowed” from other Houses. Some among the Svarr, like Umbra $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#3C7E').colorbox(opts); }); (Call of the Archons, 314), have even learned how to reprogram the faeries of House Untamed, which they keep as assistants or pets.

One use for the faeries’ technology that the Architects probably did not intend is the Seeker Needle $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14C1B').colorbox(opts); }); (Call of the Archons, 290), which deals one damage to a creature and earns you an Æmber if your target is destroyed! While this can act as the finishing blow to an enemy, this artifact also has unexpected synergy when used against members of its own House. You can pair this artifact with Bad Penny $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#4655').colorbox(opts); }); (Call of the Archons, 296) to destroy her once you have already used her to reap. But rather than being destroyed, this clever thief simply returns to your hand, where she can immediately be played again as long as Shadows is the active House. If you happen to also have a Speed Sigil $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#8032').colorbox(opts); }); (Call of the Archons, 293) at your disposal, you can even have her enter play ready and reap again!

 

Step 3: Profit

Given their own… unique morals, the members of House Shadows are suspicious of any outsiders, but it is difficult to turn away an Archon. Their ability to communicate with every being on the Crucible is supremely helpful for setting up deals, and as these ethereal beings often only have a loose understanding of personal property, they don’t tend to be too judgmental of the Svarr’s light-fingered tendencies. Rather, they encourage House Shadows to train others in the art of thievery with the Duskrunner $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#3B97').colorbox(opts); }); (Call of the Archons, 316) upgrade, and they have no qualms about sending a faerie to drop a little Miasma $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6504').colorbox(opts); }); (Call of the Archons, 275) in an opponent’s drink.

If the Church of the Opened Eye is also willing to turn a blind eye to their less noble work, House Shadows can work well alongside Sanctum allies like Champion Anaphiel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CCDA').colorbox(opts); }); (Call of the Archons, 239), who can lend weaker creatures protection while they work. Yet while angelic knights may provide a degree of protection for the elves, an alliance with the demons can prove to be a powerful combination. It’s difficult for a thief to steal Æmber if there’s none to steal, but if you are aligned with House Dis, you may use a Key Hammer $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12F92').colorbox(opts); }); (Call of the Archons, 66) to break an opponent’s key back into Æmber, then have Shooler $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#5A12').colorbox(opts); }); (Call of the Archons, 96) or your House Shadows minions steal what remains.

But before you even begin reaping and stealing, you'll want to have one of your House Shadows allies pull the oldest trick in the book, the Bait and Switch $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1674E').colorbox(opts); }); (Call of the Archons, 267). If your opponent has more Æmber when you play this action, you get to steal an Æmber. Then, so long as they still have more than you, you can steal one more… and maybe just one more… and what's another Æmber going to hurt? By the time your opponent notices their Æmber slipping away, the Svarr will be safely hidden in the Shadows, waiting until the time comes to strike again.

Honor Among Thieves

The Archons will soon be leading their teams into battle, but brute force comes second to the vital gathering of Æmber, and there are no better allies for this task than the clever thieves of House Shadows. Their mastery of stealth and their ability to execute covert heists make them priceless friends, but the question remains—do the guilds see you as a friend they would lay down their lives for, or are you just another mark?

Pre-order your copy of KeyForge: Call of the Archons (KF01) and your collection of unique Archon Decks (KF02a) at your local retailer today or on the Fantasy Flight Games website here!

Discuss this article
in our forums!
Categories: Company News

"Three Is Company"

Sat, 11/10/2018 - 05:06
Published 9 November 2018 | The Lord of the Rings LCG "Three Is Company"

A Designer Challenge for The Lord of the Rings: The Card Game

From Frodo's first tentative steps out of the Shire to the ascent up the fiery slopes of Mount Doom, the Saga Expansions for The Lord of the Rings: The Card Game let you experience this epic quest in its entirety. Along the way, you'll meet up with some of the story's most iconic heroes as you recreate some of the most memorable events in the history of Middle-earth. 

Today, Matt Newman wants to take you back to the very beginning of the saga for a wholly unique designer challenge, one that invites you to follow in Frodo's footsteps more closely than ever before. 

Matt Newman on "Three Is Company"

Greetings!

For today’s designer journal, I am issuing another designer challenge. This time, the challenge is for The Lord of the Rings: The Card Game, and it takes a somewhat different spin.

Here’s the deal: each of these designer challenges will test your skills in a different way. A challenge might involve an alternate way of building a deck or playing the game, or perhaps it will involve playing through a cooperative scenario with an extreme level of difficulty, or with special restrictions and limitations that force you to reconsider your approach.

For The Lord of the Rings, I thought to myself: how can we combine the difficulty of a designer challenge with the theme and narrative of The Lord of the Rings? So, without further ado, here is the first in a series of challenges for players who enjoy the story behind Tolkien’s world…

The Challenge

"The Shire, he may be seeking for it now, if he has not already found out where it lies. Indeed, Frodo, I fear that he may even think that the long-unnoticed name of Baggins has become important.”
   –Gandalf, The Fellowship of the Ring

This designer challenge won't test your deckbuilding prowess, but your ability to make the most of what has been handed to you. Your task is to play the very first scenario of The Lord of the Rings Saga Expansions—A Shadow of the Past—and make it out of the Shire with The One Ring in tow, but you are limited to only the tools and skills that Frodo and his companions had available to them in The Fellowship of the Ring. This is represented by a specific deck (presented below), the contents of which are inspired by the following chapters from The Fellowship of the Ring: The Shadow of the Past, Three is Company, and A Short Cut to Mushrooms. The goal is to present the players with the most thematic and accurate version of this scenario one could possibly play, and the challenge is in attempting to win this scenario with such an… interesting deck. Okay, it’s not a very strong deck. But that’s part of the fun!

In order to play this challenge, players will need one copy of each of the following The Lord of the Rings: The Card Game products: one Core Set, The Black Riders, The Land of Shadow, The Mountain of Fire, Conflict at the Carrock, A Journey to Rhosgobel, The Hills of Emyn Muil, The Dead Marshes, The Redhorn Gate, The Watcher in the Water, The Long Dark, Shadow and Flame, Encounter at Amon Dîn, The Three Trials, Trouble in Tharbad, The Wastes of Eriador, The Thing in the Depths, The Drowned Ruins, The Black Serpent, and The Crossings of Poros. (Any of the cards in the decklist below may be swapped out for other cards, based on your collection. Players should try to stay as thematic as possible when swapping cards into their deck.)

The rules for this challenge are as follows:

  • You must play the A Shadow of the Past scenario in Campaign Mode.
  • You must play as a solo player, using the deck provided below.
  • At the start of the game, set aside Merry $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1034B').colorbox(opts); }); and Fatty Bolger. $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17BB1').colorbox(opts); });  Merry and Fatty have gone ahead of the rest of the company to prepare a house for them at Crickhollow, so they are not part of your hero lineup at the start of the game. When calculating your starting threat, do not count the threat values of Merry or Fatty (your starting threat should be fourteen).
  • When you reveal A Shortcut to Mushrooms $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#18EB').colorbox(opts); }); (Stage 2A), the heroes encounter a mysterious rider, who turns out to be Merry. Put Merry into play, raise your threat by six, and draw three cards.
  • When you reveal Escape to Buckland $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 418 }; $('#148FE').colorbox(opts); }); (stage 3A), put Fatty into play, raise your threat by seven, and draw three cards. Okay, Fatty doesn’t really show up at this part in the story, but let’s give him something to do, shall we? (Yes, this can give you five heroes!)
  • While playing this designer challenge, Frodo’s Fellowship resources provide a resource match for all spheres.
  • The advice of Gildor Inglorian was extremely helpful for Frodo and his companions. For the duration of this designer challenge, Gildor's Counsel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#50E').colorbox(opts); }); (The Hills of Emyn Muil, 80) can reduce the number of encounter cards drawn to a minimum of zero, instead of one.

The “Three Is Company” Deck (75)

Heroes (5)

Frodo Baggins $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12443').colorbox(opts); }); (The Black Riders, 1)
Merry $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#8C2C').colorbox(opts); }); (The Black Riders, 3)
Fatty Bolger $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1625').colorbox(opts); }); (The Black Riders, 5)
Sam Gamgee $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#172').colorbox(opts); });  (The Black Riders, 2)
Pippin $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9A9C').colorbox(opts); }); (The Black Riders, 4)

Allies (14)

1x Robin Smallburrow $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9BB0').colorbox(opts); }); (The Drowned Ruins, 89)
3x Curious Brandybuck $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16813').colorbox(opts); }); (The Wastes of Eriador, 6)
2x Wandering Took (Core Set, 43)
1x Farmer Maggot $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#968A').colorbox(opts); }); (The Black Riders, 8)
1x Halfast Gamgee $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#7BB2').colorbox(opts); }); (The Crossings of Poros, 136)
2x Keen-eyed Took $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CDF2').colorbox(opts); }); (The Hills of Emyn Muil, 73)
1x Rosie Cotton $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#10116').colorbox(opts); }); (The Mountain of Fire, 5)
3x Rivendell Scout $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#EC72').colorbox(opts); }); (The Three Trials 26)

Events (41)

3x Gildor's Counsel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#CD80').colorbox(opts); }); (The Hills of Emyn Muil, 80)
2x In the Shadows $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#3530').colorbox(opts); }); (The Land of Shadow, 12)
1x Noiseless Movement $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#104B4').colorbox(opts); }); (The Three Trials, 33)
2x Old Toby $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2020').colorbox(opts); }); (The Black Serpent, 89)
1x Peace, and Thought $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#596').colorbox(opts); }); (Shadow and Flame, 135)
3x Secret Paths $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F9CA').colorbox(opts); }); (Core Set, 66)
2x Short Cut $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2DFD').colorbox(opts); });   (The Watcher in the Water, 60)
3x Take No Notice $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1A31').colorbox(opts); }); (The Black Riders, 11)
3x A Test of Will $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#158FB').colorbox(opts); }); (Core Set, 50)
3x A Light in the Dark $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#104C2').colorbox(opts); }); (Core Set, 52)
3x Elevenses $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#173D2').colorbox(opts); }); (The Thing in the Depths 36)
1x A Elbereth! Gilthoniel! $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#38DB').colorbox(opts); }); (Shadow and Flame, 132)
1x Out of Sight $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#5724').colorbox(opts); }); (The Long Dark, 81)
3x Smoke Rings $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14E73').colorbox(opts); }); (The Black Riders, 10)
3x Halfling Determination $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#161CF').colorbox(opts); }); (The Black Riders, 9)
2x Second Breakfast $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#BF90').colorbox(opts); }); (Conflict at the Carrock, 27)
2x Hobbit-sense $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#11988').colorbox(opts); }); (Encounter at Amon Dîn, 65)
3x Frodo's Intuition $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#BD95').colorbox(opts); }); (The Black Riders, 12)

Attachments (20)

3x Fast Hitch $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#11359').colorbox(opts); }); (The Dead Marshes, 103)
3x Ancient Mathom $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6DC3').colorbox(opts); }); (A Journey to Rhosgobel, 56)
3x Hobbit Pipe $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#136B4').colorbox(opts); }); (The Black Riders, 15)
3x Hobbit Pony $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#87FF').colorbox(opts); }); (The Wastes of Eriador, 7)
3x Hobbit Cloak $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#17F95').colorbox(opts); }); (The Black Riders, 13)
3x Good Meal $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#111AB').colorbox(opts); }); (The Redhorn Gate, 10)
2x Resourceful $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C54A').colorbox(opts); }); (The Watcher in the Water, 62)

Of course, even with this deck, I’ve taken a few thematic liberties. For example, Frodo and company never encountered any other hobbits on their journey aside from Farmer Maggot, and were certainly not accompanied by Rosie Cotton or any Sherriffs or Tooks. Additionally, as I noted earlier, Fatty doesn’t necessarily play a large role in these particular chapters of the story. But I felt it was appropriate to include these cards, since it’s the only time during the Saga that their presence will be relevant to the scenario. Additionally, while Frodo did encounter some elves on their way to the Grey Havens, none of them followed all the way to Buckleberry Ferry. (Nor indeed did they even stay long enough to say goodbye in the morning. How rude!)

This deck contains a whopping 75 cards across all four spheres, which is why I’ve included the above rule allowing Frodo’s Fellowship resources to be spent to match any sphere. This adjustment should help you play any of the cards you draw. Between Hobbit Pipe,   Old Toby, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F2EB').colorbox(opts); });   Ancient Mathom, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#AF19').colorbox(opts); }); and Frodo's Intuition, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#182DA').colorbox(opts); });  you should still be drawing through a large portion of your deck, despite its size.

Frodo and company did not fight at all during these opening chapters, and this deck represents that weakness. Without the Daggers of Westernesse $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#97C8').colorbox(opts); }); (The Black Riders, 14), which the hobbits did not obtain until their journey through the Barrow-downs, your ability to fight will be extremely limited. You should instead focus on stealth and questing, using Noiseless Movement $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#6182').colorbox(opts); }); and Take No Notice $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B6FF').colorbox(opts); }); to avoid engaging enemies, and In the Shadows, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E94D').colorbox(opts); });   Out of Sight, $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16E10').colorbox(opts); });  and Hobbit-sense $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#11706').colorbox(opts); }); to avoid taking damage when all else fails. You don’t have a lot of allies, so you’ll have to use every trick up your sleeve to explore locations and make it through to Buckleberry Ferry. I’m not going to lie, it won’t be easy… but that’s why it’s called a “designer challenge” and not a “designer romp through the woods,” right?

Let us know how your quest fares! Did you make it to Crickhollow, or did you succumb to the Morgul-blade of a Black Rider? What strategies did you employ? And if you enjoyed this style of designer challenge, let us know! Perhaps we will continue the Saga in the future.

As always, good luck, and happy travels in Middle-earth!

Discuss this article
in our forums!

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

Archon Names

Sat, 11/10/2018 - 02:06
Published 9 November 2018 | KeyForge Archon Names

An Important KeyForge Update from Fantasy Flight Games

The release of KeyForge is just days away, and everyone here at Fantasy Flight Games is incredibly excited for the launch. We’ve seen your excitement too, and we can’t wait for you to open your first Archon Deck and start playing.

Archon names in KeyForge are procedurally generated by an algorithm that pulls from a list that includes tens of thousands of words. The result is that every Archon name (i.e. every deck name) generated by the algorithm is unique. Regrettably, some of the words that were included in the pool created the potential for defective Archon Decks with an unfortunate pairing of words.

We have taken corrective measures to adjust the naming algorithm for future decks, but a small percentage of decks including these words (less than 0.05% of the initial print run) have already reached the public. Instead of allowing these decks to persist in the KeyForge community, we have determined that the best course of action is to remove these decks from the play environment. Defective Archon Decks that we have flagged for removal will not be playable in any official KeyForge Organized Play events.

Determining whether or not your deck has been flagged for removal is simple. When you purchase an Archon Deck, please register it by using the KeyForge Master Vault companion app or online at KeyForgeGame.com. (The KeyForge Master Vault app and website will go live on November 15.) If you attempt to register a deck that has been flagged for removal from the play environment, you will see the following message:

Oh, no! There is a problem with this deck and it has been flagged for removal from the play environment. This deck will not be registered. Please contact our Customer Service team at 855-382-8880, or via email at [email protected], and they will provide you with further instructions. We apologize for the inconvenience.

Our customer service team will verify that your deck has been flagged for removal, then work with you to arrange the return of the defective deck. As a thanks for your cooperation, and as compensation for your returned Archon Deck, our Customer Service team will provide you with two brand-new Archon Decks in exchange.

Thank you very much for your understanding and for your continued support!

Discuss this article
in our forums!
Categories: Company News

What Hides in the Shadows

Sat, 11/10/2018 - 02:06
Published 9 November 2018 | KeyForge What Hides in the Shadows

New Web Fiction for KeyForge: Call of the Archons Is Now Available

Know what you know, see what you see, and trust in luck to do the rest.

In KeyForge, you and your opponent become ethereal Archons, battling for control as you race to gather Æmber. You must fight off your opponent if you're going to be the first to open the Crucible’s hidden Vaults and claim their knowledge and power for yourself. In order to achieve victory, you must read both the battlefield and your opponent, balancing your pursuits and drawing in your enemy until your moment to strike. 

Today, Inka the Spider, who you can meet in our introductory web fiction here, journeys into the dangerous shadows in search of valuable knowledge that can bring her renown throughout the Crucible. The seventh and final fiction for KeyForge: Call of the Archons, the House Shadows story of “What Hides in the Shadows?” by Daniel Lovat Clarke, is now available for download here (-- MB)!

A Cordial Invitation

In her latest adventure, Inka is invited to an exclusive event at the Duskrunner Casino at the behest of Old Bruno. The exact purpose of this visit is unclear, but with House Shadows at the center, it’s bound to be dangerous. Inka desires more information about the elusive House Shadows, and the renown that such knowledge can bring to her and her business, but will she be able to gain more information than she gives away?

Learn the secrets of House Shadows and decide whether or not you trust to bring them into the fold when KeyForge: Call of the Archons hits retailers next week! If you're ready to see more of the Shadows, click here.

Pre-order your copy of KeyForge: Call of the Archons (KF01) and your collection of unique Archon Decks (KF02a) at your local retailer today or on the Fantasy Flight Games website here!

Discuss this article
in our forums!
Categories: Company News

Pages