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Title: FFG: Fantasy Flight Games News
Post by: RSSFeeder on 03 June 2014, 08:10:02
Fantasy Flight Games News (http://www.fantasyflightgames.com/index.asp)

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Title: FFG:Delve the Darkest Depths of Khazad-dum
Post by: RSSFeeder on 03 June 2014, 11:00:03
Delve the Darkest Depths of Khazad-dum

Nightmare Decks Are Now Available for The Lord of the Rings: Khazad-dum

“I too once passed the Dimrill Gate,” said Aragorn quietly; “but though I also came out again, the memory is very evil.”
    
–J.R.R. Tolkien, The Fellowship of the Ring

Three new Nightmare Decks for The Lord of the Rings: The Card Game are now available via FFG’s in-house manufacturing.

Upon the release of the game’s first deluxe expansion, Khazad-dûm, Middle-earth’s heroes first departed the Shadows of Mirkwood and embarked upon a perilous journey through the dark and twisting mines of Moria. Their search for the missing Dwarf, Balin, led them far from the familiar locations and foes of the Core Set into a lightless realm populated by hordes of Orcs, Goblins, and Cave Trolls, along with another presence, darker and more sinister than anything they had previously encountered…

Now, you can experience the novelty and terrors of Khazad-dûm all over again with Khazad-dûm Nightmare Decks, a single set of three twenty-card Nightmare Decks, one for each of its three scenarios: Into the Pit, The Seventh Level, and Flight from Moria.

Nightmare Decks introduce deadly new encounter cards and scenario-specific rules that greatly increase the challenges of the scenarios they enhance, while simultaneously layering subtle plot twists and thematic alterations. The result is that when you play these scenarios in Nightmare Mode, your old strategies may be countered, and if you don’t adapt to the new challenges you face, you may quickly meet your doom.

Developer Matt Newman on Khazad-dûm Nightmare Decks

Dust off your delving picks, and head for the mines of Moria… It’s time for the Khazad-dûm Nightmare Decks!

We’ve been hard at work on these brand new Nightmare Decks, and I am very excited to preview some of the new cards and challenges players will face in these updated Khazad-dûm scenarios. As always, with our Nightmare Decks, each of these sets of twenty cards is designed to amplify an existing scenario, making it more challenging, while simultaneously tweaking its strategies and making it more atmospheric, as well. Let’s dive right in and take a look at the changes that Nightmare Mode brings to these scenarios!

Into the Pit

The opening to the Khazad-dûm deluxe expansion introduces players to the Cave Torch (Khazad-dûm, 41), an objective attachment that helps them explore the darkest corners of Moria. Because the Cave Torch offers a powerful benefit and a relatively small drawback, players found themselves relying on its ability every turn… and why not? After all, who would dare to explore Moria without a light to guide them?

The Nightmare version of Into the Pit limits the number of times that players can use the Cave Torch, thus presenting players with difficult decisions and interesting choices. The Nightmare setup card (Into the Pit Nightmare Deck, 1) reads:

Forced: After Cave Torch exhausts, place 1 damage token on this card. Then, if there are 5 or more damage tokens on this card, remove Cave Torch from the game.”

When players can only use the Cave Torch five times before removing it from the game, they’ll need to think twice before using it. Many of the new locations and enemies in this deck also work alongside this limitation, such as the Patrol Sentry (Into the Pit Nightmare Deck, 3) who can easily spot the heroes’ sources of light, or the Narrow Fissure (Into the Pit Nightmare Deck, 7), which the heroes cannot explore without first using the Cave Torch.

Taken as a whole, this Nightmare version of Into the Pit becomes a race against the clock as the heroes’ light dwindles more and more, and they are forced to make extremely tough decisions. Rely too much on their torch, and they risk being swallowed by the darkness of Moria. Conserve too much light, and they will never find their way out of its twisting passages.

The Seventh Level

The Seventh Level is a straightforward quest that is meant to be a battle against never-ending swarms of goblins. The Nightmare version pushes this theme to extreme levels, sending wave after wave of goblins at our heroes, and as players will quickly learn, these goblins are all about strength in numbers.

Many of the new cards, such as the Pit Goblin (The Seventh Level Nightmare Deck, 6) and the Deep-Mines, (The Seventh Level Nightmare Deck, 7) place resource tokens on the scenario’s many Goblin enemies. Other cards, like the Orc Taskmaster (The Seventh Level Nightmare Deck, 4) and the Western Hall (The Seventh Level Nightmare Deck, 8) increase the strength of any Goblin with one or more resource tokens. The more Goblins are revealed by the encounter deck, the stronger the synergy between these many cards becomes, and eventually our heroes will find themselves battling against a horde of Goblins with tons of resource tokens!

Finally, in Nightmare Mode, The Seventh Level builds toward an epic battle against a unique enemy commander, Overseer Maurûl (The Seventh Level Nightmare Deck, 2). The final stage becomes much more challenging when players are forced to contend with this powerful taskmaster of Mordor along with the scenario’s many goblins. The result is that in Nightmare Mode, even the tiniest goblin can become a nightmare if left alone.

Flight from Moria

This unique scenario introduces players to a quest deck with many different Stage 2B options, which are shuffled and placed in a random order. There are only two ways out, and players never quite know where they’re headed next. Luckily for them, they are given the option to bypass any quest they don’t want to travel through, placing it at the bottom of the quest deck. In the original Flight from Moria, players almost always chose to bypass quest stages instead of progressing through the quest and powering up The Nameless Fear (Khazad-dûm, 25) in the meantime.

In Nightmare Mode, players are presented with a much tougher choice between bypassing and exploring, as many of the scenario’s new cards hinder their ability to bypass quests, and the setup card has the following text:

“When a quest card is bypassed, shuffle it into the quest deck instead of placing it on the bottom.”

This means that the only way to truly guarantee never having to see a particular quest again is to explore it fully.

But what’s really most exciting about this Nightmare Deck is the inclusion of three – that’s right, three – new quest cards! These quest cards are easily slotted into the scenario’s existing randomized quest deck, so that players never quite know if they’re running into one of the scenario’s original quests, or one of the three punishing new ones. Players who are familiar with this scenario in Standard Play may be surprised to find their party decimated, here, by blasts of fire, or blocked by the Nameless Fear himself!

I enjoyed revisiting these scenarios to create exciting and challenging new Nightmare Decks that present you with tougher decisions that will truly test your skills. Keep those Cave Torches ready, because you’re going to need them more than ever!

Prepare for a Terrible, New Challenge

"I have never felt such a challenge. The counter-spell was terrible. It nearly broke me."
    –Gandalf, The Fellowship of the Ring

The Lord of the Rings: The Card Game shook to its foundations the first time that Middle-earth’s heroes encountered the unique challenges of Khazad-dûm. Now, as you once again approach the gates of this abandoned Dwarven realm – this time in Nightmare Mode – you can feel earth rumbling beneath your feet. What lies beyond the East-gate?

Discover the new terrors of Khazad-dûm with Khazad-dûm Nightmare Decks!

...


Source: Delve the Darkest Depths of Khazad-dum (http://www.fantasyflightgames.com/edge_news.asp?eidn=4850)


Title: FFG:The Firespray-31
Post by: RSSFeeder on 03 June 2014, 19:30:04
The Firespray-31

An X-Wing (TM) Strategy Article by Guest Writer Doug Kinney

Nearly everyone in the Star Wars universe with a bounty on his head dreaded the idea that he might someday see Slave I show up on his sensors. Not only was its pilot, Boba Fett, one of the most ruthless and inventive bounty hunters in the galaxy, but the ship itself was a heavily modified Firespray-31 – fast, maneuverable, and loaded with firepower…

We continue our series of X-Wing strategy articles with a look at the Firespray-31 by one of the players most responsible for shaping its presence in the tournament environment, 2012 World Champion Doug Kinney.

2012 World Champion Doug Kinney on the Firespray-31

Released in the second wave of X-Wing expansions, the Slave I Expansion Pack introduced the Firespray-31, one of the game’s two earliest large-base ships. Along with the Millennium Falcon, this ship has had a profound impact upon how the game is played.

Many people believe that the stock Firespray-31 is the most balanced ship in the game for both offense and defense. It boasts a primary weapon that fires a base of three dice and can be used in both the front and rear arcs. It can perform both the focus and target lock actions, and if it gains both tokens, it can become an offensive juggernaut. It shines on defense, as well, with a base agility value of “2” and the ability to perform the evade action. Plus, with a shield value of “4” and hull of “6”, even once it starts taking hits, it’s tough to take down.


 A 360-degree view of the Firespray-31. (Click to enlarge.)

Then, the Firespray-31 is highly customizable. You can load it out with a missile, a cannon, a bomb, and the Slave I Title even lets you add a torpedo. The Firespray-31 adds to these a myriad of good crew options, and both Kath Scarlet and Boba Fett also have elite pilot talent slots. So there are any number of good combinations to make your basic Firespray-31 a more imposing force. Alternatively, you can outfit it with crew members like Recon Specialist, Rebel Captive, or Flight Instructor to increase its defensive abilities.

And don’t forget that the Firespray-31 is a large-base ship! Its size gives it significant presence on the battlefield. At a pilot skill value of “3,” the Bounty Hunter can be an effective blocker against ships with higher pilot skill values, and the Firespray-31 is an especially effective blocker against the Rebellion’s heavy assault fighter, the B-wing. Even once you stop blocking, one of the greatest aspects of the Firespray-31 is that you can fly out of your enemies’ firing arcs and still attack with your auxiliary firing arc, meaning you can often attack without being attacked.

Flying the Firespray-31

For all its strengths, the Firespray-31 is not an easy ship to fly. There is a learning curve to being able to fly it well. I spent many weeks practicing before I was able to maneuver it effectively, and there are many good Imperial players that will attest that it takes a good amount of time to learn how the ship moves.

As you practice, you’ll want to see how the ship’s base serves as a guide to how far it will move when it performs certain maneuvers. For example, a turn with a speed of “2” will move your Firespray-31 only about half of a small-base width and length away from your starting position. That means if your ship is currently in contact with a small ship on its corner, you won’t be able to complete a speed “2” turn in that direction.


 A Bounty Hunter fails to move past an X-wing with its speed “2” turn.

You will, however, be able to complete a speed “3” turn in that direction, as a speed “3” turn takes your ship a little bit wider and longer than the size of a small base away from your starting position. Making note of little tricks like that will help you learn to fly your Firespray-31 into and out of harm’s way during the heat of battle.


 A Bounty Hunter clears an adjoining X-wing with its speed “3” turn.

Another hurdle you’ll need to clear is learning how best to use the auxiliary firing arc. The Firespray-31 is the only ship to-date with a printed rear firing arc, meaning it can fire its primary weapon either forward or backward. It was difficult for me to get out of the mindset that I needed to perform a Koiogran turn in order to attack, but I now use the rear arc as much as the primary arc – if not more so. It takes practice to maneuver while remaining cognizant of where your ship’s rear arc is facing, but once you get the maneuvering down, you will be able to continue your forward movement and perform actions, instead of performing Koigran turns, gaining stress tokens, and losing your actions.

The Firespray-31 in Imperial Squads

Many squads run a single Firespray-31, often complemented by a mini-swarm of TIE fighters, and when the metagame starts to shape up after the release of the fourth wave of starfighters that were announced a while back, I think you will see mini-swarms becoming increasingly popular. Thus, a squad with one Firespray-31 and a mini-swarm may be an increasingly popular archetype in the future.

   Total Squad Points: 99

The Heavy Laser Cannon on Krassis packs a devastating punch and makes good use of his pilot ability. It also forces your opponent into the undesirable position of having to reconsider who to target first. Does he go after the big gun, leaving the mini-swarm to fire off volleys of quality attacks? Or does he go after the mini-swarm, leaving the big gun alone, letting it rain down shots of four dice each?

Meanwhile, you can line up your squad all together, or you can split your forces and attack in a type of pincer movement. I generally prefer to split my ships a little distance apart to allow myself room to maneuver my Firespray-31 without running afoul of the Academy Pilots.

One of the nice things about running a single Firespray-31 is that you generally have a lot of attacks on the board. The sample squad above boasts five separate attacks, which is a decent amount for an Imperial build. When you get into builds with two or three Firespray-31s, you will be getting some bigger bang for your attacks, but at the cost of a reduced number of attacks.

A number of other common squads run two Firespray-31s, and there are a few schools of thought on them. Some people build squads with just two fully loaded Firespray-31s, and they can be successful squads, like the example below:

   Total Squad Points: 100

This is a hard-hitting duo, and it comes with a little additional damage to help mitigate the fact that it only offers two attacks per round. Scott Williams, a player who has put this squad to good use in tournaments, designed an opening where he forces his opponent to chase Kath Scarlet while he chases his opponent with Krassis Trelix. Kath shoots out of her auxiliary arc, while Krassis uses his Heavy Laser Cannon to devastating effect.

Personally, I like to include a third ship in my squads for the extra attack and for drawing fire away from my Firespray-31s. One example is the squad that I took to second place at the 2013 Star Wars Game Experience, “Additional Damage”:

         
  • Bounty Hunter (33) with Assault Missiles (5) and Seismic Charges (2)
  •      
  • Bounty Hunter (33) with Assault Missiles (5) and Seismic Charges (2)
  •      
  • “Howlrunner” (18) with Squad Leader (2)

   Total Squad Points:

The “splash” damage from the Assault Missiles and the Seismic Charges allows you to pile damage onto your opponent on top of the damage you inflict with your standard attacks. However, it can be tough to keep the TIE fighter out of the way of the two Firespray-31s, especially if you’re trying to maximize the pilot ability of “Howlrunner.” TIE fighters and Firespray-31s have different size bases and usually have different pilot skill values, so keeping the TIE fighter out of the way of your Firespray-31s can be tricky, and that’s before you factor in your opponent’s ships.

Another list that makes good use of two Firespray-31s is a very powerful squad that Anthony Lillig took to the Top 16 at both the North American Championships and Worlds in 2013. It combines two Firespray-31s with two TIE fighters.

         
  • Bounty Hunter (33) with Gunner (5)
  •      
  • Bounty Hunter (33) with Gunner (5)
  •      
  • Academy Pilot (12)
  •      
  • Academy Pilot (12)

   Total Squad Points: 100

It’s a simple, yet tough and effective, list that deals a lot of consistent damage. It has a great balance of offense and defense combined with action denial.

Of course, I would be remiss if I didn’t mention the squad that runs three Bounty Hunter Firespray-31s. (Yes, I can hear the collective groan of everyone who has had to fly against it.) This squad has no frills, just thirty points shields and hull and devastating combination of offense and defense. This squad is a bear to play against, especially when flown well, and Jacob Pichelmeyer, the reigning North American Champion, flew three Bounty Hunters to fourth place out of forty-six players at the 2013 Star Wars Game Experience.


 A squad with two Firespray-31s battles a squad of HWK-290s at Worlds 2013.

With its great balance of offense and defense, the Firespray-31 has had a major impact upon the shape of X-Wing, and the tremendous versatility afforded by its loaded upgrade bar ensures that it will continue to be an imposing force in the future.

Thanks, Doug!

Will you rely upon the balanced baseline statistics of the Firespray-31 to make the difference in your games of X-Wing? Will you discover clever and potent combinations of upgrades to hit enemy ships for more damage? Will you fly your Firespray-31 with a complement of TIE fighters, or will you pair it with other Imperial vessels?

Whether you run one Firespray-31 in your Imperial squad, or two, or three, we trust Doug’s advice will inspire you to explore more of the ways this ship can impact your games, and you can always find more advice and more discussion about this and other starships in our community forums!

...


Source: The Firespray-31 (http://www.fantasyflightgames.com/edge_news.asp?eidn=4851)


Title: FFG:The Antlered Crown
Post by: RSSFeeder on 04 June 2014, 04:00:03
The Antlered Crown

Announcing the Thrilling Conclusion to The Ring-maker Cycle


“There are many that cry in the Dunland tongue,” said Gamling. “I know that tongue. It is an ancient speech of men, and once was spoken in many valleys of the Mark. Hark! They hate us, and they are glad; for our doom seems certain to them.”

   
–J.R.R. Tolkien, The Two Towers


War has come to Dunland.


Fantasy Flight Games is proud to announce the upcoming release of The Antlered Crown, the sixth and final Adventure Pack in The Ring-maker cycle for The Lord of the Rings: The Card Game!


After having found Celebrimbor’s hidden forge and securing its secrets from a horde of Orcs, several of Middle-earth’s heroes near the end of their service to the White Council. First, however, they must return to Isengard, and this means passing through the hills of Dunland, where war has broken loose.


The Antlered Crown introduces sixty new cards to The Lord of the Rings: The Card Game, including a new Rohan hero, three copies of each new player card, and a new scenario that carries players deep into battle with the wild men of Dunland. Amid ferocious combats and brutal treachery, you’ll find plenty of moments for heroics, and you’ll have plenty need for stalwart allies.


Naturally, The Antlered Crown delivers heroics and combat-ready allies in abundance; you’ll find allies and events that further depict the ability of Rohan’s finest warriors to charge headlong into battle, as well as a handful of cards that wrap up the cycle’s introduction of the Ent trait to The Lord of the Rings: The Card Game.



Unlikely Allies


“We are tree-herds, we old Ents. Few enough of us are left now.”

    –Treebeard, The Two Towers


While The Ring-maker cycle focuses a great deal of attention toward further defining and enhancing the unique play style associated with the Silvan trait, it also lends new support to several of the game’s other traits, and it introduces several cards for the much-beloved Ents.


Though there are few Ent allies in the cycle, their footprints are large. They are slow to anger and slow to act, but once roused, it’s hard to keep a good Ent down. The Ents don’t make their debut in The Lord of the Rings: The Card Game until Celebrimbor’s Secret, but once players gain the opportunity to play with the cards from The Antlered Crown, these Ents are bound to make a major impression upon fans everywhere.


We saw the first of the Ents revealed in the announcement of Celebrimbor’s Secret. At just two resources, the Wandering Ent (Celebrimbor’s Secret, 119) is a powerful ally that boasts a remarkable array of two Willpower, two Attack, two Defense, and three Hit Points. Yet as an Ent, this ally is slow to commit himself fully to your cause, so he enters play exhausted. This is a theme that runs throughout the cycle’s Ent cards, and both of the Ents from The Antlered Crown also enter play exhausted:



       
  • Ents may be slow to anger, but the Booming Ent (The Antlered Crown, 141) is one Ent who has seen too many evils and too much deforestation to sit idle any longer. Portrayed with arrows jutting out of his hide in all directions, this ally gains one Attack Strength for each damaged Ent character you control. Because you’ll be able to command as many as seven Ent allies once The Antlered Crown releases, it’s entirely possible to get this two-cost character up to a massive Attack Strength of nine.

  •    
  • Finally, the most recognizable of the cycle’s Ents is the venerable Treebeard (The Antlered Crown, 146), who appears as a neutral ally with some truly massive statistics: two Willpower, four Attack, three Defense, and five Hit Points. Moreover, like Radagast (A Journey to Rhosgobel, 59), Treebeard collects a resource each turn, which he can use to recruit other Ents or to ready them. Don’t be too hasty, though, using Treebeard to ready an Ent will cost you two resources, so you’ll have to wait at least one turn to do so.


Though there are only a few different Ent characters in The Ring-maker cycle, these unlikely allies may still make a powerful impact upon The Lord of the Rings: The Card Game, especially if they crash into action to aid your heroes during the battles of The Antlered Crown.


No One Is Safe on the Field of Battle


War rages across the hills of Dunland, the horse-lords of Rohan ride into the fray, and even the neighboring tree-herds storm into battle. Can you complete the mission you began in Saruman’s service? Can you deliver the ancient lore you found in Celebrimbor’s secret forge?


Stand fast amid the chaos of war, and make your mark upon Middle-earth in The Antlered Crown. This thrilling conclusion to The Ring-maker cycle is scheduled to arrive at retailers in the fourth quarter of 2014!

...


Source: The Antlered Crown (http://www.fantasyflightgames.com/edge_news.asp?eidn=4852)


Title: FFG:A Crusade in Twilight
Post by: RSSFeeder on 05 June 2014, 05:30:03
A Crusade in Twilight

A Rogue Trader Adventure and Character Guide Are Now Available For Download

“Your training will be harsh. It will last a lifetime. It will be rigorous, meticulous, and all encompassing. You will learn the lessons of the greatest minds the Fire caste has produced, but also how and when to use them. All of this will be so you can fight for the Greater Good, and likely perish in the process, but it will be an endeavor you will willingly embark on.”
 –Commander Blindside

The Rogue Traders voyage across the vast reaches of space, searching for adventure, renown, and riches beyond count on the edges of the galaxy. To be a Rogue Trader and bear the sacred Warrant of Trade means journeys beyond the boundaries of the Imperium. In some cases, these adventures may lead you to strange realms and stranger alliances.

Two new Rogue Trader digital-exclusive supplements are now available for download: the Twilight Crusade adventure and the Tau Character Guide! Journey to the edge of space in the company of an Inquisitor and his unlikely allies: a cadre of Tau Fire Warriors. As you journey to confront an ambitious Rogue Trader, the Tau support you, and by using the Tau Character Guide, you can become a Tau Explorer yourself.


 Click an image above to purchase a download of the supplement.

Twilight Crusade

Twilight Crusade is a three-part adventure that focuses on your mission to confront the heretical Rogue Trader, Vir Modren. Your Explorers must embark on a Grand Endeavour into the heart of Modren’s Realm, alongside the acolytes of an ardent Inquisitor and his unexpected allies – a hunter cadre of Tau from the far-flung reaches of the galaxy. To confront Modren directly, you must venture deep into his domain and negotiate his followers’ power-struggles, before gaining entry to Modren’s personal fortress. 

This adventure’s Grand Endeavour provides your GM with an excellent framework to gauge your progress and success, no matter how you choose to venture deep into Modren’s Realm and navigate the intrigues within. This Endeavour can be modified to suit the GM’s needs, inviting freeform action from you and your fellow Explorers. To help the GM guide the Explorers even further, a detailed breakdown of the Grand Endeavour’s objectives can be found at the end of each chapter of the adventure. In addition, this adventure offers the perfect opportunity for players to use the Tau Character Guide, as Tau warriors feature extensively throughout Twilight Crusade.

For the Greater Good

The 43-page Tau Character Guide provides Rogue Trader players with all the necessary information and rules to play Tau Explorers, whether in the Twilight Crusade adventure or in another voyage across the Koronus Expanse. In this supplement, you find a concise history of the Tau Empire, rules to play Tau Warriors of the Fire Caste with various specialised classes, and an armoury for outfitting characters with the advanced technology and powerful wargear of the Tau empire.

As you realise your Fire Warrior more fully, you may choose to take alternate career ranks. The Tau Character Guide offers three options for alternate career ranks, enabling your Explorer to become a Pathfinder, a Drone Handler, or even a Battlesuit Pilot. Of course, the Tau Empire would be nothing without its hyper-advanced technology, and you’ll find plenty of equipment and battlesuits in the Tau Armoury. Whether you strike from afar with a Kroot Hunting Rifle, blind your foes with Tau Photon Grenades, or experience the raw power of an XV8 Crisis Battlesuit, you’ll find Tau technology is a great companion in the wild space of the Koronus Expanse.

Begin Your Journey

The hubris of Vic Modren’s realm can no longer stand as an affront to the Imperium. By the will of the Emperor, and for the Greater Good, Modren must fall. Are you prepared to embark on this adventure? Purchase Twilight Crusade and the Tau Character Guide, and begin your ship’s journey past the edges of the Koronus Expanse!

...


Source: A Crusade in Twilight (http://www.fantasyflightgames.com/edge_news.asp?eidn=4853)


Title: FFG:They Wait Within
Post by: RSSFeeder on 05 June 2014, 14:00:03
They Wait Within

Preview the New Monsters of the Overlord in Manor of Ravens


Deep in the foothills of Greyhaven sits an abandoned manor house. The house was once the abode of the high mage, Ithyndrus, but his death left it to the ravens and other scavengers. Bandits camp in the forests around the mansion, venturing inside to loot while the light lasts. At nightfall, the manor belongs to the wraiths that rise from the crypts, bringing a horrible death to anyone unwise enough to remain within the manor walls.


In the Manor of Ravens expansion for Descent: Journeys in the Dark Second Edition, a few heroes have dared to cross the mansion’s threshold in an attempt to root out its evil. Within the manor, the heroes will face terrible monsters, and today’s preview, takes a closer look at the two new monster groups the overlord unleashes on the heroes in Manor of Ravens.



Desperate Men and Criminals


The only predators that survive in every climate and culture, bandits take what they want, thrive on others’ failures, and only regret the effort their ill deeds require. The plague of highwaymen has never been eradicated, and it falls to the heroes of Terrinoth to hold these scoundrels in check or fall prey to their quick blades and underhanded tricks.


The greatest strength of the bandits in Manor of Ravens is their versatility in fighting at range or in melee combat. Bandits possess the Ranged icon as an option for staying out of the heroes’ reach, but they also feature the combat dice necessary to deal solid damage at close range. All bandits have access to the Pillage ability as well. Pillage allows a bandit to perform an attack against an adjacent hero; if that hero is knocked out by the attack, you may choose one of his Search cards and shuffle it back into the deck! Not only will this deprive the hero of some powerful benefits, it also reduces the amount of gold he receives at the end of the quest.



Bandits can also spend surges to cause extra damage or poison a hero, while master bandits take their skulduggery to a more deadly level with Black Venom. When you trigger the Black Venom ability, the hero you attacked becomes both Poisoned and Doomed. Doomed – a new condition introduced in Manor of Ravens – can quickly maximize a hero’s damage. While a hero is Doomed, any damage that he suffers causes him to take an additional damage, until he spends a surge in combat to remove the condition. A bandit can poison or doom heroes with his tricks and abilities, and they aren’t the only monsters you control in the haunted manor.


A Haunting Specter


At the sight of a wraith emerging from its crypt, even the bravest turn and flee. If it’s not the spirit’s looks that cause such dread, it’s fear of their call. To hear the summon of the wraith is to invite death and submit your fate to its malevolent will. The aura of doom that permeates a house that hosts a family of wraiths is more than sufficient to deter all but the most foolish of adventurers.


When you employ the aid of wraiths to destroy the heroes, you can be sure to strike terror into the hearts of any that oppose you. A wraith can attack a hero in close combat with rending, spectral claws, but wraiths can also harry the heroes from afar, using their dark calls to strike out of reach of the heroes. In combat, any wraith can spend surges to deal additional damage or to give a hero the Doomed condition, sentencing the hero to take even more damage later, unless he can dispel the condition by spending a surge in combat.



As an added bonus, every wraith possesses the Death Cry ability. By using this as an action, you may choose a hero near the wraith to test Willpower. If that hero fails, you choose whether he becomes Doomed or suffers a damage, giving you more ways to drain the heroes’ willpower and deal more damage. Finally, master wraiths have the powerful Reaper ability. Whenever a hero within five spaces of a master wraith is knocked out, the master wraith may immediately move up to its speed and make an attack. As your master wraith gains energy from the fading will of the heroes, his power can maximize the amount of damage you’ll deal in a round.


Enter the Manor


In Manor of Ravens, the haunted mansion’s doors have opened, daring those who call themselves heroes to enter. Bandits and wraiths rise to serve the overlord, but new heroes also make their debut. Join us in our next preview as we examine the two new heroes and hero classes.


Preorder the Manor of Ravens expansion at your local retailer today!


...


Source: They Wait Within (http://www.fantasyflightgames.com/edge_news.asp?eidn=4854)


Title: FFG:Plotting and Scheming, Part Two
Post by: RSSFeeder on 05 June 2014, 22:30:03
Plotting and Scheming, Part Two

A Look at Mastering Your Plot Deck in A Game of Thrones: The Card Game


“Tell me, Lord Varys, who do you truly serve?”

    Varys smiled thinly. “Why, the realm, my good lord, how ever could you doubt that? I swear it by my lost manhood. I serve the realm, and the realm needs peace.”


    –George R.R. Martin, A Game of Thrones


Last week, we looked at how the plot decks of A Game of Thrones: The Card Game add layers of bluffing, control, and aggression to the game that distinguish it from other customizable card games. We reviewed the reasons that your plots are the most important seven cards you’ll bring to a game, and we explored several sample plot decks that exemplified vastly different styles of play.


Because you can choose which plot you reveal each turn, your plot deck provides you the means to enhance the strategies you develop in your draw deck, to compensate for its weaknesses, to weave combinations between the two, or to imagine other ways to bolster your bid for the Iron Throne.


It is, in fact, possible to imagine a plot deck that admirably performs a couple of different functions. As an example, a well-built plot deck may support an aggressive Stark deck, allowing its characters to rush onto the battlefield, eliminate enemy characters, and gain early control of the Challenges phase. However, if your opponent gets the better early draw, you might have one or two “reset” plots that can remove enemy characters and help you recover.


Today, then, we’ll take a look at some of these “reset” plots, and we’ll start with a close look at Valar Morghulis (Core Set, 201), which is arguably the most popular, potent, and important card in A Game of Thrones: The Card Game.



Valar Morghulis and Recovering from Disaster


Despite your best efforts, you will, at times, find yourself falling behind in the battle for the Iron Throne. Perhaps a Greyjoy player will strike hard and fast in the midst of winter, killing your characters, freezing your income, and discarding your locations. Perhaps a Lannister player will amass a host of fickle allies and threaten to choke your hand of cards by winning Intrigue challenge after Intrigue challenge. In times such as these, you want a way to bounce back, to reset the game, and to buy yourself a moment to recover. These are the sort of times at which you want to be able to reveal Valar Morghulis.


When revealed, Valar Morghulis kills all characters in play. If you’re falling behind in a game, this plot may give you the breathing room that you need to mount a comeback. It is, in fact, such a powerful and prevalent card that its mere existence demands a host of strategic considerations, many of which extend into deck-building and the interactions between your plot deck and your draw deck:



       
  • First of all, the plot’s ability to kill all characters in play doesn’t actually mean that all characters in play will actually be killed and moved from the table to the dead pile. Instead, it’s possible to cancel Valar’s ability, and even when Valar’s ability triggers, it first checks to see if all the characters in play can be killed. If a copy of The Power of Blood (Core Set, 194) is revealed, characters with the Noble crest cannot be killed; “cannot” is absolute within A Game of Thrones: The Card Game, so Valar Morghulis wouldn’t affect those characters. Even when characters can be killed and Valar Morghulis targets them, before they actually die, they enter a “moribund” state from which it’s still possible to save them by discarding a duplicate, an attachment like Bodyguard (Core Set, 150), or a location like The Iron Mines (Kings of the Sea, 27). There are other means, too, of saving characters, and every player will want to bear these in mind while building a deck and plot deck.




       
  • Valar Morghulis may have one of the game’s most powerful abilities, but it offers only two gold and no claim. Additionally, it has an initiative value of zero, so the turn you reveal Valar as your plot, you’re quite likely to lose the initiative and make little or no headway against your opponent apart from killing off his characters.

  •    
  • Valar Morghulis hits all players equally. If you want to recover from a bad board position, you’ll be sacrificing your characters in order to do so. Accordingly, you’re going to want to have other characters in your hand that you can play onto the table in the Marshaling phase. If you’re playing Valar in order to recover from a bad board position, you’ll almost certainly want to be able to play more and better characters than your opponent so that you don’t simply slip back into yet another losing position. This means you want to understand how Valar functions within the scope of your deck; it needs to fit together with your economy cards, your draw, and your deck’s cast of characters.

  •    
  • In the right deck, Valar Morghulis can be a tool for offense, not just defense. All characters are not created equally, and characters like Robert Baratheon (The Tower of the Hand, 46) who have Renown or can participate in more than a single challenge (or both) are simply more important than non-unique characters like Knight of the Rainwood (Core Set, 81) who can only participate in a single challenge each turn. Even though Valar offers no claim and very little gold, if it can clear out threats or impediments to characters like Robert Baratheon, then it can help you push through for the power you gain from Renown and unopposed challenges. After all, the goal of the game is to claim the Iron Throne by earning fifteen power, not to fiddle with large claim for its own sake.

  •    
  • Finally, it’s worth noting that if you put Valar Morghulis into your plot deck and play through six plots without revealing it, you leave yourself no choice but to reveal it as your next plot. If you’re playing a slower deck, like the sort that might accompany a control strategy, and your intention is to build toward an inevitable victory, you may not wish to include a plot that strikes at you as much as it strikes at your opponent.


Seven Kingdoms Full of Threats


Of course, Valar Morghulis is not the only reset plot in the game. Other reset plots can also help you recover from a bad board position or strengthen your hold on an advantageous one. Several key reset plots present an alternate set of abilities and promote another range of deck-building considerations:



Wildfire Assault (Core Set, 191) is a good reset for control strategies that wish to avoid the double-sided effect of Valar Morghulis. Not only does it allow each player to avoid killing up to three of their characters, but it prevents all others from being saved, meaning that the plot ignores any board advantage your opponent may have expected to retain through cards like Bodyguard and The Iron Mines.



The First Snow of Winter (On Dangerous Grounds, 59) works well in decks with a range of characters of cost three or more. Not only does it allow you to recover from a slow setup, but it can help you push for a win or two in the Challenges phase.



Threat from the North (Princes of the Sun, 56) isn’t a true reset plot insofar as it doesn’t, on its own, balance out the table. However, it’s easily one of the more common plots for players whose draw decks include a measure of “burn,” or cards that lower the Strength of opposing characters. This is a plot you’re likely to encounter when you face a Targaryen burn deck or even a Stark deck that features Shaggydog (Lords of Winter, 3) and other Direwolf attachments.



Characters aren’t your only concern in A Game of Thrones: The Card Game. Locations can trigger a host of nasty, disruptive effects, and several Greyjoy locations can even participate in challenges. Furthermore, a player with a whole realm’s worth of locations at his disposal may be able to play more characters than you each turn or recycle key cards from his discard or dead piles. Fleeing to the Wall (Core Set, 187) is a reset for locations that fits well into decks that aim for more straightforward challenges between characters.


Using Chaos to Your Advantage


Most A Game of Thrones: The Card Game matches end well before players reveal their seventh plots. This means that players usually have room for one or two plots that shore up their decks’ weaknesses, rather than building upon their core strengths.


Accordingly, most plot decks will include at least one reset plot, and one of your key considerations in building your draw deck ought to be to determine a path past your opponent’s reset. This could be through the use of cards that prevent your characters from being killed or that save characters otherwise destined for death, or it could be through the use of greater card draw and economy, playing to the goal of bouncing back from what becomes a momentary setback.


Meanwhile, new players (or those with fewer cards at their disposal) may wish to consider including multiple resets in their plot decks. Let’s face it, until you’ve mastered the game, your odds of finding yourself falling behind are better than those of getting ahead. By including multiple resets, you may stand a better chancing of turning the tables on your opponent. At the least, you’re likely to buy yourself more time to strike.



The plot decks of A Game of Thrones: The Card Game are one of its most central and distinguishing features, and gaining a fuller understanding of them is a critical step to mastering the game. In our next installment of Plotting and Scheming, we’ll continue to look at more of the interactions between your plot deck and draw deck, including the different possibilities introduced by “plot twists.”

...


Source: Plotting and Scheming, Part Two (http://www.fantasyflightgames.com/edge_news.asp?eidn=4855)


Title: FFG:Between the Shadows
Post by: RSSFeeder on 06 June 2014, 07:00:03
Between the Shadows

Announcing an Upcoming Deluxe Expansion for STAR WARS (TM): The Card Game

“Mos Eisley spaceport: You will never find a more wretched hive of scum and villainy. We must be cautious.”
    –Obi-Wan Kenobi, Star Wars, A New Hope

Fantasy Flight Games is proud to announce Between the Shadows, the third deluxe expansion for Star Wars™: The Card Game!

Across the galaxy, there are always those who are most comfortable while unnoticed, under the cover of shadows. In this upcoming expansion for Star Wars: The Card Game, you’re invited to slip into the shadows to meet with those who hide within.

Secrets in the Shadows

Some of those you will find in the shadows stay there to escape persecution and execution. The Jedi were supposedly exterminated when the Empire was created, but their fire has not yet been extinguished from the galaxy. In the desert wastelands of Tatooine, or in the swamps and bogs of Dagobah, the remaining Jedi bide their time, devoting themselves to the study of the Force. Although they work in secrecy, the Force is strong with them, and soon, the Jedi will emerge to once more play a hand in the fate of the galaxy.

Others who make the shadows their home have far less savory occupations. For the Scum and Villainy of the galaxy, back-alley deals, covert operations, and stealthy assassinations are a way of life. You may not see them on the well-lit streets, but a multitude of bounty hunters, mercenaries, brawlers, and collectors wait for the unwary in the shadows. They may work for honor, for credits, or for the massive criminal organization known as Black Sun, but whenever these professionals work, the wise know enough to stay out of their way.

In this deluxe expansion, you’ll find twenty-six new objective sets, giving you two copies each of twelve distinct sets and one copy apiece of two “Limit 1 per objective deck” sets. Although the expansion is focused on the Jedi and Scum and Villainy affiliations, every affiliation will find cards to use in this expansion. Two brand-new fate cards bring new tension to every edge battle, while new versions of iconic characters like Luke Skywalker join the fight alongside new heroes and villains, such as Prince Xizor and Talon Karrde.

Today, however, we’ll step into the shadows to join the most feared Bounty Hunter in the galaxy: Boba Fett.

Fearless and Inventive

When you work with the best in the bounty hunting world, you always get what you pay for. If you pay for sabotage, you’ll get flaming rubble and shattered duracrete. If you pay for a hit, you know the damage goes where it’s supposed to. Boba Fett has built a reputation around ruthless efficiency, so it follows that the objective of his set makes your units more reliable. The objective is “No Disintegrations,” (Between the Shadows, 665) and its text reads, “Combat damage dealt by a Bounty Hunter or Mercenary unit you control cannot be reassigned by the protect keyword.” While this objective is in play, your opponent will no longer be able to evade damage with protector units. The damage you assign sticks, and since Bounty Hunter and Mercenary are two of the most common traits for Scum and Villainy, you can be sure your opponent will think twice before attacking your objectives.

Another card in the set is both a Bounty Hunter and a Mercenary, ensuring that she receives the benefits from “No Disintegrations,” as well as from objectives like Lucrative Contract (Assault on Echo Base, 271). This card is the Freelance Hunter (Between the Shadows, 667). Naturally suited for attack, the Freelance Hunter is an excellent choice for deactivating objectives that are only active while undamaged. The objective set continues with a copy of Prized Possession (Between the Shadows, 378), giving you the resources you need to hire the best Bounty Hunters in the business.

Even the best hunters can be surprised once in a while. At times like that, it’s best to have a trick ready. This set includes the free event Entangled (Between the Shadows, 669). When your opponent chooses a unit to strike, you can play Entangled to force your opponent to strike with a different eligible unit instead. In an engagement involving multiple units, there is nearly always one unit that your opponent wants to strike first. If you can upset that order with Entangled, the engagement is tipped in your favor, even if you lost the edge. As an added bonus, you draw a card after playing Entangled, filling your hand with more tricks and traps.

For other jobs, all you need to rout your enemies is a little extra firepower. You can find what you’re looking for in the Flamethrower (Between the Shadows, 668). This card can enhance any friendly Character or Droid unit, instantly turning them into a one-man army. Whenever a unit enhanced with a Flamethrower is focused to strike, you deal one additional damage to each participating enemy unit. If your opponent doesn't deal with the Flamethrower's incendiary effects, he'll soon find his units nearly exterminated. Of course, any Character or Droid can use the Flamethrower, but there’s only one Bounty Hunter who’s a true master of this Weapon

Many Bounty Hunters achieve fame: Bossk, Dengar, IG-88, and Zuckuss are just a few examples. But one man has forged a reputation as the utter professional. Boba Fett (Between the Shadows, 666) features a spread of combat icons that makes him equally suited for attack or defense – whatever the job requires. The Elite keyword and three Force icons make him excellent for holding the Force, but it’s Boba Fett’s Reaction that makes him the best at what he does. After Boba Fett resolves a strike, you may immediately remove all focus tokens from him! Essentially able to strike twice in any engagement, Boba Fett could easily finish nearly any opposing unit, or destroy an objective single-handedly with the edge. If you enhance him with a Flamethrower as well, he’ll be able to trigger it whenever he strikes, dealing unparalleled amounts of damage to any light side units that stand in his way.

Invisible Connections

The criminals of the Scum and Villainy are dangerous in the extreme, but the last of the Jedi stand ready to oppose them. In Between the Shadows, every affiliation finds powerful new cards to aid them. For more information on this deluxe expansion, visit the Between the Shadows about page, and prepare to enter the shadows of Star Wars in the third quarter of 2014!

...


Source: Between the Shadows (http://www.fantasyflightgames.com/edge_news.asp?eidn=4856)


Title: FFG:The Resourceful Investigator, Part Two
Post by: RSSFeeder on 06 June 2014, 15:30:02
The Resourceful Investigator, Part Two

A Call of Cthulhu: The Card Game Strategy Article by Guest Writer David Boeren

“Warning me that many of the street signs were down, the youth drew for my benefit a rough but ample and painstaking sketch map of the town’s salient features. After a moment’s study I felt sure that it would be of great help, and pocketed it with profuse thanks.”
    
–H.P. Lovecraft, The Shadow Over Innsmouth

In Call of Cthulhu: The Card Game, you pay for cards by draining domains. Accordingly, if you’re looking for a map deeper into the game’s dark heart, there’s no better place to start than with the orders and shapes in which your domains are arranged.

In the first part of his guide to resourcing domains, guest writer David Boeren introduced a few fundamental concerns and walked us through a sample game, examining the initial resourcing decisions presented by his opening draw. Now, he walks us even deeper into his game, how he addresses the resourcing decisions that all players face, and how he views the theory behind his decisions.

Guest Writer David Boeren on Building Your Domains

David’s eight opening cards contained six Syndicate cards, one Silver Twilight card, and one neutral card:

He resourced Peter Clover, Intimidate, and On the Lam. However, this meant that his two-faction deck, split between Syndicate and Silver Twilight, would start the game without domains for each faction.


 Focused on gaining a strong early board position, David initially resources a character he can't afford to play on his first turn, along with two events.

Before David resumes his game walkthrough, he explains how he approaches resourcing for multi-color decks (decks split between two or more factions).

It’s generally desirable that you quickly build your domains so that some or most of them contain resources for all of your factions. This allows for maximum flexibility in the cards that you play. While it’s okay to put this off temporarily in order to hold onto important cards or to play a two-cost Loyal card early in the game, you’ll want to get around to adding multiple colors to your domains as quickly as you can.

There are, however, some things you can do to reduce your need to add multiple factions to each domain:

         
  • Run mostly one faction and just a splash of another. This sort of deck may only need a single domain to carry a resource from the secondary faction.
  •      
  • Keep most or all of your one-cost cards in one faction. By doing this, you will find yourself under less pressure to build your smallest domain to two resources simply in order to match both factions.

After resourcing, I go first. On my first turn, I draw one card and get Steal the Soul (The Order of the Silver Twilight, 52). This is a great card. It’s also a Silver Twilight card, which was what I had hoped to draw.

Fortunately, there’s also an action window between the Draw Phase and Resource Phase, and I use it to play my Eldritch Nexus immediately, to see what I get before I have to make my resource decision.

                                         
                                                                                                                  

Which Domain Should You Build?

                         

Turn one usually presents an easy resourcing decision; you want to build your domains to 2-1-1. But where do you go after that? Do you build your domains to 3-1-1 or 2-2-1?

                         

This will depend on the design of your deck and the cards in your hand. Usually these concerns go together, as your opening hand should reflect the intent of your deck.

                         

Generally, I advise resourcing according to whichever tactic will help you play more of your important cards faster. For a given deck, one path will usually be best the majority of the time, and if you find yourself resourcing to 3-1-1 most of the time in order to play high-cost charaters, then you likely need to think about balancing those with more one-cost characters, event,s and supports to play from your second and third domains.

When Eldritch Nexus resolves, the top card of my deck goes facedown as a new domain. This is another Intimidate. The second card of my deck goes underneath this new domain as a resource… and it’s another Eldritch Nexus!

This is a small problem. I’m not really concerned about losing the card since four domains is probably enough, but seeding a neutral card as a one-resource domain is less than ideal. I can still use it to pay for abilities that require me to “pay 1,” but I’m better off in the long run to put another resource there to convert it into something more useful. The problem is, I no longer have any spare Syndicate cards in hand.

This forces me to make a difficult decision:

         
  • Resource a Silver Twilight card on a Syndicate domain. This will let me play either Meticulous Scribe and Lena Di Boerio, or Johnny V’s Dame plus another Syndicate character. It will also give me a two-color domain.
  •      
  • Resource a Silver Twilight card on my neutral domain. This will let me play Meticulous Scribe and Lena Di Boerio, and it will fix my neutral domain, making it more useful in future turns.
  •      
  • Resource a Syndicate card on the neutral domain. This will let me play Johnny V’s Dame plus another Syndicate character, and it will fix my neutral domain.

Of the choices, the two-color domain seems best as I’ll be able to build it up so that I can play a three-cost character of either faction on my next turn if I need one, so I decide to give up Steal the Soul, resourcing it on a Syndicate domain.


 By resourcing a Silver Twilight card to the same domain as a Syndicate resource, David ensures that his first two-resource domain can be used for either faction.

Here, even the decision where to resource it matters: In case I should win Chaos Unleashed (The Shifting Sands, 8), I want to resource Steal the Soul with the Syndicate card I expect I’d most like to get back later in the game. The resources in my open domains are Peter Clover and Intimidate, and I decide to add Steal the Soul to the domain with Peter Clover.

                                         
                                                                                                                  

Chaos Unleashed

                         

Some of the story cards from the Asylum Pack The Shifting Sands allow you to exchange cards from your hand with the cards in one of your domains. The most important of these stories is Chaos Unleashed, which lets you add an entire domain's worth of cards to your hand and then replace them from the top of your deck.

                         

Chaos Unleashed won't appear every game, but when you see it, you should resource all your best cards to one domain, which will typically also be your biggest domain. This way, if you win one of these stories, you will maximize the benefit your receive from winning the story by giving yourself the best selection of cards to retrieve.

                         

Keep in mind that you won't win one of these stories for at least a couple of turns, so you should resource cards that will be useful in the mid-game rather than the early game. Still, this isn't hard because you should already want to keep your good early game cards in your hand in order to play them.

After resourcing, I drain my domain of two to play Johnny V’s Dame, and then I use my other Syndicate domain to play my Clover Club Torch Singer at one-cost. My neutral domain remains open to pay for her ability if I need it, and I’m holding two characters that I can play on my next turn.

I wish I didn’t have to give up Steal the Soul, but I really want the Meticulous Scribe on the table for his Arcane icon, and without a Silver Twilight domain of one, I’d have had to build and hold onto a domain of two just to play my event. If I’d had a Silver Twilight domain of one resource, I’d have probably gone the other way and resourced Meticulous Scribe, trusting that I’d soon draw into another character with Arcane or Investigation icons.

Fortunately, in this case Lena Di Boerio is a reasonable substitute. Although her ability is very domain-hungry, she can mess with icons. In fact, she would have been a very reasonable substitute for the Clover Club Torch Singer, but because my deck is full of Criminal characters, I wanted to take advantage of Johnny V’s Dame’s discount as early as possible.

Subsequent Turns

My opponent appears to be playing a Serpent-themed deck. On his turn, he plays Naaginn (Touched by the Abyss, 105) and two Degenerate Serpent Cultists (The Wailer Below, 63). All three have Terror icons but no other icons. During his story phase, my opponent opts not to commit to stories since he sees that I could kill one Serpent and use my Clover Club Torch Singer to reduce another to skill zero, preventing it from gaining success tokens.

On my second turn, then, I draw another Johnny V’s Dame and Josef Meiger (Denizens of the Underworld, 52). The second Dame does little for me since they can only discount the first Criminal I play each turn. Fortunately, though, Josef is a Criminal himself, despite being a member of the Silver Twilight. This presents me a good opportunity to fix my neutral domain.

I resource the Dame on my neutral domain, then play Josef and Lena Di Boerio. At this point, the only card in my hand is the Meticulous Scribe. However, I have two domains left open. This allows me to threaten to remove my opponent’s Terror icons, so that I can commit to two or even three stories.


 David doesn't require a three-resource domain for any of the cards in his hand, and by resourcing a Silver Twilight card to his neutral domain, he not only gains the ability to play two two-cost cards on his turn, but he makes transforms his neutral domain into one that's more useful to his deck.

I commit Josef, the Clover Club Torch Singer, and the Dame. If my opponent opposes all three, I can easily afford to let the Dame go insane, as her ability will work even if she is exhausted, and I’ll be able to kill some Serpents in return…

The Game So Far

                                         
                                                                                                                  

When Should You Stop Resourcing?

                         

At some point, you want to stop resourcing. After all, every card you don't resource is one extra card in your hand, and the sooner you stop letting go of those options, the sooner you’ve got a card advantage on your opponent.

                         

This doesn't mean that every deck should be a rush deck, nor is it a good idea to stop resourcing too soon. If you do, you may have trouble playing your higher cost cards when you draw them.

                         

Simply, you want to maintain the flow of cards from your deck to your hand and into play. If you can afford to play two to three cards every turn, then you may be ready to stop resourcing, or at least skip a turn. If you don't immediately need an extra resource and resourcing would cost you a valuable card, it's well worth skipping as long as your deck doesn't have too many high-cost cards that would leave you feeling off-pace later in the game.

At this point, I’ve had a fairly successful opening, and on my next turn, I’ll draw two more cards to add to my Meticulous Scribe. Also, since I know my deck’s composition, I expect that I’ll be able to play at least two of the cards I’ll have in my hand. At this point, there’s a good chance that I will only need to resource once more; if I add another Silver Twilight card to the domain that has one neutral and one Syndicate card, I’ll have two two-color domains, and one of them will be able to pay for three-cost cards.

Finally, now that I’ve established a fairly strong board presence, the time to favor characters over other card types has passed, and I can pay more attention to holding onto useful events and supports.

Hopefully, this has been a useful glimpse into the sort of choices that come up with resourcing, particularly early in the game when these choices are most critical. I think this particular example also helps to illustrate the sort of problems that occur even with a finely tuned deck and how you often need to be able to reroute your plans if you find yourself off of your ideal path.

Thanks, David!

The resourcing mechanic of Call of Cthulhu: The Card Game is one of its most central and defining characteristics… and mastering the art of resourcing intelligently is essential to your efforts to save humanity or hurl it headlong toward the abyss!

...


Source: The Resourceful Investigator, Part Two (http://www.fantasyflightgames.com/edge_news.asp?eidn=4857)


Title: FFG:Plotting and Scheming, Part Two
Post by: RSSFeeder on 07 June 2014, 00:00:03
Plotting and Scheming, Part Two

A Look at Mastering Your Plot Deck in A Game of Thrones: The Card Game

“Tell me, Lord Varys, who do you truly serve?”
     Varys smiled thinly. “Why, the realm, my good lord, how ever could you doubt that? I swear it by my lost manhood. I serve the realm, and the realm needs peace.”

     –George R.R. Martin, A Game of Thrones

Last week, we looked at how the plot decks of A Game of Thrones: The Card Game add layers of bluffing, control, and aggression to the game that distinguish it from other customizable card games. We reviewed the reasons that your plots are the most important seven cards you’ll bring to a game, and we explored several sample plot decks that exemplified vastly different styles of play.

Because you can choose which plot you reveal each turn, your plot deck provides you the means to enhance the strategies you develop in your draw deck, to compensate for its weaknesses, to weave combinations between the two, or to imagine other ways to bolster your bid for the Iron Throne.

It is, in fact, possible to imagine a plot deck that admirably performs a couple of different functions. As an example, a well-built plot deck may support an aggressive Stark deck, allowing its characters to rush onto the battlefield, eliminate enemy characters, and gain early control of the Challenges phase. However, if your opponent gets the better early draw, you might have one or two “reset” plots that can remove enemy characters and help you recover.

Today, then, we’ll take a look at some of these “reset” plots, and we’ll start with a close look at Valar Morghulis (Core Set, 201), which is arguably the most popular, potent, and important card in A Game of Thrones: The Card Game.

Valar Morghulis and Recovering from Disaster

Despite your best efforts, you will, at times, find yourself falling behind in the battle for the Iron Throne. Perhaps a Greyjoy player will strike hard and fast in the midst of winter, killing your characters, freezing your income, and discarding your locations. Perhaps a Lannister player will amass a host of fickle allies and threaten to choke your hand of cards by winning Intrigue challenge after Intrigue challenge. In times such as these, you want a way to bounce back, to reset the game, and to buy yourself a moment to recover. These are the sort of times at which you want to be able to reveal Valar Morghulis.

When revealed, Valar Morghulis kills all characters in play. If you’re falling behind in a game, this plot may give you the breathing room that you need to mount a comeback. It is, in fact, such a powerful and prevalent card that its mere existence demands a host of strategic considerations, many of which extend into deck-building and the interactions between your plot deck and your draw deck:

         
  • First of all, the plot’s ability to kill all characters in play doesn’t actually mean that all characters in play will actually be killed and moved from the table to the dead pile. Instead, it’s possible to cancel Valar’s ability, and even when Valar’s ability triggers, it first checks to see if all the characters in play can be killed. If a copy of The Power of Blood (Core Set, 194) is revealed, characters with the Noble crest cannot be killed; “cannot” is absolute within A Game of Thrones: The Card Game, so Valar Morghulis wouldn’t affect those characters. Even when characters can be killed and Valar Morghulis triggers, before its effect resolves, there is an opportunity to save them by discarding a duplicate, an attachment like Bodyguard (Core Set, 150), or a location like The Iron Mines (Kings of the Sea, 27). There are other means, too, of saving characters, and every player will want to bear these in mind while building a deck and plot deck.

         
  • Valar Morghulis may have one of the game’s most powerful abilities, but it offers only two gold and no claim. Additionally, it has an initiative value of zero, so the turn you reveal Valar as your plot, you’re quite likely to lose the initiative and make little or no headway against your opponent apart from killing off his characters.
  •      
  • Valar Morghulis hits all players equally. If you want to recover from a bad board position, you’ll be sacrificing your characters in order to do so. Accordingly, you’re going to want to have other characters in your hand that you can play onto the table in the Marshaling phase. If you’re playing Valar in order to recover from a bad board position, you’ll almost certainly want to be able to play more and better characters than your opponent so that you don’t simply slip back into yet another losing position. This means you want to understand how Valar functions within the scope of your deck; it needs to fit together with your economy cards, your draw, and your deck’s cast of characters.
  •      
  • In the right deck, Valar Morghulis can be a tool for offense, not just defense. All characters are not created equally, and characters like Robert Baratheon (The Tower of the Hand, 46) who have Renown or can participate in more than a single challenge (or both) are simply more important than non-unique characters like Knight of the Rainwood (Core Set, 81) who can only participate in a single challenge each turn. Even though Valar offers no claim and very little gold, if it can clear out threats or impediments to characters like Robert Baratheon, then it can help you push through for the power you gain from Renown and unopposed challenges. After all, the goal of the game is to claim the Iron Throne by earning fifteen power, not to fiddle with large claim for its own sake.
  •      
  • Finally, it’s worth noting that if you put Valar Morghulis into your plot deck and play through six plots without revealing it, you leave yourself no choice but to reveal it as your next plot. If you’re playing a slower deck, like the sort that might accompany a control strategy, and your intention is to build toward an inevitable victory, you may not wish to include a plot that strikes at you as much as it strikes at your opponent.

Seven Kingdoms Full of Threats

Of course, Valar Morghulis is not the only reset plot in the game. Other reset plots can also help you recover from a bad board position or strengthen your hold on an advantageous one. Several key reset plots present an alternate set of abilities and promote another range of deck-building considerations:

Wildfire Assault (Core Set, 191) is a good reset for control strategies that wish to avoid the double-sided effect of Valar Morghulis. Not only does it allow each player to avoid killing up to three of their characters, but it prevents all others from being saved, meaning that the plot ignores any board advantage your opponent may have expected to retain through cards like Bodyguard and The Iron Mines.

The First Snow of Winter (On Dangerous Grounds, 59) works well in decks with a range of characters of cost three or more. Not only does it allow you to recover from a slow setup, but it can help you push for a win or two in the Challenges phase.

Threat from the North (Princes of the Sun, 56) isn’t a true reset plot insofar as it doesn’t, on its own, balance out the table. However, it’s easily one of the more common plots for players whose draw decks include a measure of “burn,” or cards that lower the Strength of opposing characters. This is a plot you’re likely to encounter when you face a Targaryen burn deck or even a Stark deck that features Shaggydog (Lords of Winter, 3) and other Direwolf attachments.

Characters aren’t your only concern in A Game of Thrones: The Card Game. Locations can trigger a host of nasty, disruptive effects, and several Greyjoy locations can even participate in challenges. Furthermore, a player with a whole realm’s worth of locations at his disposal may be able to play more characters than you each turn or recycle key cards from his discard or dead piles. Fleeing to the Wall (Core Set, 187) is a reset for locations that fits well into decks that aim for more straightforward challenges between characters.

Using Chaos to Your Advantage

Most A Game of Thrones: The Card Game matches end well before players reveal their seventh plots. This means that players usually have room for one or two plots that shore up their decks’ weaknesses, rather than building upon their core strengths.

Accordingly, most plot decks will include at least one reset plot, and one of your key considerations in building your draw deck ought to be to determine a path past your opponent’s reset. This could be through the use of cards that prevent your characters from being killed or that save characters otherwise destined for death, or it could be through the use of greater card draw and economy, playing to the goal of bouncing back from what becomes a momentary setback.

Meanwhile, new players (or those with fewer cards at their disposal) may wish to consider including multiple resets in their plot decks. Let’s face it, until you’ve mastered the game, your odds of finding yourself falling behind are better than those of getting ahead. By including multiple resets, you may stand a better chancing of turning the tables on your opponent. At the least, you’re likely to buy yourself more time to strike.

The plot decks of A Game of Thrones: The Card Game are one of its most central and distinguishing features, and gaining a fuller understanding of them is a critical step to mastering the game. In our next installment of Plotting and Scheming, we’ll continue to look at more of the interactions between your plot deck and draw deck, including the different possibilities introduced by “plot twists.”

...


Source: Plotting and Scheming, Part Two (http://www.fantasyflightgames.com/edge_news.asp?eidn=4855)


Title: FFG:Lead the Charge
Post by: RSSFeeder on 07 June 2014, 08:30:03
Lead the Charge

Preview Combat in Warhammer 40,000: Conquest


The servants of Khorne stood from horizon to horizon, filling the air with their barks, gibbers, and howls. Their battle banners, straining in the coppery wind that blew through their ranks, were of the deepest red, bearing a single rune and a legend of simple devotion: Blood for the Blood God.

   –The Tome of Blood


In the grim darkness of Warhammer 40,000: Conquest, there can never be peace. The only way to achieve total conquest is to utterly vanquish your enemies with fire and sword.


In past previews of Warhammer 40,000: Conquest, we’ve looked at methods for deploying units to planets across the Traxis sector. We’ve also explored the command struggle, a strategic battle for resources and influence that takes place at every planet, granting you the card draw and extra resources to maintain your assault. Today, however, we’ll move into combat, exploring the battles that occur every round.



The Clash of Arms


During the combat phase, battles rage throughout the sector, but the presence of opposing units at one planet is not necessarily enough to trigger a battle there. Sometimes, your units work against your opponent on a strategic scale, illustrated by the command struggle. In the combat phase, however, tactics take the fore as battles erupt, taking place each round at the first planet and at planets where you or your opponent have committed a warlord.


Combat in Warhammer 40,000: Conquest is conducted over a series of merciless rounds. Combat begins at a planet when the player with initiative chooses one of his ready units to strike.  Every unit has two numbers on the lower left border of its card. The upper number is that unit’s attack value, while the bottom number is its hit points. When you exhaust one of your units to strike, it deals damage equal to its attack value to an enemy unit chosen by you. If a unit ever has damage on it equal to or greater than its hit points, it is destroyed.



After you strike with one of your units, it’s your opponent’s turn to strike with a unit, after which the combat turn transfers back to you. The battle rages on until all units at the planet are exhausted, at which point every unit at the planet refreshes, preparing for another round of combat. If defeat seems imminent, or if staying at the planet would not accomplish your goals, you and your opponent have the chance to retreat any number of units before a new combat round begins. Any army units that remain behind will engage in a new round of combat, battling for ultimate victory. The battle only ends once one player retreats all of his forces, or one player has slain every opposing unit at the planet!


After a battle ends at any planet, the victor has the opportunity to trigger that planet’s Battle ability, which offers a powerful bonus. The planet Atrox Prime, for example, possesses a Battle ability that reads, “Deal 1 damage to each enemy unit at a target HQ or adjacent planet,” granting you a potent strike against the heart of your opponent’s strength. Although the Battle ability of a planet can be resolved after any battle, only the first planet is claimed by the victor and placed in his victory display, bringing him one step closer to dominion of the sector. After the first planet has been claimed, your victorious units there return to your headquarters with your warlord, awaiting new conquests in the next round.


A Stalwart Shield


Your warlord has a critical role in combat as the leader of your forces in the Traxis sector. Part of that warlord’s role is potentially claiming initiative for you. Typically, the player holding the initiative token strikes first in a battle, but if your warlord is present, you can steal the opportunity to strike first in the battle. If your opponent’s warlord is at the same planet, however, initiative reverts to the player with the initiative token.


In addition, every warlord has a powerful special ability, but your warlord’s presence at a planet puts him in danger of attack. Whenever your warlord takes damage equal to his hit points, his card is flipped over, leaving him bloodied, without his special ability, and in danger of being defeated again. If a bloodied warlord is defeated again, that player immediately loses the game. Although both warlords must commit to a planet each round, there are measures you can take to reduce your opponent’s chances to harm your warlord. Once combat begins, instead of exhausting a unit to strike, you can use your combat turn to exhaust your warlord and retreat him to your headquarters.


Fortunately, you have more ways to avoid combat damage than strategic retreats. Attachment and event cards have a number of shield icons on the upper left border of the card. For example, the card Drop Pod Assault (Core Set, 24) holds two shield icons. When one of your units would take damage, you may discard one card with shield icons from your hand to reduce the damage by the number of shields on the card.


Use Your Skills


Although the foundation of combat rests on attacking with units to deal damage, there are a wealth of keywords introduced in Warhammer 40,000: Conquest that add depth to your battles, allowing you to win seemingly impossible fights. For example, a unit like the Enraged Ork (Core Set, 63) has the Brutal keyword, meaning that he gains one attack power for each damage on him. Before he takes damage, the Enraged Ork has no attack power, but if an enemy dares to strike him, he’s more than ready to strike back just as hard.



Another keyword can be found on the Daring Assault Squad (Core Set, 16). This unit has the Area Effect (2) keyword, meaning that whenever it attacks, instead of dealing its normal attack of three damage to one unit, it may deal its Area Effect of two damage to every enemy unit at the planet! Other keywords can be found on the Black Legion Heldrake (Core Set, 87). This unit has the No Wargear Attachments keyword, keeping it from receiving that type of attachment. It also holds the Flying keyword, meaning that it takes half damage from non-Flying units. With the ability to evade damage in that way, this unit will have a long-lasting influence on your battles.


War Is Coming


Warhammer 40,000: Conquest casts you directly into the futuristic battles for the planets of the Traxis sector, matching your strategy and battlefield tactics against your opponent in a struggle for the stars. In our next preview, we’ll look at a detailed example of a battle. Check back for more previews and preorder Warhammer 40,000: Conquest at your local retailer today!


...


Source: Lead the Charge (http://www.fantasyflightgames.com/edge_news.asp?eidn=4858)


Title: FFG:All That Remains
Post by: RSSFeeder on 07 June 2014, 17:00:03
All That Remains

Announcing the Fifth Data Pack in the Lunar Cycle


Three tunnels formed a triangular shape with the work area in the center of the room. It was filled with rows of ancient displays, below which were a series of knobs, keyboards, and ports and all covered with a thick layer of dust…


Fantasy Flight Games is proud to announce the upcoming release of All That Remains, the fifth Data Pack in the Lunar Cycle for Android: Netrunner!


What will come of one Runner’s hunt for the net’s legendary source protocols? All That Remains explores this question with sixty new cards (three copies of each new card), including a new Criminal Runner identity, a new shard of the source protocols, and a host of assets designed to support the ambitions and secrecy of those Corporations that have the most investment in lunar development.


Additionally, a number of other cards ensure that every action ripples outward and spurs new responses. You’ll find a trio of Corp agendas with powerful “when scored” abilities and trace cards that can hit the Runner even if their traces fail.



Life is different on the moon, and the cat-and-mouse cyberstruggles between Corp and Runner follow deadly new twists. Explore the ends to which they lead in All That Remains.


The Ripple Effect


On the net, all data is connected. One upload alters a server, which modifies the next transmission that server emits, which alters the server that receives it, and so on into infinity. Because of this, no transmission ever truly ends. Instead, data echoes ripple throughout the net and assume their own forms of permanence or recurrence.


We saw these echoes depicted in one form in The Spaces Between. That Data Pack’s current events and operations introduce players to data packages that have echoed throughout the net long enough to assume something like a static permanence. Now, several of the cards in All That Remains revisit the moon’s oldest data streams, offering efficient means to revitalize old data and derive new benefits from it.


Three Corps gain agendas with “when scored” effects that gain strength based upon the amount of data the Corps have previously pumped into the net.



       
  • NBN gains License Acquisition (All That Remains, 85), which allows the Corp to install and rez an asset or upgrade, ignoring all costs. The Corp can choose to install this card from HQ, but it can also choose to install it from Archives. This means that even if a Runner manages to trash an asset like SanSan City Grid (Core Set, 92), the Corp can pull up its archived schematics and quickly get back to business.

  •    
  • Weyland Consortium gains Superior Cyberwalls (All That Remains, 87) which rewards players for sticking with Weyland’s expertise in barriers. The more barrier ice you install, the greater the benefit you’ll derive from Superior Cyberwalls. For starters, “when scored,” it grants you one credit for each piece of rezzed barrier ice. Then, it enhances each of these barriers, granting them all a permanent one-point bump to their strength. Moreover, these bonuses are cumulative, meaning that if Weyland can quickly score two or more copies of Superior Cyberwalls, it may be able to form an impenetrable defense by layering its barrier ice before the Runner.

  •    
  • Finally, Haas-Bioroid gains tremendous flexibility from their new agenda, Bifrost Array (All That Remains, 81). When scored, Bifrost Array allows Haas-Bioroid to echo the “when scored” effect of any other agenda in the Corp’s scored pile. This means it can be as powerful as an Accelerated Beta Test (Core Set, 55) or Director Haas’ Pet Project (Creation and Control, 4). A repository of many forms of data, Bifrost Array can even deliver all the benefits of winning a Corporate War (Future Proof, 120), without any threat of suffering the penalties of losing the war. Naturally, you need to have the other agendas in your scored pile in order to copy their effects, but by combining Bifrost Array with Fast Track (Honor and Profit, 27), Haas-Bioroid can deliver upon an adaptable schedule of agendas.


Data Never Dies


When bytes hit the net, they can’t be taken back. The best you can do is seek to master the flow of information. With its sixty new cards, All That Remains allows Corps and Runners to explore new means to hunt – and ultimately control – the net’s legendary source protocols.


Look for All That Remains to add greater depth and resonance to your games of Android: Netrunner when it arrives at retailers everywhere late in the third quarter of 2014!

...


Source: All That Remains (http://www.fantasyflightgames.com/edge_news.asp?eidn=4859)


Title: FFG:Secrets and Schemes
Post by: RSSFeeder on 08 June 2014, 01:30:04
Secrets and Schemes

Announcing the First Chapter Pack in the Wardens Cycle for A Game of Thrones


“Lysa knew more than she had dared to put in her letter. She might have the very proof that Ned needed to bring the Lannisters to ruin, and if it came to war, they would need the Arryns and the eastern lords who owed them service.”

   
–George R.R. Martin, A Game of Thrones


Lords and ladies across the Seven Kingdoms have fought for the Iron Throne. Many have died. Still others have held back, aloof and apart, courted by those who desire their strength. But these lords and ladies have their own plans and ambitions…


Fantasy Flight Games is proud to announce the upcoming release of Secrets and Schemes, the first Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!


In Secrets and Schemes, you will discover sixty new cards (three copies each of twenty different cards) that touch upon the schemes concocted by those patient individuals who have remained above or outside of the wars that have shaken the Seven Kingdoms. Additionally, you’ll learn how they make their opening moves with a host of new Knights, attachments, and the agenda, Aloof and Apart (Secrets and Schemes, 18), which encourages players to revisit some of the game’s most expensive, powerful, and recognizable characters.



Additionally, as it opens the Wardens cycle, Secrets and Schemes begins the exploration of its ongoing themes. For more about these themes and what the cycle has to offer players of every type, we turn to lead developer Nate French.


Lead Developer Nate French on the Wardens Cycle


Hello, A Game of Thrones players!


The Wardens cycle is the twelfth expansion series for A Game Thrones: The Card Game, and with it, we sought to explore a number of under-explored nooks and crannies, both in the game and in the A Song of Ice and Fire setting. This means there’s plenty to appeal to all three of our archetypal players: Ned, Shagga, and Jaime.



The “Ned” Archetype


“Ned” players are fans of the source material, who come to the game to immerse themselves in the A Song of Ice and Fire setting. For such players, the biggest draw in the Wardens cycle is likely to be its exploration of the Vale of Arryn and the Eyrie.


In this expansion cycle, you’ll find a number of important unique characters and locations that have not yet appeared in the LCG®, including Lysa and Robert Arryn, The Knight’s Declarant, The Moon Door, and the “Petyr Baelish” version of Littlefinger.


In the novels, a number of different lords and ladies desire the support of the Vale, but the Arryns have not yet emerged as a unified player in the game of thrones. To this end, the Arryn cards were designed so that they can be splashed as useful support into a wide variety of different decks, rather than collected together as a unified deck archetype. Instead of having a direct impact, the Arryns are more content to lend their support and influence from afar, “safe” within the walls of their Eyrie.


The “Shagga” Archetype


“Shagga” players are fans of novelty, always eager to play around with any new “bright and shiny” toys. The Castle plots of the Wardens cycle introduce a new type of “delayed” plot effects to the cardpool. In exchange for broadcasting their intentions ahead of time and delaying the payoff, Castle plots allow players to take advantage of powerful effects when these plots enter their used plot piles. Because they represent the tendency of the Arryns to plot slowly and cautiously behind the impregnable walls of their mountain fortress, these cards also have a nice Nedly angle to them.



In addition to these new Castle plot cards, you’ll find support for a number of synergistic Trait-based decks that have long enticed Shagga players, but that have not yet made it to the top of the competitive hill. Clansman, House Tully, Sand Snake, Dothraki, and Raider decks all receive a number of new options in this expansion, and House Baratheon gains an entirely new set of cards that focus on the Rainbow Guard.


The “Jaime” Archetype


Finally, the “Jaime” player archetype is the competitive player, for whom winning isn’t just the ultimate objective – it’s the only objective. As we looked at the game from the perspective of these players, we decided that the category of “Limited Response” abilities had not yet been satisfactorily explored.


For most decks and games the limitation of “1 limited response per round” just wasn’t a big deal. To make this aspect of the game experience more interesting, a number of powerful limited response abilities, such as those on The Drumm (Secrets and Schemes, 4) and Maester Vyman were designed into the Wardens card pool. These should challenge competitive players to determine which limited responses, and how many, to include in their decks. They’ll also find themselves confronted with more over-the-board situations in which the decision as to which limited response is more useful in a given round becomes a significant choice.


Another area of the game that was explored from a “Jaime” perspective in this cycle was the cost threshold between printed cost “3” and printed cost “4.” Historically, this has been an important breaking point in a card’s evaluation, where, once a card costs four or more, the Jaime evaluation of the card changes dramatically so that only the most fantastic four-cost characters are considered for inclusion in such a player’s deck.


To challenge these assumptions, the Wardens cycle provides players with a number of cards such as The Eyrie and The Bloody Gate that encourage the use of higher cost characters. Attacking the situation from the other side, a number of cards such as Mord, Sky Cell, and Ser Ilyn Payne aim to undermine the reliability of characters with printed costs of three or lower, necessitating that competitive players re-evaluate the relative merits of vast swaths of the character pool when working out their decks.


Whether you count yourself a Ned, Shagga, or Jaime – or some combination thereof – the Wardens cycle was designed and developed with you in mind. We’re looking forward to seeing what you do with them!


Enter the Fray


For years, some of the Seven Kingdoms’ most powerful lords and ladies have remained aloof, apart from the turbulent wars that have revolved around the Iron Throne. Now, as they start to stir to action, how will you respond? Will you broker an allegiance? Will you crush them in battle? Will you use lies and cunning to foment dissent within their ranks?


As the first Chapter Pack in the Wardens cycle, Secrets and Schemes ushers into the game some remarkable new characters, locations, attachments, and plots. However, it also serves as a portent of those things yet to come.


Look for the powers to rally to action when Secrets and Schemes arrives at retailers everywhere late in the third quarter of 2014!

...


Source: Secrets and Schemes (http://www.fantasyflightgames.com/edge_news.asp?eidn=4860)


Title: FFG:Secrets and Schemes
Post by: RSSFeeder on 09 June 2014, 20:00:03
Secrets and Schemes

Announcing the First Chapter Pack in the Wardens Cycle for A Game of Thrones

“Lysa knew more than she had dared to put in her letter. She might have the very proof that Ned needed to bring the Lannisters to ruin, and if it came to war, they would need the Arryns and the eastern lords who owed them service.”
    
–George R.R. Martin, A Game of Thrones

Lords and ladies across the Seven Kingdoms have fought for the Iron Throne. Many have died. Still others have held back, aloof and apart, courted by those who desire their strength. But these lords and ladies have their own plans and ambitions…

Fantasy Flight Games is proud to announce the upcoming release of Secrets and Schemes, the first Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!

In Secrets and Schemes, you will discover sixty new cards (three copies each of twenty different cards) that touch upon the schemes concocted by those patient individuals who have remained above or outside of the wars that have shaken the Seven Kingdoms. Additionally, you’ll learn how they make their opening moves with a host of new Knights, attachments, and the agenda, Aloof and Apart (Secrets and Schemes, 18), which encourages players to revisit some of the game’s most expensive, powerful, and recognizable characters.

Additionally, as it opens the Wardens cycle, Secrets and Schemes begins the exploration of its ongoing themes. For more about these themes and what the cycle has to offer players of every type, we turn to lead developer Nate French.

Lead Developer Nate French on the Wardens Cycle

Hello, A Game of Thrones players!

The Wardens cycle is the twelfth expansion series for A Game Thrones: The Card Game, and with it, we sought to explore a number of under-explored nooks and crannies, both in the game and in the A Song of Ice and Fire setting. This means there’s plenty to appeal to all three of our archetypal players: Ned, Shagga, and Jaime.

The “Ned” Archetype

“Ned” players are fans of the source material, who come to the game to immerse themselves in the A Song of Ice and Fire setting. For such players, the biggest draw in the Wardens cycle is likely to be its exploration of the Vale of Arryn and the Eyrie.

In this expansion cycle, you’ll find a number of important unique characters and locations that have not yet appeared in the LCG®, including Lysa and Robert Arryn, The Knight’s Declarant, The Moon Door, and the “Petyr Baelish” version of Littlefinger.

In the novels, a number of different lords and ladies desire the support of the Vale, but the Arryns have not yet emerged as a unified player in the game of thrones. To this end, the Arryn cards were designed so that they can be splashed as useful support into a wide variety of different decks, rather than collected together as a unified deck archetype. Instead of having a direct impact, the Arryns are more content to lend their support and influence from afar, “safe” within the walls of their Eyrie.

The “Shagga” Archetype

“Shagga” players are fans of novelty, always eager to play around with any new “bright and shiny” toys. The Castle plots of the Wardens cycle introduce a new type of “delayed” plot effects to the cardpool. In exchange for broadcasting their intentions ahead of time and delaying the payoff, Castle plots allow players to take advantage of powerful effects when these plots enter their used plot piles. Because they represent the tendency of the Arryns to plot slowly and cautiously behind the impregnable walls of their mountain fortress, these cards also have a nice Nedly angle to them.

In addition to these new Castle plot cards, you’ll find support for a number of synergistic Trait-based decks that have long enticed Shagga players, but that have not yet made it to the top of the competitive hill. Clansman, House Tully, Sand Snake, Dothraki, and Raider decks all receive a number of new options in this expansion, and House Baratheon gains an entirely new set of cards that focus on the Rainbow Guard.

The “Jaime” Archetype

Finally, the “Jaime” player archetype is the competitive player, for whom winning isn’t just the ultimate objective – it’s the only objective. As we looked at the game from the perspective of these players, we decided that the category of “Limited Response” abilities had not yet been satisfactorily explored.

For most decks and games the limitation of “1 limited response per round” just wasn’t a big deal. To make this aspect of the game experience more interesting, a number of powerful limited response abilities, such as those on The Drumm (Secrets and Schemes, 4) and Maester Vyman were designed into the Wardens card pool. These should challenge competitive players to determine which limited responses, and how many, to include in their decks. They’ll also find themselves confronted with more over-the-board situations in which the decision as to which limited response is more useful in a given round becomes a significant choice.

Another area of the game that was explored from a “Jaime” perspective in this cycle was the cost threshold between printed cost “3” and printed cost “4.” Historically, this has been an important breaking point in a card’s evaluation, where, once a card costs four or more, the Jaime evaluation of the card changes dramatically so that only the most fantastic four-cost characters are considered for inclusion in such a player’s deck.

To challenge these assumptions, the Wardens cycle provides players with a number of cards such as The Eyrie and The Bloody Gate that encourage the use of higher cost characters. Attacking the situation from the other side, a number of cards such as Mord, Sky Cell, and Ser Ilyn Payne aim to undermine the reliability of characters with printed costs of three or lower, necessitating that competitive players re-evaluate the relative merits of vast swaths of the character pool when working out their decks.

Whether you count yourself a Ned, Shagga, or Jaime – or some combination thereof – the Wardens cycle was designed and developed with you in mind. We’re looking forward to seeing what you do with them!

Enter the Fray

For years, some of the Seven Kingdoms’ most powerful lords and ladies have remained aloof, apart from the turbulent wars that have revolved around the Iron Throne. Now, as they start to stir to action, how will you respond? Will you broker an allegiance? Will you crush them in battle? Will you use lies and cunning to foment dissent within their ranks?

As the first Chapter Pack in the Wardens cycle, Secrets and Schemes ushers into the game some remarkable new characters, locations, attachments, and plots. However, it also serves as a portent of those things yet to come.

Look for the powers to rally to action when Secrets and Schemes arrives at retailers everywhere late in the third quarter of 2014!

...


Source: Secrets and Schemes (http://www.fantasyflightgames.com/edge_news.asp?eidn=4860)


Title: FFG:Rise from Darkness to Rule the World
Post by: RSSFeeder on 10 June 2014, 04:30:03
Rise from Darkness to Rule the World

A Preview of the Legions of Darkness Expansion for Warhammer: Diskwars

“Take their gold, burn their homes, kill their families and enslave their souls. Show them no mercy.”
     –Malekith, Witch King of Naggaroth

In our last preview of Legions of Darkness, we looked at the Vampire Counts and saw how their powerful heroes could draw upon the Wind of Death to raise armies to threaten the whole of the Old World. However, there’s more to Legions of Darkness than just the Vampire Counts, it also introduces heroes and units for both the Dark Elves and Skaven.

Today, then, as we turn our attention to the death, darkness, and destruction that these two new races will add to Warhammer: Diskwars, developer Michael Gernes introduces us to their heroes and units, and explores the strengths that their regiments may add to your Destruction armies.

Cloaked in Darkness

Hailing from the frozen reaches of Naggaroth, the Dark Elves are a bitter race, driven by their resentment and their hatred of their kinsfolk, the High Elves. Their armies are lightning fast, though potentially fragile, and they’re capable of striking nearly anywhere in the Old World, which they frequently do in order to secure the slaves that do the bulk of Naggaroth’s menial labor… and that provide fodder for ritual sacrifices to Khaine, the Thousand Faced Lord of Murder.

Accordingly, the Dark Elves of Legions of Darkness, excel at striking fast and subduing their foes. They’re hateful and cruel, and as Michael explains, they can easily surprise and destroy unwary enemy forces:

“The Dark Elves are deceitful, merciless raiders, and players will do best with Dark Elf regiments that utilize the sort of aggressive tactics that reflect their nature. Like the High Elves, Dark Elves must control engagements in order to win in melee because they cannot count on toughness.

Black Ark Corsairs are best when they’re able to flip onto and pin their prey, using their mobile ranged attacks to soften up their targets or to slow down enemy disks that might be waiting to counter-charge the Corsairs. As they advance, their stealth keyword helps to protect them from enemy ranged attacks.

“Unwary opponents might underestimate the Dark Elves’ Karond Kar Harpies, but such a mistake might prove fatal. The Harpies’ flying keyword, combined with their ability to give slow ( ,) to enemy disks that they engage, makes them an excellent melee support disk, even when they are embattled.

“Further adding to the Dark Elves’ penchant for picking their battles and ganging up on their foes, their hero, Lokhir Fellheart provides flank to Corsairs in your reserve, so that they can launch sudden attacks from an unguarded battlefield edge and overwhelm isolated enemies. Then, when he joins in on the attack, Lokhir Fellheart is ferocious on offense with a high attack value, frenzy, and fear.

“Finally, the Cloaked in Darkness command card grants all Dark Elf disks temporary immunity to ranged attacks, better allowing them to rush forward and pin their enemies.”

Rising Upward in a Verminous Tide

The Skaven are a subterranean race of ratmen that have the numbers, the strength, and the sorcery to threaten the whole of the Old World. However, they have long been held back by in-fighting and distrust among their separate clans.

In Legions of Darkness, we receive our first units from the Skaven’s many different clans, and while there are many different aspects of this malevolent, selfish, and cowardly race begging to be explored, developer Michael Gernes explains how their first appearance is designed to add more new dynamics to the forces of Destruction:

“The Skaven disks in Legions of Darkness emphasize the ratmen's warpstone-fueled ranged attacks, rather than their horde tactics, and these first Skaven units are best used to give your Destruction armies a more powerful reach.

Gutter Runners are adaptable infiltrators who can scout before the battle starts, and rely on their stealth to avoid being picked off at range when caught in the open. Meanwhile, they have the speed to quickly race to the location they’re needed most, and as they approach, they can use their own ranged attacks to pepper the enemy.

“The Ratling Gun is a support disk that can use its mobile ranged attack to keep up a marching fire and soften up multiple enemies. Like many Skaven weapons, though, it can be unpredictable, so you’ll want to be careful as you position with your troops. The Ratling Gun’s ability guarantees that scatter results will deal damage to disks near its target.

“The Skaven hero, Ikit Claw, is both a powerful caster and a solid melee combatant. His ability to use magic 3 at long range can be deadly when used against low toughness disks, or as support for your other ranged attacks. Then, when Ikit Claw is… inevitably… rushed by enemies, he can use the Skaven command card Vermintide to deal an impressive amount of destruction to any disks caught within short range.”

Rain Destruction Upon Your Foes

While the Vampire Counts of Legions of Darkness present the expansion’s greatest threat to the Old World, the Dark Elf and Skaven regiments it allows you to build should not be overlooked. These races add new range and depth to the forces of Destruction, and their first opportunistic units will gleefully join any Destruction-aligned army in the hopes of claiming blood, slaves, and treasure.

How will you make use of these new races? Head to our community forums to share your strategies and army builds. The darkness is coming.

...


Source: Rise from Darkness to Rule the World (http://www.fantasyflightgames.com/edge_news.asp?eidn=4861)


Title: FFG:Battle Plans
Post by: RSSFeeder on 10 June 2014, 21:30:03
Battle Plans

An X-Wing (TM) Turn Zero Article by 2013 World Champion Paul Heaver


“The Empire doesn’t consider a small one-man fighter to be any threat, or they’d have a tighter defense.  An analysis of the plans provided by Princess Leia has demonstrated a weakness in the battle station.”

    –General Dodonna


In his “Turn Zero” articles, reigning World Champion Paul Heaver offers a look at one of the most critical components in mastering the game of X-Wing… getting started.


Previously, Paul explored the importance of asteroid placement and of determining how best to place your starships at the start of your game. Today, Paul continues his exploration of the important decisions that you make in every match well before the first shots are fired and the first defense dice are rolled…




2013 X-Wing World Champion Paul Heaver


2013 X-Wing World Champion Paul Heaver on Forming a Battle Plan


Welcome back to “Turn Zero”! In this edition, we’ll look at how to form a plan for victory.


There are multiple steps to consider, starting with one that you can begin days or even weeks before an event begins:


Step One: Study the Metagame


The first step in your tournament preparation is to analyze the current metagame. For example, as I prepared for tournaments toward the close of FFG’s 2014 Store Championship season, Rebels had posted more wins than Imperials, primarily with a variety of four-ship builds. Usually, these utilized some combination of B-wings and X-wings.




Squads of two X-wings and two B-wings are common at tournaments.


Five-ship Rebel builds were also seeing some popularity, and builds that utilized Chewbacca plus two other fighters were still going strong.




Chewbacca remains a popular addition to squads with two X-wings.


On the Imperial side, the TIE swarm still reigned.




The TIE swarm is still as every bit as effective as it is intimidating.


Sometimes, a shuttle replaced two of the TIE fighters. After the swarm, I saw Imperial builds that used three Bounty Hunters, or two Bounty Hunters and another ship or two for support.




Squads of three bounty hunters use the Firespray-31 to great effect.


All told, as I planned to head to tournaments toward the end of the Store Championship season, I expected most people at my event to be running lists that could be placed into one of the major archetypes listed above. Since my region tends to be heavy on Rebels, I planned on facing squads with two B-wings and two X-wings, as well as builds with Chewbacca and two fighters. I also expected to face a few Imperial swarms. Of course, your local metagame might be different!


Once you form an educated guess about the lists that you’re likely to face, you need to decide what to play. You don’t want to play something that will fall apart to the most popular builds in the metagame! For example, if you have someone that always shows up with a squad that uses two YT-1300s and consistently does well, you might want to think twice about a three-ship list featuring TIE interceptor aces.


Generally, I also like to avoid complete mirror matches, so if I choose to play a common archetype, I try to bring something specifically for the mirror of my list: I may include a HWK-290 with an Ion Cannon Turret in my four-ship Rebel build, or I may drop my TIE swarm to ninety-six points to win initiative.


Step Two: Plan Three Turns Ahead


So, if you’ve figured out which builds are likely to be the most popular, what’s your plan for facing them?


At the very least, I recommend developing plans for asteroid and ship placement against two or three of the popular builds. I always start by planning how to confront TIE Swarms since their setups are well-documented. You know they want to set their asteroids as close to them as possible to minimize their impact, and you know they’ll place their ships first in one of the usual formations. Next, I’d plan to face the popular Rebel lists that utilize two B-wings and two X-wings. Usually, two detailed plans are good for most events. My previous articles dealt with asteroids and ship placement, so you can look there for my advice.


Once you’ve developed your plans for asteroids and ship placement, you’ll want to practice three turns of maneuvers. Usually, that’s about the length of time it takes for both fleets to approach the first round of combat. As you practice, you’ll assume the TIE swarm you are practicing against is going to move toward you as aggressively as possible while dodging asteroids. On the other hand, the Rebel squad of B-wings and X-wings will run roughly halfway down the edge of the board before turning into the center.




Understanding and anticipating your opponent’s maneuvers helps you better plan your initial approach. Here, we see how a squad of two X-wings and two B-wings and a swarm of TIE fighters might approach each other.


How can your squad take advantage of this knowledge? Ideally, you’d find a way to get a free round of shots at your opponent, but, realistically, that won’t happen. In most cases, the best that you can do is develop an opening that allows you to encounter your opponent’s starfighters after they’ve lost actions bumping into allied ships or performing barrel rolls and boosts to bypass asteroids, and if all goes well, you’ll have saved your actions for focuses and target locks. Additionally, a perfect opening is one in which you can encounter your opponent’s squad with all your ships in range to fire, but one or more of enemy ship lagging behind and out of range. Practice is essential to the development of such a successful opening.


Another bonus to planning out the game’s three opening rounds is that you can place your dials quickly in the beginning of your matches. Being able to project confidence in your plan is often enough to cause your opponents to question their plans, second-guess themselves, and make mistakes.


Step Three: Study Your Opponents


Once you get to the event, look around! Study your opponents. Most people will have their ships out, ready to set up, and visible. Did you guess the metagame correctly? You’ll have a chance to find out. If you see a ton of YT-1300s, you should start thinking about what you need to do to work around their powerful turrets. If you see a lot of bright red TIE interceptors, you should start planning what you’ll need to do to block their moves and prevent them from dodging out of your firing arcs.


Then, throughout the tournament, take time to watch other matches after you complete yours. You may possibly discover some interesting tactics you might not have thought of, and you may also see how your future opponents act. Do they avoid asteroids at all costs, or do they fly over them for a tactical advantage? Do they clear stress tokens immediately, or do they sacrifice actions in favor of position?


Finally, when you get to the table, you need to determine how your opponent plans to win and which are his most important pieces.



       
  • Does he have a vulnerable wingman that he plans to hold away from the front lines to give bonuses to his other ships? “Howlrunner,” Biggs Darklighter, and most of the HWK-290 pilots fall into this category. Usually, you want to destroy them first.




       
  • Is there an ace pilot that he’ll try to use to establish a flank? Set up your asteroids to make flanking difficult. Alternatively, you can plan on setting up a trap where you can pounce on the flanker without exposing yourself to the rest of his fleet. If you use just two asteroids to protect your planned attack routes, then you can use the last one to close off your opponent’s most obvious attack route.


When you place your ships, you’ll want to think about your three-turn plan, and how it will interact with your opponent’s probable location after three turns.


Switching to Plan “B”


In some cases, you’ll need to abandon your plan. After placing your asteroids, you may realize that if you follow your ship placement and three-turn plan, you will be woefully out of position. Do not just stubbornly follow the plan anyway! Spend a moment to think about what you can to do to salvage this situation. Perhaps, you can move super slowly to react to your opponent’s movement, or you might rocket down the edge of the map as fast as possible to throw off his plan.


Hopefully, by now, you will realize how important it is to master the game before the game. As in a chess match, you can sit down knowing nothing but the rules and still win, but you stand a much better chance if you know a few openings and known counterattacks. Games of X-Wing are often won or lost before the first shot is fired.


Thanks, Paul!


In X-Wing as in the original Star Wars trilogy, matches are won and lost with daring maneuvers and heroic shots. Still, just as in the original Star Wars trilogy, your victory also requires careful planning. It takes a great deal of coordination to get all your heroes into position to make the most of their contributions, and that planning starts well before you sit down to the table.


If you’re looking to improve your skills as an X-Wing player, then, it would serve you well to follow Paul’s advice, and while you’re thinking about how to develop and counter a number of different opening gambits, you can share your thoughts with the members of our community forums!

...


Source: Battle Plans (http://www.fantasyflightgames.com/edge_news.asp?eidn=4862)


Title: FFG:A Twisted Plan
Post by: RSSFeeder on 11 June 2014, 06:00:03
A Twisted Plan

A Guest Article on Twist of Fate in STAR WARS (TM): The Card Game

Star Wars™: The Card Game is made up of hundreds of unique cards, divided across two sides of the Force and six affiliations. Many of these cards have distinctly shaped the way the game is played, but has one card had a greater influence than any other? In today’s guest article, Zach Bunn asks that question and offers his thoughts on one card’s effects on every game of Star Wars: The Card Game.

Zach Bunn on Twist of Fate

What would you choose as “the most important card” in the Star Wars: The Card Game? Maybe you’d choose Sleuth Scout (Edge of Darkness, 340) for its meta-defining ability, or Orbital Bombardment (Core Set, 103) for the way it shifts the dark side’s endgame. The Defense of Yavin 4 (Core Set, 138) isn’t a bad pick either, since it gives speed and efficiency to an entire deck.

There are certainly more than a few fantastic cards in the game, and all of the above are worthy picks. But when we’re discussing the most important card in the game – a quite prestigious title – I can’t get away from a relatively simple one that impacted the game since the beginning: Twist of Fate (Core Set, 171).

Twist of Fate is a straightforward card. It cancels the current edge battle and forces players into a second edge battle. So what is it that makes Twist of Fate so important?

To understand the power of Twist of Fate, you have to also understand the power of edge battles. The edge battle is one of the most critical components to winning or losing a game of Star Wars. If you’ve played a few games, you should understand the importance of edge battles for determining the outcome of a game.

But Twist of Fate isn’t about winning edge battles. Let me say that again. Twist of Fate is not about winning edge battles.

Twist of Fate is about card advantage.

Two Steps Ahead

In my first article posted to the FFG website, The Flow of the Force, I discussed the importance of cycling through your deck and not holding onto cards that you know you won’t be using. Twist of Fate doesn’t get you extra cards, but when used ideally, it costs your opponent cards.

Imagine a typical scenario, where your opponent attacks and you block. You each have three cards in your hand. They play a card into the edge stack. You play a Twist of Fate. Even if they predict your Twist of Fate and pass, a new edge battle begins, forcing them to either put another card into the edge stack or automatically lose the edge battle.

If they don’t call your Twist of Fate and put a second card into the edge, you can pass, and they have now spent two cards and will need to spend their third just to have a chance of winning the edge battle.

This accomplishes so much:

         
  • Your opponent has less cards for more offensive edge battles on their turn
  •      
  • Your opponent has less cards for defensive edge battles on your turn
  •      
  • Your opponent now has less options in hand
  •      
  • You now have a better chance of winning the current edge battle, if desired

That was a defensive example, but even on offense having a Twist of Fate can be big. Effective offense in this game is predicated on your ability to divide attacks to force your opponent to give you one of a few determined outcomes.

Perhaps you want to obtain the Balance of the Force. Maybe you send an initial attack that won’t  be as damaging as your second attack, but by attacking in this way, you force your opponent to choose which attack to block. Ideally, you should be forcing your opponent to give you some, if not all, of the outcomes you want on a turn. Managing the cards in your hand and your opponent’s hand is a skill that leads to huge turns.

If you have a Twist of Fate, you can often have your cake and eat it too. If your opponent only has a few cards in hand, you can often attack in such a way that should they attempt to stop your initial attack, you’ll empty their hand and have your way with any further engagements.

While Twist of Fate can win you an edge battle, it ought to lead to card advantage. But even with all of this, Twist of Fate’s largest impact is deeper than winning edge battles and gaining card advantage.

Unseen Effects

Once you pass the new player experience level and start anticipating Twist of Fate, the effect this card has on the game grows immeasurably. The most important cards aren’t really the ones that need to resolve or trigger. Rather, the most important cards are the ones that alter how the game is played regardless of whether or not they are ever seen. Sometimes, these cards might not even be in a player’s hand or deck!

For example, we can all agree that Darth Vader (Core Set, 35) is extremely powerful. However, his effect on how the game is played when he isn’t on the board is minimal at best. The effect that Twist of Fate always causes, purely from existing, is incredible.

Consider for a moment the example I used earlier, but this time you’re the attacker. You dropped a single card into the edge battle and your opponent followed suit. What do you do? If you play a second card and they played Twist of Fate, you’re in a really bad position. With no other knowledge, this might cause you to pass and hope the one card wins you the edge battle. But what if your opponent’s single card was a single card with a high Force icon count? Twist of Fate single-handedly forces players to approach every edge battle differently.

Investigating Objectives

Without looking, how many objectives for light and dark sides contain Twist of Fate? The answer might surprise you.

Currently, the dark side has six objectives and the light side has five objectives with Twist of Fate. What’s most interesting to me is the mental impact this card has on every top-level player I’ve played against and discussed the game with, even though it’s in relatively few objective sets.

Below are the objective sets that contain Twist of Fate:

Light Side

Dark Side

For me, knowing this list is extremely important. By the middle of a game, when edge battles get absurdly important, I ought to know most of the objectives in my opponent’s deck. Knowing the odds of them having a Twist of Fate can open up winning opportunities that I would overlook if I assumed my opponent had the cards to shut me down.

More importantly, this illustrates a grander point. The mental effect we allow important cards to have on us can be negative. There’s a reason power cards have the mental impact that they do, but it’s important to keep an open and observant mind and remember that your opponent doesn’t always have the answer. Full awareness in these moments allows great players to make game-winning plays.

Until next time, may the Force be with you.

Zach Bunn

Thanks, Zach!

Zach Bunn is a Star Wars fanatic, a lead member of Team Covenant, and a member of the winning team from the Star Wars multiplayer tournament held at Worlds. In coming weeks, stay tuned for more Star Wars guest articles from Zach and other writers!

...


Source: A Twisted Plan (http://www.fantasyflightgames.com/edge_news.asp?eidn=4863)


Title: FFG:Four STAR WARS (TM) Dice Bags Are Coming
Post by: RSSFeeder on 11 June 2014, 14:30:03
Four STAR WARS (TM) Dice Bags Are Coming

Secure Your Dice and Tokens in These Durable and Stylish Dice Bags


“My ally is the Force. And a powerful ally it is. Life creates it, makes it grow. Its energy surrounds us and binds us.”

    –Yoda


Fantasy Flight Games is proud to announce the upcoming release of four different Star Wars™ Dice Bags for Fantasy Flight Supply!


Whether you follow the path of the Jedi or succumb to the dark side, you’ll find these bags perfect for toting about the custom dice or components for any of our Star Wars games:



Secure Your Bounty


“Oh… they’ve encased him in carbonite. He should be quite well-protected — if he survives the freezing process, that is.”

    –C-3PO


Secure your bounty of dice and tokens in style.


Fantasy Flight Supply is committed to providing you the best materials to protect, customize, and enhance your games. To that end, each Star Wars Dice Bag provides a handy, durable, and thematic means to transport your Star Wars game components:



       
  • Galactic Empire. Order your components as you would order the galaxy. Nothing shall escape your grasp!

  •    
  • Stormtrooper. Keep your dice and tokens in a dice bag adorned with the Stormtrooper’s iconic white helmet, and you will always be ready for battle!

  •    
  • Boba Fett. You always have a few tricks up your sleeve… and in your dice bag.

  •    
  • Rebel Alliance. To topple the Empire and win the fight for galactic freedom, you’ll need to safeguard your resources and make good use of every single one of them.



Star Wars Dice Bags are all crafted with a durable blend of polyester and nylon, feature a polypropylene draw string, and measure 6.25” by 9” (15.9 cm by 22.9 cm), enough space to carry bundles of dice and large enough for nearly everyone to reach inside with ease. This means each bag nicely performs double duty as a repository not only for your dice and tokens but also for other game components like your X-Wing asteroids and your Star Wars: The Card Game Death Star dial.


Permit No Escape


“I will not give up my favorite decoration.”

    –Jabba the Hutt


Star Wars Dice Bags give you a handy and thematic way to hold fast to all your Star Wars game components as you head to battle. Look for them to arrive at retailers everywhere in the third quarter of 2014!

...


Source: Four STAR WARS (TM) Dice Bags Are Coming (http://www.fantasyflightgames.com/edge_news.asp?eidn=4864)


Title: FFG:Serve the Emperor
Post by: RSSFeeder on 11 June 2014, 23:00:03
Serve the Emperor

Preview Character Creation in Dark Heresy Second Edition


In Dark Heresy Second Edition, you and your friends assume the roles of Acolytes in the service of an Inquisitor, battling heresy within, without, and beyond. An Acolyte can come from any planet and any background, but all Acolytes must face the universe’s secrets – the existence of the Warp, and the ravenous hunger of the Warp’s Daemons. In creating an Acolyte, you craft a character to strive against these terrible threats.


These steadfast men and women that you create are all that stand between the Imperium and the extinction of all Mankind. In this preview of Dark Heresy Second Edition, developer Tim Huckelbery introduces how you create characters in Dark Heresy.


A Designer Diary of Character Creation in Dark Heresy


Character creation in Dark Heresy is comprised of three main selections: the Acolyte’s home world, background, and role. A character can be made from any combination of these choices, so there’s a huge variety of possible Acolytes to be created! Each selection a player makes develops his character, from generating starting characteristics and equipment to granting special rules unique to his selection. The Dark Heresy core rulebook offers dozens of examples of settings, organisations, and people from the Askellon Sector, giving players new ways to create their own characters.



Stage 1: Choose Home World


A character’s home world is the planet or location where he was born and likely spent much of his life. It determines his physical appearance, mannerisms, and perspective on the Imperium as a whole.


Dark Heresy contains six home world types in the core rulebook. Four of these are archetypal Imperial planets – feral, forge, hive, and shrine worlds – giving players a range of primitive savagery, technological immersion, cut-throat survival, and devout service. The other two home world types represent origins that could come from planets across the Imperium: the power-drenched environs of the highborn, and the artificial, empty reaches of the voidborn.


Stage 2: Choose Background


A character’s background represents what he has done with his life up to this point, including the previous Imperial organisation that he served. It determines what sort of training the character received throughout his life, what kind of resources he can access, and who he knows.


Seven potential backgrounds are included in the core rulebook: the Imperial agencies of the Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, and the Astra Militarum, along with Outcasts, those who have escaped the confines of any group or organisation. Forming a character with a background in an Imperial agency allows players to create Acolytes from powerful organisations, steeped in connections, but simultaneously entrenched in their own structures. An Outcast has greater relative freedom, but fewer allies, save for others who also exist outside the Imperium’s many strictures.


Stage 3: Choose Role


Roles illuminate an Acolyte’s essence. While a home world establishes where an Acolyte came from, and a background indicates his prior experiences, his role reveals who he really is underneath his clothing, armour, and cybernetics. It reflects how he views the world around him and his place in it, and broadly defines how he faces dangers, interacts with others, and resolves problems. A role also dictates what areas of expertise he excels at, and how he grows and learns with experience.


Dark Heresy includes eight roles in the core rulebook: Assassin, Chirurgeon, Desperado, Hierophant, Mystic, Sage, Seeker, and Warrior. While it is common parlance in the Imperium to mention that someone comes from a feral world, or works for the Adeptus Mechanicus, roles do not actually exist as titles or Imperial designations. Roles operate within the context of the game, indicating a mindset or attitude that a character adopts over his lifetime. Desperado or Seeker, for example, don’t exist as actual occupations or titles in the 41st millennium. Instead, players will find a Trade Sable smuggler or a Hive Desoleum Bondhound Sanctionary.


Continuing Growth


Once these major choices have been made, players develop their new Acolytes further by advancing initial characteristics, skills, and talents, as well as purchasing weapons and other gear. Players also bring their characters to life by giving them names, selecting special Divinations to show the Emperor’s Will in their lives, and choosing other additions to make their character unique.


Character creation doesn’t have to end once you have a character, though, as players can use elite advances to modify their characters. Elite advances represent large, defining aspects of a character that set him apart from his peers. Each is unique and could be the result of a new position, an aspect of a character that has been part of him his entire life, or an ability that emerged more recently due to external stimuli.


Dark Heresy includes three elite advances in the core rulebook: Inquisitor, Psyker, and Untouchable. Using these, an Acolyte can rise to become an Inquisitor himself, allowing a group to have one or more Inquisitors if the players desire. A character can also become blessed (or cursed) to become a psyker and wield the terrible powers of the Warp, or discover himself an untouchable, one of the soulless pariahs who are anathema to psyker and Daemon alike. An elite advance doesn’t alter a character’s role, however. A Warrior still views violence as the best solution to problems, even if he gains the Psyker elite advance. A role defines how a character views the galaxy and his position inside it. Elite advances may take a character along different paths, but they don’t change how he walks upon them.


Success Is Measured in Blood


Thanks, Tim!


The endless threats of the Askellon sector threaten to completely overwhelm the Imperium. Only you and your Acolytes can keep humanity safe for another day. In our next preview, developer Andy Fischer creates his own Acolyte. In the meantime, preorder Dark Heresy Second Edition at your local retailer today!

...


Source: Serve the Emperor (http://www.fantasyflightgames.com/edge_news.asp?eidn=4865)


Title: FFG:Serve the Emperor
Post by: RSSFeeder on 12 June 2014, 16:00:03
Serve the Emperor

Preview Character Creation in Dark Heresy Second Edition

In Dark Heresy Second Edition, you and your friends assume the roles of Acolytes in the service of an Inquisitor, battling heresy within, without, and beyond. An Acolyte can come from any planet and any background, but all Acolytes must face the universe’s secrets – the existence of the Warp, and the ravenous hunger of the Warp’s Daemons. In creating an Acolyte, you craft a character to strive against these terrible threats.

These steadfast men and women that you create are all that stand between the Imperium and the extinction of all Mankind. In this preview of Dark Heresy Second Edition, developer Tim Huckelbery introduces how you create characters in Dark Heresy.

A Designer Diary of Character Creation in Dark Heresy

Character creation in Dark Heresy is comprised of three main selections: the Acolyte’s home world, background, and role. A character can be made from any combination of these choices, so there’s a huge variety of possible Acolytes to be created! Each selection a player makes develops his character, from generating starting characteristics and equipment to granting special rules unique to his selection. The Dark Heresy core rulebook offers dozens of examples of settings, organisations, and people from the Askellon Sector, giving players new ways to create their own characters.

Stage 1: Choose Home World

A character’s home world is the planet or location where he was born and likely spent much of his life. It determines his physical appearance, mannerisms, and perspective on the Imperium as a whole.

Dark Heresy contains six home world types in the core rulebook. Four of these are archetypal Imperial planets – feral, forge, hive, and shrine worlds – giving players a range of primitive savagery, technological immersion, cut-throat survival, and devout service. The other two home world types represent origins that could come from planets across the Imperium: the power-drenched environs of the highborn, and the artificial, empty reaches of the voidborn.

Stage 2: Choose Background

A character’s background represents what he has done with his life up to this point, including the previous Imperial organisation that he served. It determines what sort of training the character received throughout his life, what kind of resources he can access, and who he knows.

Seven potential backgrounds are included in the core rulebook: the Imperial agencies of the Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, and the Imperial Guard, along with Outcasts, those who have escaped the confines of any group or organisation. Forming a character with a background in an Imperial agency allows players to create Acolytes from powerful organisations, steeped in connections, but simultaneously entrenched in their own structures. An Outcast has greater relative freedom, but fewer allies, save for others who also exist outside the Imperium’s many strictures.

Stage 3: Choose Role

Roles illuminate an Acolyte’s essence. While a home world establishes where an Acolyte came from, and a background indicates his prior experiences, his role reveals who he really is underneath his clothing, armour, and cybernetics. It reflects how he views the world around him and his place in it, and broadly defines how he faces dangers, interacts with others, and resolves problems. A role also dictates what areas of expertise he excels at, and how he grows and learns with experience.

Dark Heresy includes eight roles in the core rulebook: Assassin, Chirurgeon, Desperado, Hierophant, Mystic, Sage, Seeker, and Warrior. While it is common parlance in the Imperium to mention that someone comes from a feral world, or works for the Adeptus Mechanicus, roles do not actually exist as titles or Imperial designations. Roles operate within the context of the game, indicating a mindset or attitude that a character adopts over his lifetime. Desperado or Seeker, for example, don’t exist as actual occupations or titles in the 41st millennium. Instead, players will find a Trade Sable smuggler or a Hive Desoleum Bondhound Sanctionary.

Continuing Growth

Once these major choices have been made, players develop their new Acolytes further by advancing initial characteristics, skills, and talents, as well as purchasing weapons and other gear. Players also bring their characters to life by giving them names, selecting special Divinations to show the Emperor’s Will in their lives, and choosing other additions to make their character unique.

Character creation doesn’t have to end once you have a character, though, as players can use elite advances to modify their characters. Elite advances represent large, defining aspects of a character that set him apart from his peers. Each is unique and could be the result of a new position, an aspect of a character that has been part of him his entire life, or an ability that emerged more recently due to external stimuli.

Dark Heresy includes three elite advances in the core rulebook: Inquisitor, Psyker, and Untouchable. Using these, an Acolyte can rise to become an Inquisitor himself, allowing a group to have one or more Inquisitors if the players desire. A character can also become blessed (or cursed) to become a psyker and wield the terrible powers of the Warp, or discover himself an untouchable, one of the soulless pariahs who are anathema to psyker and Daemon alike. An elite advance doesn’t alter a character’s role, however. A Warrior still views violence as the best solution to problems, even if he gains the Psyker elite advance. A role defines how a character views the galaxy and his position inside it. Elite advances may take a character along different paths, but they don’t change how he walks upon them.

Success Is Measured in Blood

Thanks, Tim!

The endless threats of the Askellon sector threaten to completely overwhelm the Imperium. Only you and your Acolytes can keep humanity safe for another day. In our next preview, developer Andy Fischer creates his own Acolyte. In the meantime, preorder Dark Heresy Second Edition at your local retailer today!

...


Source: Serve the Emperor (http://www.fantasyflightgames.com/edge_news.asp?eidn=4865)


Title: FFG:The Forms of Battle
Post by: RSSFeeder on 13 June 2014, 00:30:03
The Forms of Battle

An Example of Battle in Warhammer 40,000: Conquest

Amidst the grim darkness of the future and crushing chill of outer space, mankind still stands against the waves of xenos, heretics, and traitors that attempt to bear them to the ground. Every day, the battle is fought anew on a thousand planets spread across the far flung reaches of the galaxy. In Warhammer 40,000: Conquest, you take your rightful place in that story, commanding the armies of your faction as you strive for ultimate control of the Traxis sector.

In past previews, we’ve examined separate aspects of the game round. In our first preview, we explored deployment and the strategy behind placing your armies at different planets. Our next preview expanded the command struggle, in which you and your opponent gain resources and draw cards based on your armies’ influence on the planets of the Traxis sector. Most recently, we took a closer look at combat, exploring the broad picture of battles, including how they happen, how units fight, and some of the keywords that can come into play.

In today’s preview, we’ll see the flow of combat firsthand by looking at an example of a battle for just one planet in the Traxis sector.

Opening Salvos

The beginning of the combat phase finds the armies of Chaos and the Astra Militarum clashing at this round’s first planet: Osus IV. Jack has three units present: his warlord, Zarathur, High Sorcerer (Core Set, 4); an Umbral Preacher (Core Set, 86); and an Alpha Legion Infiltrator (Core Set, 81) with the Mark of Chaos (Core Set, 80) attachment. On the other side of the battlefield, Kate’s forces consist of her warlord, Colonel Straken (Core Set, 2) fighting alongside a Ratling Deadeye (Core Set, 35) and a Leman Russ Battle Tank (Core Set, 38). In addition, Kate has a Catachan Outpost (Core Set, 53) support in her headquarters.


 Click to see the image from the Chaos player's point of view.

Battle begins by determining which player has initiative. If only one warlord were present, that player would automatically win initiative, but since both warlords are present, Jack will strike first, since he holds the initiative token this round. After initiative is determined, the ranged skirmish occurs, allowing any units with the Ranged keyword to fire upon the opposing army from afar. Since Jack has no units with Ranged, he must forgo the opportunity to strike in favor of Kate.

Kate exhausts the Ratling Deadeye to strike at the Alpha Legion Infiltrator in order to negate this unit’s high attack power before it has a chance to strike. The Ratling Deadeye deals one damage to the Alpha Legion Infiltrator. If a unit has damage on it equal to or more than its hit points, it is destroyed, and one damage is enough to destroy the Alpha Legion Infiltrator.

The vanquished Alpha Legion Infiltrator leaves play, but this triggers the Mark of Chaos attachment, dealing one damage to each enemy unit at the planet. This damage is increased by the Chaos warlord’s Interrupt ability, which reads, “When damage is dealt to an enemy unit at this planet, increase that damage by 1.” Each of Kate’s units at the planet take two damage, destroying the Ratling Deadeye. Since there are no more ready units with the Ranged keyword, the ranged skirmish is complete.


 Click to see the image from the Chaos player's point of view.

Chainswords and Lasguns

As normal combat begins, Jack has the chance to strike first with either of his ready units, because he has initiative. He chooses to strike with the Umbral Preacher against Colonel Straken, dealing one damage, plus an additional damage from Zarathur’s Interrupt, to Straken. This damage, combined with the two damage Straken took from the Mark of Chaos, means that the Astra Militarum warlord can only take two more damage before he is bloodied.

It is now Kate’s combat turn and she decides to remove the threat of the Umbral Preacher, whose ability prevents units from retreating. Before she strikes, Kate also exhausts the Catachan Outpost support card, granting her next attacker a higher attack value. Colonel Straken exhausts to strike, dealing four damage with the aid of Catachan Outpost. Four total damage is more than the Umbral Preacher’s hit points, and that unit is destroyed.

On Jack’s next combat turn, he has only one unit remaining: Zarathur, High Sorcerer. He chooses to strike at Colonel Straken, hoping to deal the last damage necessary to bloody Straken. However, Kate has a card in her hand that can be discarded to shield damage! Promotion (Core Set, 174) has one shield icon, blocking part of the damage from Zarathur’s attack. Straken is dealt one damage, leaving him able to take one more hit point of damage.

Finally, Kate strikes with her remaining ready unit, the Leman Russ Battle Tank, dealing four damage to Zarathur. At this point, all units are exhausted and the combat round is over. All units ready, and both players have the opportunity to retreat any number of units back to their headquarters. Jack examines the board, and determines that, while he would most likely be able to bloody Straken, his own warlord would be bloodied by the Leman Russ Battle Tank, and Kate would still win the battle at the planet. Not desiring this outcome, Jack chooses to retreat Zarathur back to his headquarters, leaving Osus IV to the Astra Militarum!

The Fruits of Victory

As the victor of a battle, Kate chooses to trigger the Battle ability of Osus IV, allowing her to take a resource from her opponent. After taking the resource, Osus IV is placed in Kate’s victory display because it was the first planet, and her units are returned to her headquarters.

Since this was the only battle in this combat phase, the headquarters phase now begins. The first planet token is moved forward to the next planet in line, indicating that this planet will be contested and added to one player’s victory display in the next round. Next, if there are any facedown planets at the end of the row, the next one in line is revealed, offering a new location for players to deploy units. Both players draw two cards, receive four resources, ready all units, and the initiative token is passed to Kate, beginning a new round!

Thus far, our previews have focused on the gameplay of Warhammer 40,000: Conquest, but in our next preview, we’ll begin an exploration of each of the factions you’ll find in this game, beginning with the most loyal servants of the Emperor, the Space Marines. Check back for more previews, and preorder Warhammer 40,000: Conquest at your local retailer today!

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Source: The Forms of Battle (http://www.fantasyflightgames.com/edge_news.asp?eidn=4866)


Title: FFG:Your Tale Begins
Post by: RSSFeeder on 13 June 2014, 09:00:03
Your Tale Begins

Winter Tales Is Now Available at Your Local Retailer

The White Rabbit paused his daily inspection on a freezing balcony, high above the hissing construction of the Nightmare Factory. Beneath him, dozens worked, brainwashed into mindless service, creating weapons and monstrosities for the winter regime. The White Rabbit sipped his wine, warmed against the chill in the air. He started this war with the products of his factory, and he would end it in the same way.

In the frosty city of Wintertown, two factions wage a constant struggle. On one side,  Snow White, Candlewick, Mad Hatter and the other soldiers of winter strive to maintain their rule and ensure that winter never leaves. Opposing the winter regime are the spring rebels, including Alice, Dorothy, Pinochio, and others, attempting to overthrow the oppressive soldiers holding Wintertown in its grasp.

Take your place in these struggles and weave your own stories in Winter Tales, now available at your local retailer!

The Story So Far

In Winter Tales, you and your friends control characters fighting for either the spring rebels or the winter soldiers. Every action your characters take expands the story of the struggle. During the struggle, you play story cards, each of which features art that can be interpreted in a variety of ways. Your characters move, quest, and fight by interpreting the art on story cards and weaving it into your narrative.

In our first preview, we examined how you and the other players use story cards to move through the streets of Wintertown and complete quests. Quests offer you opportunities to complete key goals, such as establishing a safe house for the resistance, or spreading propaganda to uphold the regime. Quests can be contested by characters from the opposing faction, and when a set number of quests are completed, the game’s epilogue begins.

Next, we took a closer look at ways you can keep your opponents from ever reaching their quests. Winter soldiers have the opportunity to interrupt the rebels’ movement with battle, potentially incapacitating them if they are unable to escape. The rebels are unable to fight openly, but they can still lay traps for unwitting soldiers. A well-laid trap can incapacitate a soldier, or force your opponent to waste his story cards breaking free.

Once a certain amount of quests have been completed, the story reaches its climax and the epilogue triggers, as we explored in our third preview. At this point, the story you told throughout the game comes to a head, as each player tells of his characters’ final efforts to tip the outcome of the game in his faction’s favor. The faction which wins the epilogue wins the game, and you bring your story of spring rebels and winter soldiers to a dramatic conclusion.

If you’re looking for ways to bring greater strategic depth to your stories of Wintertown, you can add this with advanced rules, as we showed in our most recent preview. Whether you tap into powers gained by successfully completing quests, give characters specific objectives, or take advantage of each character’s unique skills, these advanced rules enhance both strategic gameplay and the richness of your narrative. The full rules for Winter Tales are now available for download from the game’s support page.

Chapter One

Your chance to create enduring stories in the fantasy world of Wintertown has arrived. The reign of winter will endure forever unless a committed band of rebels can topple its leadership.
 
 Decide the fate of Wintertown when you pick up your copy of Winter Tales from your local retailer today!

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Source: Your Tale Begins (http://www.fantasyflightgames.com/edge_news.asp?eidn=4867)


Title: FFG:Empire vs. Rebellion
Post by: RSSFeeder on 13 June 2014, 17:30:03
Empire vs. Rebellion

Announcing an Upcoming Card Game of the Galactic Civil War

“Any attack made by the Rebels against this station would be a useless gesture, no matter what technical data they have obtained. This station is now the ultimate power in the universe!”
    –Admiral Motti, Star Wars: A New Hope

Fantasy Flight Games is proud to announce Star Wars™: Empire vs. Rebellion, an upcoming card game for two players that pits the villainous plots of the Galactic Empire against the heroes of the Rebel Alliance.

A massive civil war shakes the galaxy. On one side of this struggle, the men and women of the Rebel Alliance plan for the day when the Empire will be overthrown. The Rebels are unafraid to use their military might, but clever diplomacy and reconnaissance may accomplish what displays of strength cannot. Opposing the Rebellion is the unlimited power of the Galactic Empire, under the command of Emperor Palpatine. Whether conducting reconnaissance and searching for Rebel spies or crushing insurgents beneath the heel of the Imperial Navy, all the galaxy knows to fear Darth Vader and the Empire.

Star Wars: Empire vs. Rebellion puts in you in command of the Empire’s unlimited reserves or the heroes of the Rebellion and challenges you to tip the outcome of key events in your favor. Every round, you must extend your might and commit your resources towards taking control of the Galactic Civil War, whether you use military power or diplomatic aplomb to achieve your goals. If you can outwit your opponent’s schemes and claim victory in crucial events, you can shape the future of the entire galaxy!

Take Command

To overthrow the Empire or crush the Rebel Alliance permanently, you will need to demonstrate your superiority by ending several key events in your favor over the course of the game. You win the struggle for an event by employing all the resources at your disposal, whether political connections, military forces, timely reconnaissance, or the Force itself.

At the beginning of each round, Imperial forces clash with the Rebels over a newly revealed event card, such as Mos Eisley Spaceport. On your turn, you will continue the struggle for the revealed event card, utilizing all the contacts, tricks, and martial force at your disposal. When a struggle for an event card first begins, you must establish your forces in the event by drawing the top card of your resource deck and place it in your play area.

Cards in your play area contribute their resource value, shown in the upper left-hand corner, to the current struggle. For example, the Rebel Alliance military resource card shown to the right has a resource value of five. Every event card has an objective value in the lower left-hand corner; Mos Eisley Spaceport, for example, has an objective value of eleven. Your goal is to use your resources and connections to bring your total resource value as close to this event’s objective value as possible without going over. If your resource value surpasses the event’s objective value, you have overcommitted your forces and your opponent easily claims the event.

Ultimate Power

Each turn, you must decide your faction’s best strategy for gaining the upper hand in the current event. You may choose to call for the support of your faction and put another card from your deck in play, but your ability to tip the event in your favor is limited. The number of your cards in play cannot exceed the event’s capacity, shown to the right of its objective value. Likewise, if the total resource value of your cards exceeds the event’s objective value, your efforts are discovered, and the opposing faction wins the event.

Alternatively, you may put your resources into action by using the special power of a resource card currently in play. To trigger a resource card’s power, you must exhaust the card by rotating it 90 degrees clockwise. While a resource card is exhausted, it contributes its exhausted resource value, which is located in the lower-left hand corner of a ready card. Activating your resources’ powers gives you several ways to control the outcome of the event.

A card’s special ability varies based on its type: military, diplomacy, recon, or the Force. Engaging in a military show of force allows you to discard one of your opponent’s resource cards, potentially depriving him of his most useful card. Diplomacy helps you manage your own resource cards by inviting you to discard the exhausted card or one of your other resource cards. Engaging in timely reconnaissance of Empire or Rebellion activities filters your resources or your opponent’s, allowing you to look at the top two cards of a resource deck – discarding one and replacing the other on top of the deck. Finally, drawing upon the Force helps you keep your opponent’s options at a minimum by exhausting one of your opponent’s ready resource cards.

An exhausted card cannot use its power again, but if you’ve already used a card’s power, you may wish to use that power again. Fortunately, the Rebellion has contacts and connections that span the countless worlds of the galaxy, and there are always those willing to sell information to the Empire. Influence tokens represent these connections, and they can be called upon to help you in the struggle for an event. By spending an influence token, you may ready one of your exhausted resource cards, letting you use that card’s power again.

When both the Empire and the Rebellion have completed their operations around a current event, their total resource values are compared. The player who came closest to the event’s objective value without surpassing it claims the event, along with its victory points and extra influence. The player who claims seven victory points from events first is victorious!

Strategies for the Future

Your struggles in the Galactic Civil War gain added depth from the presence of iconic characters and overarching strategies. Key characters like Leia Organa or Boba Fett provide a higher resource value than other resource cards while ready, but if they are exhausted, the resource value they provide plummets to one. Sometimes, however, a lowered resource value is worth the cost of triggering a character’s powerful effect. A single hero can make the difference between a lost cause and a triumphant victory.

Strategy cards offer another way to tip a struggle into your favor. Before a struggle begins, both players secretly choose strategies for their faction in this event. These cards determine your faction’s approach to their operations surrounding the event, and they can drastically change how you choose to play your cards during the struggle. At the end of the struggle, both players reveal their strategy cards, and they take effect, potentially allowing the Empire or the Rebellion to snatch an unlikely victory!

Claim the Galaxy

Your struggle for supremacy may take you to the heart of the Empire, or to the very reaches of the Outer Rim. Wherever the Empire finds the Rebellion, however, a strategic battle must occur. Take command of one faction’s resources in Star Wars: Empire vs. Rebellion, an upcoming two-player card game! Head to the Empire vs. Rebellion description page for more details, and look for this game of galactic struggles at your local retailer in the third quarter of 2014.

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Source: Empire vs. Rebellion (http://www.fantasyflightgames.com/edge_news.asp?eidn=4868)


Title: FFG:Fight for a Cause Greater Than Yourself
Post by: RSSFeeder on 14 June 2014, 02:00:02
Fight for a Cause Greater Than Yourself

A Preview of the STAR WARS (R): Age of Rebellion (TM) Roleplaying Game


“General… count me in.”

    –Leia Organa


With the Star Wars®: Age of Rebellion™ Roleplaying Game, you and your friends gain the opportunity to fight for a cause greater than any one person. As members of the Rebel Alliance, you’ll undertake desperate and daring missions to help undermine the evil Galactic Empire and restore freedom to the galaxy!


In Age of Rebellion, your success is vital to the Rebellion. It’s vital to the Rebellion’s next intelligence operation or military success, and it’s vital to the people you know and for whom you care. Your missions are matters of life or death. Your actions touch upon the fates of hundreds of planets and thousands of Rebels. This is war, and you must prevail, no matter the odds.



Heroes of the Rebellion


One of the ways that Age of Rebellion grounds you in the civil war raging between the Galactic Empire and the Rebel Alliance is through its use of Duty.


In an earlier preview, lead developer Andrew Fischer explored the concept of Duty as it relates to character creation and advancement, as well as the Game Master’s ability to shape the campaign. Still, it’s worth noting that Duty is a positive mechanic in Age of Rebellion. Players want their characters to accrue Duty points; the more they receive, the more they’re recognized, and the more central they become to the Rebel Alliance and its efforts.


In turn, this means that Age of Rebellion is a relatively selfless gaming experience, and your character is a true hero. He or she isn’t hunting credits or swindling other con artists at a sabacc table; your character’s using his or her talents to aid the Rebellion.



       
  • Fly your starfighter into battle alongside other Rebels.

  •    
  • Rally talented scientists to the Rebellion's cause.

  •    
  • Operate a listening post deep undercover in Imperial territories.

  •    
  • Launch guerrilla strikes against Imperial supply ships.


The variety of missions you can undertake are limited only by your imagination, but whatever you do, you’re doing it for the good of the galaxy. You're risking your life to free others from the tyranny of an evil, authoritarian regime.


Even the careers and specializations you’ll find in the Age of Rebellion Core Rulebook suggest that your conflicts may resonate with other actions on a much grander scope. Careers like the Commander and the Diplomat are well-suited to players who want to keep an eye on the bigger picture. One of the Engineer specializations, the Scientist, is all about devising new ways to help the Rebel Alliance stay in the fight against the much richer Galactic Empire and its newest technological advances. Even the Soldier career suggests a character’s role within a larger conflict; its specializations – the Commando, Medic, and Sharpshooter – all lead characters into clearly defined roles that are meant to interact well with their teammates and other members of the Rebel Alliance.


In Age of Rebellion, you and your friends are the protagonists of your adventures, but those stories are defined by your roles within the Rebel Alliance. You’re heroes, but you’re not the only ones.



Fighting for Galactic Freedom


It’s important that the characters in Age of Rebellion are part of a force greater than themselves because they’re fighting against an overwhelming military force that no single individual could possibly hope to withstand.


The evil Galactic Empire has subjugated countless worlds. Its Navy uses Star Destroyers and swarms of TIE fighters to spread fear through the galaxy. It marches across battlefields with AT-AT walkers. Its military presence in the galaxy is completely unmatched.


Despite this fact, the Rebel Alliance continues to fight. Massively outnumbered and outgunned, the Rebellion must rely on tactics other than pitched battles to strike at Imperial forces. Defeat and retreat against the superior foe is common, and victories are hard-won. Living to fight another day is essential to the success of the Rebellion. Retreat is often not only a wise long-term move; it is built into Rebel battle planning.


The Age of Rebellion Core Rulebook allows you to participate in the countless skirmishes, battles, and incidents that occur between the Rebellion and Empire, and you’ll find a vast array of the Empire’s mightiest weapons brought to life amid the book’s sections on adversaries, vehicles, and starships. You’ll also find stat blocks for Rebel starfighters like the X-wing, A-wing, and B-wing, but none of these ships will hold up long against a full squad of TIE fighters or TIE interceptors. Ultimately, you’ll need to learn how to coordinate your actions with the rest of the Rebellion in order to make your shots count.



Hope, Faith, and Courage


Members of the Rebel Alliance don’t live easy lives. Instead, they devote themselves to the cause of galactic freedom. Against the unparalleled military prowess of the Galactic Empire, they rely upon cunning tactics and each other.


We’ll look more closely at Rebel tactics and the Rebellion’s unique view of the galaxy in our next preview. After that, we’ll explore the new starships and vehicles appearing in the Core Rulebook, along with the rules for Barrage starship actions that allow players to run meaningful capital ship encounters within the timeframe of a single gaming session. Then, in our final preview, we’ll look at the Core Rulebook’s adventure, Perlemian Haul, and how it serves as an example of the type of adventures you can expect during your service to the Rebel Alliance.


You’ll soon have your chance to make your mark in the Galactic Civil War. The Age of Rebellion Core Rulebook is scheduled to arrive at retailers everywhere early next month. Head to your local retailer to pre-order your copy today!

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Source: Fight for a Cause Greater Than Yourself (http://www.fantasyflightgames.com/edge_news.asp?eidn=4870)


Title: FFG:Bring Out the Big Guns!
Post by: RSSFeeder on 14 June 2014, 10:30:03
Bring Out the Big Guns!

Announcing the Fifth Wave of X-Wing (TM) Starship Expansions

“I owe the Outrider the best. She's brought me home when any other ship would have scattered me across space.”
     –Dash Rendar

Fantasy Flight Games is proud to announce the upcoming release of two new starships for X-Wing!

In this, the game’s fifth wave, two large starships arrive ready for the heat of battle: the Rebellion’s YT-2400 and the Imperial’s VT-49 Decimator.

In addition to their starships, each of which is sculpted faithfully at the game’s standard 1/270 scale, the YT-2400 Freighter Expansion Pack and VT-49 Decimator Expansion Pack introduce a host of new upgrades and terrain pieces that allow you to explore a wide range of new tactics in your space battles.

You’ll also find a large cast of characters drawn from the expanded Star Wars universe, the first Imperial turret weapon, and upgrade cards designed by the game’s first two World Champions.

YT-2400 Freighter Expansion Pack

A fast and resilient light freighter, the YT-2400 features no fewer than thirteen weapon emplacement points, making it an attractive vessel for smugglers, mercenaries, and other individuals looking for a heavily armed “transport.” Although a stock YT-2400 light freighter has plenty of space for cargo, much of that space is often annexed to support modified weapon systems and oversized engines.

The YT-2400 Freighter Expansion Pack brings this formidable light freighter to your table as a Rebel starship with two attack, two agility, five hull, and five shields.

The highlight of the YT-2400 Freighter Expansion Pack is its detailed miniature starship, which is enhanced by one new mission, three debris cloud tokens, a maneuver dial, all requisite tokens, and four ship cards, including one for the famed smuggler Dash Rendar.

Of course, a ship as readily customizable as the YT-2400 needs to come with a host of upgrade options, and the YT-2400 Freighter Expansion Pack comes with thirteen upgrade cards, including a Lando Calrissian crew upgrade, the Outrider Title, and upgrade cards designed by each of the game’s first two World Champions.

VT-49 Decimator Expansion Pack

To be granted command of a VT-49 Decimator is seen as a significant promotion for a middling officer of the Imperial Navy. A heavily armed transport, the VT-49 Decimator is one of the Empire’s most feared warships, often used to provide long-range reconnaissance or to deploy raiding parties past enemy forces.

The VT-49 Decimator Expansion Pack brings this intimidating Imperial gunboat to X-Wing as the game’s largest ship yet designed for Standard Play. Even at the game’s signature 1/270 scale, the expansion pack’s detailed miniature towers over its base and smaller starfighters.

In addition to its imposing, pre-painted miniature, the VT-49 Decimator Expansion Pack introduces four ship cards, three debris cloud tokens, a new mission, a maneuver dial, and all the tokens you need to fly your Decimator into the thick of combat. Finally, you’ll find thirteen upgrade cards, which introduce a variety of crew members like Mara Jade and Fleet Officer designed to help you fill out the Decimator’s three crew member slots.

Blast into Action

With its two high-powered new starships, multitude of upgrades, debris cloud tokens, and new missions, the fifth wave of X-Wing expansions is destined to make a massive impact when it blasts into action across gaming tables everywhere.

Wave V is scheduled to arrive late in the third quarter of 2014. Until then, keep your eyes open for more X-Wing news, including previews of these new hard-hitting expansion packs, which will look more closely at their various unique pilots, their new debris cloud tokens, and their missions!

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Source: Bring Out the Big Guns! (http://www.fantasyflightgames.com/edge_news.asp?eidn=4869)


Title: FFG:Reinforce and Retaliate
Post by: RSSFeeder on 16 June 2014, 22:00:02
Reinforce and Retaliate

A Preview of the Hammer and Hold and Legions of Darkness Expansions

“Every vale, ford, and copse has seen the blood of warriors spilt, and for each battle paid homage by the minstrel’s lute there are a multitude that lie shrouded in the mists of time.”
     –Warhammer, “The Years of Conflict”

The Hammer and Hold and Legions of Darkness expansions will soon add six new races to the brutal battles of Warhammer: Diskwars. They will also allow the four Core Set races to bolster their armies with a slate of new reinforcements and command cards.

Today, we preview the units and command cards these two expansions will offer the Empire, Orcs, Chaos, and High Elves.

The Empire

With Hammer and Hold, the Empire, the game’s most tactical race, can recruit two new units to field an even more varied army.

Commanders looking to establish a solid defensive perimeter would do well to look toward the Talabecland Halberdiers. For a mere five recruitment points, they boast a highly respectable counter strength of four. If that’s not enough to discourage your opponents from breaking through a line of Talabecland Halberdiers, there’s also the fact that their counter is swift, meaning they’re likely to finish off would-be assailants before they even suffer damage.

Meanwhile, the Empire’s Priest trait becomes significantly more meaningful with the addition of the Warrior Priests and the Shield of Faith command card. Like Luthor Huss, the Empire’s Warrior Priests gain resistant (,) when they’re empowered, and they can benefit from even greater protective blessings with the Shield of Faith command card, which can potentially negate a fatal blow and, instead, remove all damage from the unit. With those kind of protections to inspire them, it’s no wonder these Warrior Priests arrive to battle ready to trample their foes underfoot, and Impact 2 helps them do just that.

Orcs

The Legions of Darkness expansion allows Orc players to reinforce their armies with hordes of malevolent and cunning Goblins. Though they’re smaller than the Orcs, they’re nonetheless bound to make a huge impact upon the game, some of them quite literally.

At just four recruitment points for a unit with Impact 5, the Goblin Doom Diver offers your Orc army an obvious and lethal punch. Of course, it’s every bit as lethal to your Goblin Doom Diver as it is to your opponent; the Goblin Doom Diver suffers a wound whenever it deals impact damage.

Additionally, to fling your Goblin Doom Divers into battle, you’ll need to field a Doom Diver Catapult. Though this War Machine allows you to deliver some of the game’s hardest-hitting (live) ammunition, it’s also slow and frail, meaning that you’ll want to consider bringing two of them to battle, or carefully protecting the one you’ve got, or bringing two to battle and protecting them both. Fortunately, since a Doom Diver Catapult only costs you five recruitment points, it should be easy enough for you to work it into any flexible Orc army.

Orc players gain even further army-building flexibility from the addition of another Goblin unit, the Night Goblins. Like the Goblin Doom Diver, this Infantry unit costs just four recruitment points, meaning that you can soon expect to see it fielded by those Orc players who want to spend early activations to lure your units into position before bombarding them with impact damage. Moreover, whenever the Night Goblin enters an engagement within short range of another Orc disk (yours or your opponent’s), it can hit just as hard as some larger and more expensive units.

Finally, the command card Brain Bursta supplies your Orc army with more damage potential and instability. Capable of dealing damage to enemy leaders from long range, Brain Bursta can deal as much as five damage… or fizzle completely. It’s the sort of spell that’s well-suited to an aggressive army, like the Orcs, that’s willing to take some risks in pursuit of power and destruction.

Chaos

Only one of the two new Daemonic Chaos units from Legions of Darkness incorporates the expansion’s new fear keyword, but both are likely to cause fear in your opponents.

Because Screamers only have an attack strength of three and three movement, it’s possible your opponent may overlook their potential effectiveness… once. However, if your opponent ever ignores the threat that your Screamers pose, he’ll likely learn his lesson when they pin a foe and use their fear ability to reduce its counter strength to “1.” Used wisely, your Screamers can paralyze an enemy hero or elite unit with fear and set it up for the killing blow delivered by one of your other units.

You might even deliver that killing blow with your Daemonettes. At just six recruitment points, the Daemonettes pair four attack strength with the swift keyword. That’s the sort of perfect combination that pleases even the Chaos God, Slaanesh. However, your Daemonettes’ perfect attack comes at a cost, and in this case, the cost is fragility. With just three toughness, Daemonettes are vulnerable to quick demises, so you’ll want to lure your opponents into position before sending your Daemonettes into the fray.

Meanwhile, in the event that your opponent would counter your ambitions by fielding a unit immune to fear or one with a swift counter, the Chaos command card Acquiescence can squelch that unit’s text for a round. When you want your opponent’s unit to die, this command card offers an excellent means to strip away irritating abilities or defenses.

High Elves

In a game as brutal and bloody as Warhammer: Diskwars, it’s possible that even a race as skilled at defense as the High Elves may, at times, need to adopt a more offensive stance. To that end, Hammer and Hold introduces two new High Elf units capable of making early, decisive strikes against their enemies.

The Lothern Sea Guard enters the game as the least expensive High Elf unit at just five recruitment points. For those points, they offer modest attack and counter strengths, but they enhance those with five movement, a ranged missile attack, and the mobile keyword. This combination of offensive and defensive abilities make the Lothern Sea Guard an excellent fit for a range of strategies and offers your army good tactical versatility as the tides of battle shift one way or the other.

Less versatile, but certainly no less powerful, are the Silver Helms, which can race into battle from distance and cut down their foes with Impact 3, and five swift attack strength. Of course, such martial prowess is bound to make them an early target, but you can use that to your advantage. You’ll get two copies of each non-unique medium disk in Hammer and Hold, meaning that when one Silver Helms unit draws a crowd, the other can easily ride over to support it. Moreover, because your Silver Helms have five toughness, it ride away from even some of the deadliest engagements.

Finally, the High Elves gain the ability to call upon some timely healing with their new command card, Isha’s Mercy.

There Will Be War. There Will Be Blood.

Six new races will soon arrive to Warhammer: Diskwars, and its battlefields will drown in blood. The races from the Core Set may need to adjust their strategies to survive their skirmishes with these new foes, and if their armies look to adapt, they’ll find plenty of potential recruits in Hammer and Hold and Legions of Darkness.

The Old World will quake. Muster your armies. The Hammer and Hold and Legions of Darkness expansions arrive at retailers everywhere later this week!

...


Source: Reinforce and Retaliate (http://www.fantasyflightgames.com/edge_news.asp?eidn=4871)


Title: FFG:Ready for Anything
Post by: RSSFeeder on 17 June 2014, 06:30:03
Ready for Anything

A Guest Article on Tournament Preparation for STAR WARS (TM): The Card Game


Ready are you? What know you of ready? For eight hundred years have I trained Jedi… A Jedi must have the deepest commitment, the most serious mind.

   –Yoda, Star Wars: The Empire Strikes Back


Star Wars™: The Card Game takes you and your friends to interplanetary battles in a galaxy far, far away, but a vital part of Star Wars: The Card Game is participating in tournaments. Regional tournaments have already begun, but some new players may not know what to expect from a Star Wars: The Card Game competition.


If you’re unsure of what awaits you, today’s guest article by Matt Brown offers a closer look at how to prepare for any Star Wars: The Card Game tournament, from Regionals to Worlds.


Matt Brown on Tournament Preparation


A new Regional season has already begun, promising larger and more competitive tournaments than last year leading up to the National Championships. For many players, this may be their first exposure to any tournament larger than local league events. What should you expect as the tournament season progresses through Regional tournaments into Nationals and the World Championships? Today, I want to present a quick overview of the tournament process and offer some tips for tournament play.



Before the Event



       
  • Make sure you contact the local store and know exactly when the tournament is going to start. You may also want to check in the day before the event to make sure that the time hasn’t changed. Nothing is worse than driving several hours for a tournament and missing it because you didn’t realize that the schedule changed.

         

  •    
  • Decide on your deck lists as early as possible. Star Wars: The Card Game is a very tactical game, and knowing your deck well is extremely important. It can be difficult to make good decisions throughout the tournament if you change your deck the night before, leaving you without time to test it. Generally, last minute changes are acceptable if your testing identifies a critical weakness in your deck, and even then you want to have time to test your revised deck several times.

         

  •    
  • Write out your deck list. When everyone comes to the event with their deck list filled out, the tournament starts much smoother. You don’t want to be the person flipping through objective decks and writing them down while everyone else waits to start. A pdf copy of the deck list sheet can be found on the support page of the Star Wars: The Card Game minisite.

         

  •    
  • Read the most recent FAQ (pdf, 6.1 MB), also available in the support section. Know the current errata and rulings, especially as a few previous rulings have recently been reversed. Make sure you pay special attention to rulings or clarifications that could affect cards in your own deck, but be familiar with all of the rules so you know how your opponents’ cards work without needing to ask.

         

  •    
  • Read the Tournament Rules (pdf, 8 MB), once again available in the support section. I’ll provide a brief outline of the tournament format below, but reading through the full version of the rules at least once is a good idea.

         

  •    
  • Sleep!




Click on the thumbnails above to download the new FAQ (left) and Tournament Rules (right)


What to Bring



       
  • Your decks in opaque or art sleeves

         

  •    
  • All materials needed to play: tokens, Death Star dial, Force marker, etc.

         

  •    
  • A pen to record your game outcomes

         

  •    
  • Water bottle and snacks are a good idea unless forbidden by the store. Tournaments can be long and keeping yourself hydrated and fed helps you play your best.

         

  •    
  • Optional: a notebook or device to record match details between games. This isn’t required, but the community always appreciates a good tournament report and taking notes after the game helps you include more details if you decide to post one later. It is important to note that taking notes during a game constitutes cheating.


During the Event



       
  • Arrive early to allow the tournament to start on time.

         

  •    
  • Tournaments start with a Swiss-style section. This means that every round after the first, you will be paired against someone with a similar total score to yourself. Thus, if you keep winning, you’ll face other players who have also won. In the first round, pairings are random.

  •    


       
  • Each match consists of two games, one with each side of the Force. Each game is worth four points. Additionally, winning the match nets you a bonus point. If both players win with their light side decks, the match winner is the player who won when the Death Star dial was lower. If both players win with their dark side decks, the match winner is the player who destroyed the most total objectives during the match. In the case of a true tie, neither player gets the bonus point, so each player scores four points.

         

  •    
  • Matches have a time limit between sixty and eighty minutes. If you’re unable to finish both games within that time, you miss out on points throughout the tournament. You don’t have to be a speed master, but make sure you’ve practiced enough that playing two games within an hour isn’t too hard.

         

  •    
  • After a number of rounds using the Swiss system, larger tournaments cut to a smaller number of players and play single elimination rounds. During this segment, winning a match determines who moves on to the next round instead of giving a bonus point. In the case of a true tie after the final cut, the player with the higher seed advances. The exception is the championship match – this is the only time a third game is played as a final tie breaker.



Final Tips



       
  • Don’t be a sore loser or winner. You’ll win some games and lose some games. Either way, shake hands with your opponent and thank them for the game. If you lost, think about what you can learn instead of complaining about bad luck. If you won, be gracious. Resist any urge to point out your opponent’s mistakes unless they ask for tips, since unsolicited advice can come off as gloating.

         

  •    
  • Teach others. No matter how long you’ve been playing, there’s probably at least one player present less experienced than you. Immediately after beating them probably isn’t the best time to correct their mistakes, but you can usually find ways to engage in discussion that can help them learn more about the game. A simple way to do this is by asking about their deck choices. If they’re playing something unusual, ask them why. You can discuss the pros and cons of the deck and why you might consider a different deck. Don’t discourage them because their deck is different, but really discuss their methods and things that need to be considered.

         

  •    
  • Have fun! At the end of the day, we all play this game because we love it and we love Star Wars. Don’t let your competitive side overwhelm that. Smile, meet new people, make new friends, and enjoy playing Star Wars: The Card Game!


I hope you found this helpful as you prepare for the remainder of the tournament season. Whether you’re a new player or a seasoned veteran, make sure you get out to these events and have fun. Spread the excitement around your local play group. Get everyone together for a road trip to a distant Regional. The more enthusiasm we show for the game, the more attractive the game becomes for new players.


Thanks, Matt!


Now that you know how to gather the information you need from your opponent’s deck, you’ll need to make the most of it in your games of Star Wars: The Card Game. Look for more guest articles from Matt and others in coming weeks!


...


Source: Ready for Anything (http://www.fantasyflightgames.com/edge_news.asp?eidn=4872)


Title: FFG:Find a Route Through Fog on the Barrow-downs
Post by: RSSFeeder on 17 June 2014, 15:00:02
Find a Route Through Fog on the Barrow-downs

RETAILERS: Apply to Host a Fellowship Event for The Lord of the Rings

“They found that they were upon an island in the fog. Even as they looked out in dismay towards the setting sun, it sank before their eyes into a white sea, and a cold grey shadow sprang up in the East behind. The fog rolled up to their heads until it became a roof: they were shut in a hall of mist whose central pillar was the standing stone.”
 –The Fellowship of the Ring

This October 10-12th, join the worldwide The Lord of the Rings: The Card Game community for an exciting, global Fellowship Event!

                                         
                                                                                                                  

Are you a retailer? Register today to host your own The Lord of the Rings: The Card Game Fellowship Event!

What Is a The Lord of the Rings Fellowship Event?

October’s Fellowship Event for The Lord of the Rings: The Card Game is a chance for players to come together and share their appreciation of the game even as they attempt to navigate the treacherous turns and trials of a special, all-new scenario.

The centerpiece of October’s Fellowship Event is the new, standalone scenario, Fog on the Barrow-downs. This fifty-five card scenario, produced by FFG’s in-house manufacturing, comes complete with seven quest cards and forty-one encounter cards. During the event, players will play through the scenario in groups, and each player who participates will walk away with his or her own copy!

Additionally, each player who participates in October’s Fellowship Event will receive an exclusive playmat, featuring art from The Black Riders, and an alternate art version of the Core Set Aragorn.

Note: Each Fellowship Event kit supports up to four players. Be sure to order enough kits to meet the expected number of players.

Brave the Barrow-downs

In The Lord of the Rings, Frodo and his fellow Hobbits barely made it through the Barrow-downs alive. The fog obscured their path, spells made them drowsy, and Barrow-wights lured them into the ancient barrows. In truth, their journey across the Barrow-downs was as harrowing as any of their adventures in The Fellowship of the Ring, and the Fog on the Barrow-downs scenario that players can play during October’s Fellowship Event provides them an opportunity to encounter many of the Barrow-downs’ deadly threats—as well as to meet a well-known character from The Fellowship of the Ring.

Note: The Fog on the Barrow-downs scenario will be made available for purchase at a later date. Playmats and alternate art cards are exclusive to the Fellowship Event and will not be available after the event.
 

How Does This Tie into the Gen Con Fellowship Event?

The Fellowship Event at Gen Con Indy 2014 includes a separate standalone scenario called The Old Forest. Players do not need to play The Old Forest before participating in October’s Fellowship Event. However, both The Old Forest and Fog on the Barrow-downs were designed so that they can be played with The Black Riders Saga Expansion in campaign mode, and come with new Boon and Campaign Mode setup cards. Players can use one or both of the scenarios when playing a campaign.

Encourage Your Favorite Local Game Store to Apply Today

Players, October’s Fellowship Event is your first chance to play through the challenges of Fog on the Barrow-downs and your only chance to get your hands on the event’s exclusive playmat and alternate art Aragorn. Let your favorite local game store know that you want to participate.

All applications are due by July 3rd at 11:59 PM CST, so talk to your retailer about this Fellowship Event today!

...


Source: Find a Route Through Fog on the Barrow-downs (http://www.fantasyflightgames.com/edge_news.asp?eidn=4873)


Title: FFG:Fresh Blood on the Pitch
Post by: RSSFeeder on 17 June 2014, 23:30:06
Fresh Blood on the Pitch

Preview the Three New Teams from the Foul Play Expansion


Well, Jim, we’ve certainly had a lot to see so far from the new teams of the Putrid Players’ Guild.


You’re absolutely right, Bob. Between the Nurglings’ disease, Chaos Dwarf riots, and Goblin cheating, this upcoming season might be our most interesting yet.


The fans certainly agree, and opposing teams are racing to adapt to some of the PPG’s more… unconventional tactics!


Foul Play introduces the Putrid Players’ Guild to the Team Managers’ Union and to your games of Blood Bowl: Team Manager. The PPG’s new teams distinct play styles and unorthodox techniques are sure to make a splash, and the best talent scouts are already investigating what these new teams can offer. In today’s preview, we’ll bring you an update on the newest teams to take their positions  on the pitch.


Nurgle’s Rotters


As the team devoted to the Chaos god of disease, Nurgle’s Rotters rank as the most odorous players in Blood Bowl – no mean achievement! In fact, few players can use noxious disease as a weapon the way Nurgle’s Rotters can. The Pestigor, and other key players in Nurgle’s Rotters, have the Spread Disease ability, which allows you to place a disease token at midfield. When another player is committed or moved to a matchup with a disease token in midfield, that player immediately receives the disease token, lowering his Star Power by one.



In addition to spreading disease, Nurgle’s Rotters make excellent use of the downed skills first introduced in the Sudden Death expansion, especially regeneration. Whenever a player is downed, he immediately resolves any downed skills he may possess, including cheating, passing, or even regeneration. When a manager attempts to regenerate his downed player, he rolls two tackle dice. If a die shows the “Tackler Down” result, you may immediate stand your downed player, bringing his full Star Power back to the matchup.


Whether you stop your opponent’s passes with the Beast of Nurgle or use a star player like Pusbubble to spread disease, Nurgle’s Rotters have plenty to offer.


The Zharr-Naggrund Ziggurats


Masters of destruction and revenge, the Chaos Dwarfs love to walk the ball to victory over a field littered with the bodies of their former opponents. With players like the Bull Centaur and Hthark the Unstoppable in the Zharr-Naggrund Ziggurats’ roster, it’s not hard to see how they’ve gotten a reputation for fighting to the last breath and beyond. Chaos Dwarf players feature a massive amount of cheating and tackling skills, helping them crush any opponent that stands in their way. If an unfortunate player downs a Chaos Dwarf, however, he’s certain to get more than he bargained for in return. Nearly every Chaos Dwarf player has at least one downed skill to get revenge on your opponents.



The Chaos Dwarfs also showcase the new skill introduced in the Foul Play expansion: fouling. One place you can find this skill is as a downed skill for the Hobgoblin Thrower. If you choose to use a player’s fouling ability, you choose an opponent who has a player at the matchup. Then, you take one card from that manager’s hand and secretly look at it, before choosing to discard it, or replace it in your opponent’s hand. By using the fouling skill, you not only gain knowledge of your opponent’s players, but if it’s one of your opponent’s best players, you can discard it. If it’s a lowly Lineman, however, you can replace it in his hand, keeping him from drawing better cards!


The Lowdown Rats


For sheer insanity on the field, there’s no team that can match the Lowdown Rats. With typical goblin ingenuity, they’ve contrived entirely new ways to break the rules, whether by using pogo sticks, chainsaws, or bombs. You can use a Looney to take down your opponent’s best players with his trusty chainsaw, his Dauntless ability, and his array of offensive skills. On the other hand, maybe you prefer the wide-spread damage of the Bombardier. By pitching bombs around the field whenever he successfully tackles another player, the Bombardier can cut a swath of destruction through your opponent’s team.



Other goblins stay ahead of rivals by just being faster than anyone else. A Star Player like Scrappa Sorehead has well-developed sprinting abilities, even after being downed. If one of your opponent’s players is unlucky enough to miss a tackle on Scrappa Sorehead, you may use this player’s superior mobility to move him to safety at one of your other matchups. Whether you rely on crazy plans, frantic cheating, or chainsaws and pogo sticks, the Lowdown Rats have the tools to bring in fans and get you to the top of the Team Managers’ Union.


The Blood Bowl Awaits


The three new teams of the Putrid Players’ Guild offer unique skills and powers to any manager who can control them. There’s more to discover in Foul Play than new teams, though. In our next preview, we’ll look at some of the new mechanics introduced in this expansion, including penalties, stadiums, and a corrupt ref.


Pre-order your copy of Foul Play at your local retailer today!


...


Source: Fresh Blood on the Pitch (http://www.fantasyflightgames.com/edge_news.asp?eidn=4875)


Title: FFG:Born of Magic
Post by: RSSFeeder on 18 June 2014, 08:00:03
Born of Magic

Preview the Skarn Lieutenant Pack for Descent: Journeys in the Dark


Deep within a haunted manor, a new threat has been created. Skarn is a magical construct infused with life by the death of a high mage, and he possesses the ability to increase his size and strength endlessly by incorporating pieces of his environment. If left unchecked, Skarn could grow large enough to threaten all of Terrinoth with his enormity.


Skarn emerges from the ruined mansion as an agent of the overlord in the Skarn Lieutenant Pack expansion for Descent: Journeys in the Dark Second Edition. Within this Lieutenant Pack, you’ll uncover a sculpted plastic figure and a unique, ten-card Plot deck, that allows you to bring Skarn to life beyond the bounds of the Manor of Ravens campaign. (The full rules for Descent Lieutenant Packs can be found on the Descent support page.)


Today, we’ll preview the massive power that you can unleash on Terrinoth through the Skarn Lieutenant Pack.



A Twisted Soul


Skarn’s ten-card Plot deck, Twisted Soul, imparts some of Skarn’s potent defenses to your other monsters. The Plot deck begins with What Doesn’t Kill, a card that you may exhaust whenever a monster suffers one or more damage. If the monster wasn’t defeated by the attack, it recovers a damage, and you mark the monster with a threat token. Every marked monster then adds a brown die to its defense pool, maximizing your monsters’ resistance to the attacks of the heroes.


What Doesn’t Kill also allows you to gain the benefits of other Plot cards that enhance monsters marked by threat tokens. A monster once touched by Skarn’s regeneration is forever changed, as evidenced by the Thick Scars and Bitter Rage Plot cards. Thick Scars gives two additional health to your marked monsters over the course of a quest. Bitter Rage, on the other hand, grants additional damage to every attack performed by a marked monster. By marking your monsters with What Doesn’t Kill, you can quickly bring your monsters to impressive new levels of power.


You can also use the Summon Skarn Plot card to summon Skarn as an agent into any quest. As a powerful guardian and agent of the overlord, Skarn’s ability to repair damage to himself is unmatched in all of Terrinoth.


Hardy Defenses


The power of your presence in Terrinoth grows to enormous levels when you summon Skarn into a quest as your agent. Skarn is powerful in combat, and since he features massive amounts of health and powerful defense dice, destroying him is a formidable task for a band of heroes. Skarn’s surge ability only make him more difficult to defeat. He can spend a surge in combat to activate the Mend 4 ability, recovering four damage as he repairs himself with materials at hand.



In battle, Skarn’s other abilities give you more options for widespread damage. Skarn can spend a surge for extra damage, and Thrash invites you to perform an attack that affects every figure adjacent to Skarn. By combining Skarn’s widespread damage capabilities with his powerful defenses, it’s clear that Skarn excels in the center of a hero party, shaking off blows and spreading his damage far and wide. You can even negate the heroes’ options with the Energy Drain 4 ability. Whenever a hero takes damage from Skarn, you may choose that hero to suffer up to four damage as fatigue instead, reducing the hero’s options for triggering abilities, gaining movement, and resisting your monsters.


Agent of Darkness



After you summon Skarn into play, his Plot deck gives you plenty of ways to gather additional threat. If you have Possessive Nature when Skarn enters play, you may use Possessive Nature to gain threat tokens equal to the number of relics in play. The Unknown Origin Plot card gives you another way to seize threat; by using Unknown Origin, you force each hero to test his Knowledge when you summon Skarn. For each hero that fails, you receive a threat token. Even Skarn’s defeat can bring you more threat tokens. By exhausting the Faithful Guardian card when Skarn is defeated, you immediately gain three threat tokens, giving you enough threat to repurchase the Summon Skarn Plot card, allowing Skarn to heal himself and regenerate for the next quest.


As Skarn’s threat looms over the lands of Terrinoth, your darkness spreads to consume the realm. Preorder the Skarn Lieutenant Pack at your local retailer today, and gain access to the magical construct’s unparalleled abilities!


...


Source: Born of Magic (http://www.fantasyflightgames.com/edge_news.asp?eidn=4876)


Title: FFG:Find a Route Through Fog on the Barrow-downs
Post by: RSSFeeder on 18 June 2014, 16:30:03
Find a Route Through Fog on the Barrow-downs

RETAILERS: Apply to Host a Fellowship Event for The Lord of the Rings


“They found that they were upon an island in the fog. Even as they looked out in dismay towards the setting sun, it sank before their eyes into a white sea, and a cold grey shadow sprang up in the East behind. The fog rolled up to their heads until it became a roof: they were shut in a hall of mist whose central pillar was the standing stone.”

The Fellowship of the Ring


This October 10-12th, join the worldwide The Lord of the Rings: The Card Game community for an exciting, global Fellowship Event!



   
       
           
       
   

           
               
                   
                       
                   
               
           

                       

Are you a retailer?

                        Apply today to host your own The Lord of the Rings: The Card Game Fellowship Event!


                       

           

What Is a The Lord of the Rings Fellowship Event?


October’s Fellowship Event for The Lord of the Rings: The Card Game is a chance for players to come together and share their appreciation of the game even as they attempt to navigate the treacherous turns and trials of a special, all-new scenario.


The centerpiece of October’s Fellowship Event is the new, standalone scenario, Fog on the Barrow-downs. This fifty-five card scenario, produced by FFG’s in-house manufacturing, comes complete with seven quest cards and forty-one encounter cards. During the event, players will play through the scenario in groups, and each player who participates will walk away with his or her own copy!


Additionally, each player who participates in October’s Fellowship Event will receive an exclusive playmat, featuring art from The Black Riders, and an alternate art version of the Core Set Aragorn.



Note: Each Fellowship Event kit supports up to four players. Be sure to order enough kits to meet the expected number of players.


Brave the Barrow-downs


In The Lord of the Rings, Frodo and his fellow Hobbits barely made it through the Barrow-downs alive. The fog obscured their path, spells made them drowsy, and Barrow-wights lured them into the ancient barrows. In truth, their journey across the Barrow-downs was as harrowing as any of their adventures in The Fellowship of the Ring, and the Fog on the Barrow-downs scenario that players can play during October’s Fellowship Event provides them an opportunity to encounter many of the Barrow-downs’ deadly threats—as well as to meet a well-known character from The Fellowship of the Ring.



Note: The Fog on the Barrow-downs scenario will be made available for purchase at a later date. Playmats and alternate art cards are exclusive to the Fellowship Event and will not be available after the event.


How Does This Tie into the Gen Con Fellowship Event?


The Fellowship Event at Gen Con Indy 2014 includes a separate standalone scenario called The Old Forest. Players do not need to play The Old Forest before participating in October’s Fellowship Event. However, both The Old Forest and Fog on the Barrow-downs were designed so that they can be played with The Black Riders Saga Expansion in campaign mode, and come with new Boon and Campaign Mode setup cards. Players can use one or both of the scenarios when playing a campaign.


How Do You Apply?



All applications are due by Thursday, July 3rd at 23:59 CST (Central Standard Time). If you are approved to host a Fellowship Event, we will send instructions for ordering your event kit.


Encourage Your Favorite Local Game Store to Apply Today


Players, October’s Fellowship Event is your first chance to play through the challenges of Fog on the Barrow-downs and your only chance to get your hands on the event’s exclusive playmat and alternate art Aragorn. Let your favorite local game store know that you want to participate.


The application period is limited, so talk to your retailer about this Fellowship Event today!


...


Source: Find a Route Through Fog on the Barrow-downs (http://www.fantasyflightgames.com/edge_news.asp?eidn=4877)


Title: FFG:Inside the Inquisition
Post by: RSSFeeder on 19 June 2014, 01:00:03
Inside the Inquisition

Developer Andrew Fischer Creates an Acolyte for Dark Heresy Second Edition

The galaxy in Dark Heresy Second Edition is a grim and terrifying place. The heresies that threaten the Imperium come from all directions – within, without, and beyond. All that stands in the way of Mankind’s destruction are the Acolytes and Inquisitors that you create and play as to wage a constant, secret war against heresy in the Imperium.

Last time, Tim Huckelbery gave an overview of the character creation process in Dark Heresy. Today, developer Andy Fischer leads us through this process by creating his own Acolyte! Read below to see how he gives life and purpose to another unsung warrior of the Inquisition.

Developer Andy Fischer Creates a Dark Heresy Character

When we created Dark Heresy’s character creation system, our goal was to make a system that gave you a few clear choices that had a big impact on your character and guaranteed you the flexibility to create whatever type of character you wanted. You can either start with a clear character concept to bring to life, or you can come to the game with no idea what you want to play, and let the character creation process inspire you as you follow its steps. For this example, I’ve chosen the latter approach. I’m going in without big preconceptions about what I will create, and I’m letting the combinations of my choices inspire the character for me.

Stage 1: Choose Home World

To start, I have to select where my character was born. I’ve recently played a lot of combat characters, so I’m interested in playing as a more cerebral character. I look through different home world choices, and settle on voidborn. Choosing voidborn as my home world gives me a better chance of having high Intelligence and Willpower, and provides me with the Intelligence aptitude, which helps a lot when creating a character who uses her brain over her brawn.

True to my home world choice, I end up rolling a 40 for my Intelligence and a 45 for my Willpower (the highest possible starting value)! Unfortunately, in the other direction, I rolled a 31 for my Strength, and a 1 when determining my wounds, giving me a total of 8 wounds and a pretty frail character. Based on my low Strength and wounds, I decide my character is probably getting old, and has been riding the ship she was born on for her entire life.

Stage 2: Choose Background

Now that I’ve decided where my character was born and lived most her life, I have to decide what she has done, and what part of the Imperium she spent her life serving. I look through the various backgrounds I can choose from, and based on my character’s Intelligence, I decide she belongs to the Adeptus Administratum. This gives her some useful skills such as Logic, Medicae, and a Scholastic Lore of my choice. It also allows her to take the Knowledge aptitude, which guarantees my character will continue her intellectual pursuits once I start playing the game.

After reading through the background on the Adeptus Administratum, I decide my character fits best as some sort of scribe. She’s been given the task of recording the full history of the ship she rides and sorting its massive library of materials. Her entire life, she has sat among the mountains of scrolls and tomes, recording everything the ship does, and everything that happens onboard. She is the collector and holder of all knowledge on-board the ship; if you want to know something, you go to her.

Stage 3: Choose Role

Lastly, I have to decide what my character’s role for the Inquisition will be. What makes her special? What function will she serve, and how will she grow? As I consider my options, Sage stands out as a good fit for my current character concept. I haven’t done anything with my incredibly high Willpower, though, and I want this character to have something that stands out beyond being an incredibly knowledgeable member of the Administratum. Based on this, I decide that the reason she is so good at her job is that she has unnatural gifts that no one else suspects. She harnesses the powers of the Warp in unnoticable ways that allow her to see beyond her stuffy library and subtly control those around her. To reflect this, I choose the Mystic role.

The Mystic role grants my character the Psyker elite advance for free, and grants her a number of aptitudes that fit perfectly with my character concept. Additionally, a couple of the aptitudes double up with ones I’ve already received in character creation, allowing me to choose from a list of options as a replacement for any doubles.

Now, all that’s left is to integrate the details of the psyker elite advance. Unfortunately, because my character is not a member of the Adeptus Astra Telepathica, she’s not sanctioned. This means that she is a rogue psyker, never taken by the Black Ships to Terra, and hiding her powers from everyone around her. Because she never underwent sanctioning, she starts the game with a random amount of Corruption. I roll for a total of nine Corruption, which thankfully just misses forcing me to start with a malignancy!

Finishing Up

My character has come together on a solid foundation. I know where she was born and lived, what function she has served in the Imperium up to this point, and the role she will serve in coming adventures. All that’s left is to decide the final details.

As a member of the Adeptus Administratum, I decide to give my character a High Gothic-sounding name: Sophronia. She’s a very old woman who has worked aboard her ship as long as she can remember. She’s so valuable to the Administratum, they do everything in their power to keep her alive. As a result, many of her body parts are replaced with cybernetics. I decide that Sophronia came into the service of the Inquisition when an Inquisitor came aboard her ship for transport between systems. During the journey, he discovered Sophronia’s secret powers and after seeing her talents, decided to bring her into his retinue instead of reporting her to the Astra Telepathica. Ever since, she has put her intellect and powers over the Warp to use fighting heresy throughout the Askellon Sector.

Now that my character is all finished, I’m ready to dive into a game of Dark Heresy Second Edition! As you can see, there are tons of possibilities for different characters. Just given the three big decisions covered in this designer diary, you can make hundreds of different character types! Above and beyond that, there are dozens of smaller decisions you make to customize your character that I didn’t have room to cover here. Altogether, the possibilities Dark Heresy offers for creating a unique character are virtually endless.

Thanks, Andy!

Heresies and insanities await you in the Askellon sector, and the Acolytes and Inquisitors you create are all that stand between the Imperium and eternal midnight. Take up bolter and chainsword, and join us for our next preview, as we examine the process behind creating the iconic cover of Dark Heresy Second Edition.

...


Source: Inside the Inquisition (http://www.fantasyflightgames.com/edge_news.asp?eidn=4878)


Title: FFG:Begin Your Crusade
Post by: RSSFeeder on 19 June 2014, 09:30:03
Begin Your Crusade

Preview New Ways to Launch a Black Crusade in The Tome of Decay



“Your boasts are empty, little sorcerer. All eventually fall to the Grandfather, no matter how they might scheme or plot.”

   –Gullivox Arcul, Plaguemeister of the Burrowing Flies


With The Tome of Decay, the upcoming Black Crusade sourcebook devoted to Grandfather Nurgle, you join the putrefying disciples of Nurgle to spread disease and plague across the worlds of the False Emperor and throughout the galaxy. The Tome of Decay introduces six new Archetypes worthy of the Lord of Ruin, a new adventure, and rules for organizing and launching a Black Crusade against the hated Imperium.


Today, contributing writer Jordan Goldfarb writes on how you can become Warmaster and lead your own crusade.


Jordan Goldfarb on Launching a Black Crusade


Greetings, Black Crusade fans!


I’m here to talk about what we’ve all been dreaming of since the beginning – running your own Black Crusade and trampling the servants of the False Emperor beneath the legions of Chaos. Of course, it’s possible to do this using only the Black Crusade Core Rulebook, but in The Tome of Decay, there’s a new system designed for high-level strategic play that allows you to conquer whole sectors without compromising roleplaying or losing the personal touch that the best Warmasters are known and feared for!


When setting out on a Black Crusade, as an able Warmaster, you must choose your target well. The system in The Tome of Decay guides you to work with the Game Master to define the scope of your efforts, whether it be conquering the Calixis Sector, storming the Warp gate into the Jericho Reach, or even battling across a full Segmentum of the galaxy. The GM uses players’ input and his own plans for the campaign to prepare a Crusade Map for the forces of your Black Crusade to battle upon.


A Call to Arms


After declaring themselves Warmasters of a Black Crusade, you and your fellow servants of Chaos must quickly gather other forces under your command, ranging from other Chaos warbands or cults in service to the Ruinous Powers, to alien mercenaries and pirate fleets. The Crusade Forces system abstracts these armies during the strategic play of a Black Crusade, leaving an end result complex enough to be interesting, but not so much that you and the other Warmasters cannot intervene personally.


The Crusade Forces system invites you and your fellow Warmasters to gather support at the beginning of your own Black Crusade. Previous characters and groups from the campaign can become Hosts, Cults, Covens, Fleets, or even Lieutenants in your service, and other followers of the Dark Gods are sure to join fighting for a promising Warmaster. As leaders of a new crusade, you can put some gathered Infamy to use calling more followers to your banner. It’s generally a good idea to do this, even if you’ve gathered many allies during normal play, although if your army grows too large, you risk weakening your ability to intervene personally.



Ruin or Glory


There’s no way to talk about the lure of Chaos without discussing the perils as well as the prizes. To hold your forces together, you must intervene personally on key battlefields, instilling a proper fear into servants and foes alike. This opportunity to influence the battlefield personally allows you to wreak their own brands of destruction and terror across the battles of the crusade.


If you can’t control your wild forces, or if they fall on the field of battle, a dismal fate awaits. When a Warmaster appears weak, his own forces inevitably turn on him, and the Imperium doesn’t take long to rally if given room to breathe. All Black Crusades work on a time limit, calculated out along with the scale and the map, meaning that you have only one chance to make yourself into a living legend of terror. The greater the risk, the greater the reward – and though the consequences for failure are absolute, the chance to bring havoc, destruction, and disease to the Imperium is well worth the risk.


Thanks, Jordan!


Your crusade will bring the pestilence of Nurgle out of the Warp to engulf the galaxy in his foetid embrace. Prepare to launch your Black Crusades in the service of the Grandfather! Preorder The Tome of Decay at your local retailer today.


...


Source: Begin Your Crusade (http://www.fantasyflightgames.com/edge_news.asp?eidn=4879)


Title: FFG:"Echo"
Post by: RSSFeeder on 19 June 2014, 18:00:03
"Echo"

Guest Writer Neil Amswych Looks at an Ace TIE Phantom Pilot


Recently, we reviewed the contents of the TIE Phantom Expansion Pack, coming to X-Wing in the game’s fourth wave. This expansion introduces the new “cloak” action, which its two unique pilots will soon use to great advantage as they dart through battles in the most surprising of manners.


Today, guest writer Neil Amswych (“The Tusken Tactician”) takes a closer look at one of these pilots, “Echo,” and the ways that he may revolutionize how your games of X-Wing are fought and won.


Guest Writer Neil Amswych on “Echo”


Of all the pilots in X-Wing, few (if any) are more game-changing than “Echo.”


When any TIE phantom other than “Echo” decloaks, it does so to one of three possible locations. This means one of the phantom’s strengths is that, once it’s cloaked, it isn’t actually moving from the location where your opponent can see it on the table – it’s going to begin its maneuver from one of three different locations. Since the phantom has fifteen maneuvers on its dial, this means that when it decloaks and then moves, it can end up in any one of forty-five different locations. Impressive as that may be, “Echo” doubles that number. Because he uses the bank “2” template instead of the straight “2” template, he can decloak to any of six different locations, enabling him to end his maneuver at any of a dizzying array of ninety final possible locations.




Though variance exists in where his barrel roll starts and ends, “Echo” can fly from any of six relative positions when he decloaks before he reveals his maneuver dial.


X-Wing has never before seen a pilot capable of such maneuverability and probably never will again. In fact, “Echo” almost mandates an entirely different way of thinking when you plan to fly with or against him.


Flying with “Echo”


When he upgrades his phantom with an Advanced Cloaking Device, “Echo” can fire at an opponent and then take a free cloak action. Accordingly, he wants to avoid stress (because it would prevent him from recloaking), meaning that he usually wants to avoid his two Koiogran-turns. When “Echo” is stressed, he leaves himself vulnerable as a pilot with limited hull and shields and not fully enough agility to compensate.


However, the vast array of final positions available to “Echo” means that he doesn’t need to K-turn to rotate his ship.




”Echo” and his maneuver dial shown side-by-side.


So, if “Echo” wants so badly to avoid stress, how can he turn his ship?


For starters, if he carefully selects the start and end points of his barrel roll, he can combine his decloaking with a two-speed turn that results, effectively, in an angled K-turn that’s roughly half of the “1” speed template and incurs no stress, leaving him the ability to still take an action. It’s not a perfect K-turn, but the fact that “Echo” can choose which direction he faces actually offers him more flexibility than a basic K-turn.




“Echo” decloaks to position E and then turns left at speed “2,” shown with comparison with a fictional one-speed Koiogran-turn.


“Echo” isn’t just limited to smart turns, though. He can move laterally across the table without turning and with only a fractional forward movement, by decloaking backward and then banking forward at speed “1.” This shifts his ship the equivalent of a five-speed maneuver sideways – the equivalent of two range bands – from outside edge to outside edge. Such lateral movement, without any notable forward motion, can be extremely confusing for opposing pilots who are used to opposing ships coming toward them. So long as he has space at his flanks to perform this maneuver, “Echo” can move forward more slowly than any other ship.




“Echo” can move sideways across the table without the need for turning. Here, he follows a "2" bank maneuver with a barrel roll, and the total forward distance is far shorter than a straight “1.”


If you need “Echo” in another part of the battle, he can quickly disengage from his current dogfight and relocate by performing hard turns that complement the direction in which he decloaks. He can even end up behind his original position. Conversely, if you need “Echo” much further ahead of his current position, then he can decloak forward and fully engage his thrusters, traveling much farther forward than your opponent may have expected. Remarkably, the distance between the most diverse endpoints potentially available to “Echo” is essentially the equivalent of two entire range rulers.




Here, we see “Echo” with two of his potential decloak and maneuver options shown together.


The extreme range of decloak and maneuver options available to “Echo” is undoubtedly his greatest strength and enables his phantom to be the most unpredictable of all ships. It is this unpredictability that makes “Echo” so intimidating. Each round, when your opponent looks at “Echo,” he has to calculate up to ninety different possible end positions, and because the TIE phantom features such a potent primary weapon, he can’t just ignore “Echo” as he focuses on your other starfighters. The end result is that “Echo” messes with your opponent’s head in a way that no other pilot does.


Outfitting “Echo”


Extreme maneuverability is not the only strength “Echo” brings to battle; he also offers extreme customizability. He can upgrade his ship with an elite pilot talent, a system upgrade, a crew member, and a modification. However, your modification should almost always be Advanced Cloaking Device, both in order to protect him from enemy fire and to ensure his decloak options continue to mystify your opponent. After that, how you choose to equip him should be driven by your decision whether to have him assume a more aggressive or defensive stance.


For example, an aggressive setup might combine Outmaneuver with Fire Control System and Tactician.



This setup removes one agility die from targets already trying to protect themselves from the four or five dice “Echo” gets with his shot (depending upon whether or not he ends up at Range “1” of his target). Then, it ensures an automatic target lock on his target, and if the original shot is made at Range “2,” his target will be stressed.


A defensive setup might use Veteran Instincts with Sensor Jammer and Recon Specialist.



Such a setup boosts “Echo” from a pilot skill value of six to eight, allowing him to move after most other ships and ensuring that – with his Advanced Cloaking Device – he can cloak again before most ships fire back at him. He will also be able to convert one hit rolled against him to a focus result that can’t be rerolled, and he’ll be able to use one focus token in attack and another in defense.


Neither of these builds are cheap, though. Advanced Cloaking Device is as close to an auto-include on “Echo” as you’ll get with upgrades, so with it, the aggressive setup comes in at forty-one squad points while the defensive setup costs forty-two points. Adding eleven or twelve points of upgrades onto a ship that already costs thirty points may not be advisable, so you’re going to have to make some difficult choices. Because the phantom’s primary attack of four dice already makes it formidable in attack, one of the most likely builds for “Echo” leans toward a cheaper combination of natural offense and upgraded defense: Veteran Instincts, Recon Specialist, and Advanced Cloaking Device, costing a total of thirty-eight points.


Squad Designs with “Echo”


The release of Imperial Aces and the upcoming release of the TIE Phantom Expansion Pack go a long way toward ensuring that success is determined more by positioning than by build-strength alone. Three-ship builds with high pilot skills can pursue victory by moving last, darting out of firing arcs as much as possible, and firing early when it’s not possible to get out of opposing arcs.


“Echo” forms the center of one such design:


“Echo” (30)

    Adrenaline Rush (1)

    Recon Specialist (3)

    Advanced Cloaking Device (4)


Royal Guard Pilot (22)

    Push the Limit (3)

    Royal Guard TIE (0)

    Stealth Device (3)

    Hull Upgrade (3)


Royal Guard Pilot (22)

    Push the Limit (3)

    Royal Guard TIE (0)

    Stealth Device (3)

    Hull Upgrade (3)


Total Squad Points: 100


In this build, the Imperial player’s three pilot skill “6” ships are hyper-mobile and difficult to hit. “Echo” takes Adrenaline Rush to increase mobility by opening access to one Koiogran-turn without fear of stress.


Alternatively, “Echo” could team up with larger ships, creating a squad that capitalizes on shields, hull points, maneuverability, and firepower.


“Echo” (30)

    Veteran Instincts (1)

    Recon Specialist (3)

    Advanced Cloaking Device (4)


Bounty Hunter (33)

    Tactician (2)


Omicron Group Pilot (21)

    Tactician (2)

    Engine Upgrade (4)


Total Squad Points: 100


In this build, the use of Tactician on two ships allows for the possibility of damaging and double-stressing a target for “Echo” to then move in for a kill-shot the next turn.


Flying Against “Echo”


Even the most extraordinary pilots have weaknesses that others can exploit. In the case of “Echo,” the effectiveness of his maneuverability is significantly reduced by turret weapons. Forcing stress upon him with Tactician, Flechette Torpedoes, or Rebel Captive leaves him unable to cloak after firing and, therefore, extremely vulnerable to attack, as does the use of ships with higher pilot skills; they can fire on him before he can use his Advanced Cloaking Device.


Despite these vulnerabilities, though, as long as “Echo” has space to decloak with his curved barrel rolls, then he is unquestionably one of the most exciting pilots in the game. Flown well, “Echo” is truly terrifying, capable of destroying a host of lower pilot skill ships without taking any damage. Those who face this phantom should beware!


Thanks, Neil!


Much as the game’s second wave shook up the metagame with the introduction of its first large ships, the Millennium Falcon and Slave I, the game’s fourth wave is going to spur a wholesale reevaluation of tactics through the introduction of new ships, upgrades, and pilots (like “Echo”) that emphasize high pilot skill and tactical maneuvering. We’ve seen the beginning of this shift in the final matches of our Assault at Imdaar Alpha preview events, and we’ll see even more of it once Wave IV arrives at retailers everywhere late next week!


Will you make the transition to more ace pilots with high pilot skills? Will you tweak your squad and tactics to brace for the surprises your foes will launch against you? How will you adapt? Wave IV is coming!

...


Source: "Echo" (http://www.fantasyflightgames.com/edge_news.asp?eidn=4880)


Title: FFG:On Our Honor
Post by: RSSFeeder on 20 June 2014, 02:30:03
On Our Honor

Preview the Space Marine Faction from Warhammer 40,000: Conquest


“On our honor and for the Emperor, we shall not fall!”

   –Brother Vandius, Ultramarines


The planets and stars of the galaxy are enveloped by darkness in the 41st millennium, caught in a maelstrom between xenos, heretical traitors, and the darkness emanating from the Warp. Yet despite the encroaching darkness, a light still burns in the forces of the Imperium of Man, devoted to the Emperor – a bulwark against the grasping hordes of Chaos and complete annihilation.


In Warhammer 40,000: Conquest, you have the opportunity to take command of the battalions of the righteous pledged to the Emperor’s service. In past previews of Warhammer 40,000: Conquest, we’ve looked at different aspects of gameplay, exploring the rules for deployment, the command struggle, and combat, and we’ve also looked at an example of a battle. Today, however, we’ll begin delving into the factions of Warhammer 40,000: Conquest, starting with the Space Marines themselves.



Defenders of Humanity


The Space Marines warlord included in the Core Set is Captain Cato Sicarius (Core Set, 1) of the Ultramarines. Like other warlords, Sicarius determines both your starting hand-size and resources, granting you seven of each to begin the game. Sicarius also bears a powerful Reaction, granting you the ability to gain a resource whenever an enemy unit is destroyed at the same planet as Sicarius. Your warlord is sure to be in the thick of battle throughout the game, so if you can keep Sicarius hale and unbloodied, you’ll secure a steady inflow of resources, powering your army’s deployment.


Like every other warlord, Captain Cato Sicarius comes with an eight-card signature squad. These eight cards must be included in a warlord’s deck, giving you a strong foundation to your deck. The Space Marine warlord – Captain Cato Sicarius – is a fearsome warrior, but he is also a brilliant tactician, and his signature squad rewards you for outthinking your opponent amid the heat of battle. The signature squad begins with four copies of Sicarius’s Chosen (Core Set, 8), an army unit that thrives in battle. This unit has an attack value of two and three hit points, as well as a command icon, but like Sicarius himself, the true value lies in its Reaction. This army unit’s ability reads, “Reaction: After this unit enters play, move a target enemy army unit at an adjacent planet to this planet and deal it 1 damage.” Whether you use this unit to divert your opponent’s heavy-hitters, quickly eliminate weakened units, or pull enemy units into battle.


The signature squad also includes a single copy of Cato’s Stronghold (Core Set, 9). Captain Sicarius plots his battles and campaigns from this impregnable fortress, and you can use it to seize a tactical advantage in battle. By exhausting this support after an enemy unit is destroyed, you can ready any Space Marine unit at the same planet, potentially allowing your strongest or most dangerous unit to strike twice in one combat round. Clever utilization of this card can make the difference between winning and losing a battle.


Sicarius’s Space Marines are devoted to battle, and there are few tools for taking your opponent by surprise and crushing a unit equal to The Fury of Sicarius (Core Set, 10), which has two copies in Sicarius’s signature squad. By playing this event when a Space Marine unit damages an enemy non-warlord unit, you can immediately destroy the attacked unit. Since most players won’t expect a small amount of damage to spell their unit’s demise, they may choose not to shield, allowing you to destroy the unit with The Fury of Sicarius. Successfully using this event also allows you to trigger Cato’s Stronghold, enhancing your battlefield advantage over your opponent.


The final card in this signature squad is the Tallassarian Tempest Blade (Core Set, 11), a Relic and a Weapon of prodigious power. Relics are limited to one per player, but when you attach the Tallassarian Tempest Blade to one of your unique units, it grants that unit an increased attack value and the Armorbane keyword, meaning that shield cards cannot be used when that unit attacks. With this attachment enhancing one of your unique units, including Sicarius himself, you’ll become even more dangerous in battle, forcing damage through to your opponent and opening the door wide for other cards, including The Fury of Sicarius and Cato’s Stronghold.


Two Steps Ahead


Tactical knowledge runs throughout the Space Marines faction, and the Core Set offers plenty of other key ways for the Space Marines to demonstrate their grasp of tactics with units like Veteran Brother Maxos (Core Set, 19). This unit has the ability to summon reinforcements as an Action in the combat phase, paying the printed cost of any Space Marine unit in your hand to put it into play at Veteran Brother Maxos’s planet. By dropping in unexpected units, you can swing the tide of battle abruptly in your favor.


Some units require no assistance from Veteran Brother Maxos to leap into combat. One such unit is the Eager Recruit (Core Set, 20), who bears the Ambush keyword, allowing you to deploy this army unit during the combat phase. The Eager Recruit is not a massive unit, but even a small shift in the battle can be significant. If you play your cards right, the Eager Recruit just might be the unit you need to claim a critical planet for the glory of the Imperium.


Players looking for more ways to suddenly deploy armies in the combat phase would do well to consider launching a Drop Pod Assault (Core Set, 24). By playing this event, you can search the top six cards of your deck for any Space Marine unit costed three or lower. That unit is then put into play at a planet of your choice, enabling you to deal out the Emperor’s wrath on the xenos of the galaxy.


Sometimes, however, even the combined might of the Imperium’s Space Marines cannot demolish the swarming hordes leveled against mankind. At these times of crisis, you need to have the power to call for Exterminatus (Core Set, 26) to punish your opponent for attempting to avoid battles. By leveling this obliterative power at a target non-first planet, you can destroy all non-unique units there with a single blow. Although this power can’t be used on the first planet, you can certainly upset your opponent’s foothold on another planet in the Traxis sector. With the finest tactics and technology the Imperium can offer, the Space Marines stand prepared to keep Mankind’s hope alive in their struggle for survival among the stars.


The Service of the Emperor


Lead your Space Marines for the glory of the Emperor throughout the Traxis sector! Join us next time as we explore the militarized ranks of the Astra Militarum, and preorder Warhammer 40,000: Conquest at your local retailer today.


...


Source: On Our Honor (http://www.fantasyflightgames.com/edge_news.asp?eidn=4881)


Title: FFG:Reinforce and Retaliate
Post by: RSSFeeder on 20 June 2014, 19:30:02
Reinforce and Retaliate

A Preview of the Hammer and Hold and Legions of Darkness Expansions

“Every vale, ford, and copse has seen the blood of warriors spilt, and for each battle paid homage by the minstrel’s lute there are a multitude that lie shrouded in the mists of time.”
     –Warhammer, “The Years of Conflict”

The Hammer and Hold and Legions of Darkness expansions will soon add six new races to the brutal battles of Warhammer: Diskwars. They will also allow the four Core Set races to bolster their armies with a slate of new reinforcements and command cards.

Today, we preview the units and command cards these two expansions will offer the Empire, Orcs, Chaos, and High Elves.

The Empire

With Hammer and Hold, the Empire, the game’s most tactical race, can recruit two new units to field an even more varied army.

Commanders looking to establish a solid defensive perimeter would do well to look toward the Talabecland Halberdiers. For a mere five recruitment points, they boast a highly respectable counter strength of four. If that’s not enough to discourage your opponents from breaking through a line of Talabecland Halberdiers, there’s also the fact that their counter is swift, meaning they’re likely to finish off would-be assailants before they even suffer damage.

Meanwhile, the Empire’s Priest trait becomes significantly more meaningful with the addition of the Warrior Priests and the Shield of Faith command card. Like Luthor Huss, the Empire’s Warrior Priests gain resistant (,) when they’re empowered, and they can benefit from even greater protective blessings with the Shield of Faith command card, which can potentially negate a fatal blow and, instead, remove all damage from the unit. With those kind of protections to inspire them, it’s no wonder these Warrior Priests arrive to battle ready to trample their foes underfoot, and Impact 2 helps them do just that.

Orcs

The Legions of Darkness expansion allows Orc players to reinforce their armies with hordes of malevolent and cunning Goblins. Though they’re smaller than the Orcs, they’re nonetheless bound to make a huge impact upon the game, some of them quite literally.

At just four recruitment points for a unit with Impact 5, the Goblin Doom Diver offers your Orc army an obvious and lethal punch. Of course, it’s every bit as lethal to your Goblin Doom Diver as it is to your opponent; the Goblin Doom Diver suffers a wound whenever it deals impact damage.

Additionally, to fling your Goblin Doom Divers into battle, you’ll need to field a Doom Diver Catapult. Though this War Machine allows you to deliver some of the game’s hardest-hitting (live) ammunition, it’s also slow and frail, meaning that you’ll want to consider bringing two of them to battle, or carefully protecting the one you’ve got, or bringing two to battle and protecting them both. Fortunately, since a Doom Diver Catapult only costs you five recruitment points, it should be easy enough for you to work it into any flexible Orc army.

Orc players gain even further army-building flexibility from the addition of another Goblin unit, the Night Goblins. Like the Goblin Doom Diver, this Infantry unit costs just four recruitment points, meaning that you can soon expect to see it fielded by those Orc players who want to spend early activations to lure your units into position before bombarding them with impact damage. Moreover, whenever the Night Goblin enters an engagement within short range of another Orc disk (yours or your opponent’s), it can hit just as hard as some larger and more expensive units.

Finally, the command card Brain Bursta supplies your Orc army with more damage potential and instability. Capable of dealing damage to enemy leaders from long range, Brain Bursta can deal as much as five damage… or fizzle completely. It’s the sort of spell that’s well-suited to an aggressive army, like the Orcs, that’s willing to take some risks in pursuit of power and destruction.

Chaos

Only one of the two new Daemonic Chaos units from Legions of Darkness incorporates the expansion’s new fear keyword, but both are likely to cause fear in your opponents.

Because Screamers only have an attack strength of three and three movement, it’s possible your opponent may overlook their potential effectiveness… once. However, if your opponent ever ignores the threat that your Screamers pose, he’ll likely learn his lesson when they pin a foe and use their fear ability to reduce its counter strength to “1.” Used wisely, your Screamers can paralyze an enemy hero or elite unit with fear and set it up for the killing blow delivered by one of your other units.

You might even deliver that killing blow with your Daemonettes. At just six recruitment points, the Daemonettes pair four attack strength with the swift keyword. That’s the sort of perfect combination that pleases even the Chaos God, Slaanesh. However, your Daemonettes’ perfect attack comes at a cost, and in this case, the cost is fragility. With just three toughness, Daemonettes are vulnerable to quick demises, so you’ll want to lure your opponents into position before sending your Daemonettes into the fray.

Meanwhile, in the event that your opponent would counter your ambitions by fielding a unit immune to fear or one with a swift counter, the Chaos command card Acquiescence can squelch that unit’s text for a round. When you want your opponent’s unit to die, this command card offers an excellent means to strip away irritating abilities or defenses.

High Elves

In a game as brutal and bloody as Warhammer: Diskwars, it’s possible that even a race as skilled at defense as the High Elves may, at times, need to adopt a more offensive stance. To that end, Hammer and Hold introduces two new High Elf units capable of making early, decisive strikes against their enemies.

The Lothern Sea Guard enters the game as the least expensive High Elf unit at just five recruitment points. For those points, they offer modest attack and counter strengths, but they enhance those with five movement, a ranged missile attack, and the mobile keyword. This combination of offensive and defensive abilities make the Lothern Sea Guard an excellent fit for a range of strategies and offers your army good tactical versatility as the tides of battle shift one way or the other.

Less versatile, but certainly no less powerful, are the Silver Helms, which can race into battle from distance and cut down their foes with Impact 3, and five swift attack strength. Of course, such martial prowess is bound to make them an early target, but you can use that to your advantage. You’ll get two copies of each non-unique medium disk in Hammer and Hold, meaning that when one Silver Helms unit draws a crowd, the other can easily ride over to support it. Moreover, because your Silver Helms have five toughness, it ride away from even some of the deadliest engagements.

Finally, the High Elves gain the ability to call upon some timely healing with their new command card, Isha’s Mercy.

There Will Be War. There Will Be Blood.

Six new races will soon arrive to Warhammer: Diskwars, and its battlefields will drown in blood. The races from the Core Set may need to adjust their strategies to survive their skirmishes with these new foes, and if their armies look to adapt, they’ll find plenty of potential recruits in Hammer and Hold and Legions of Darkness.

The Old World will quake. Muster your armies. The Hammer and Hold and Legions of Darkness expansions arrive at retailers everywhere later this month!

...


Source: Reinforce and Retaliate (http://www.fantasyflightgames.com/edge_news.asp?eidn=4871)


Title: FFG:The Rebel Alliance's View of the Galaxy
Post by: RSSFeeder on 21 June 2014, 04:00:03
The Rebel Alliance's View of the Galaxy

A Preview of the STAR WARS (R): Age of Rebellion (TM) Roleplaying Game


“The more you tighten your grip, Tarkin, the more star systems will slip through your fingers.”

    –Leia Organa


The Star Wars®: Age of Rebellion™ Roleplaying Game thrusts players into the middle of the civil war that rages between the evil Galactic Empire and the heroic, rag-tag bands of freedom fighters that comprise the Rebel Alliance.


In our last Age of Rebellion preview, we looked at how their allegiance to the Rebel Alliance gives player characters a cause to fight for that’s greater than themselves, and we explored how that idea carries out through the system’s epic scope: The missions your character undertakes will impact the fates of hundreds of Rebel soldiers, the outcomes of massed space battles, and the lives of millions throughout the galaxy.


Mechanically, the system’s epic scope is given form by its focus on Duty and by the new adversaries, vehicles, and starships that help comprise the Imperial threat. Today, however, contributing author Sterling Hershey turns our attention toward another way that the Age of Rebellion Core Rulebook reminds you that your character’s actions are always creating ripples that echo throughout the galaxy.



Sterling Hershey on Portraying the Galaxy and the Rebellion


The Star Wars: Age of Rebellion Core Rulebook contains more than the rules you need to play; it contains setting details and story ideas. Setting details include information about the planets and locations where the player characters might go, and they address the groups and organizations to whom the heroes may talk or against whom they may fight once they get there.


The Star Wars galaxy is vast, and such information is helpful to orient both Game Masters and players. They can use this chapter to jump start their character backgrounds, discover interesting places and people they haven’t previously heard of, or find suitable locations for new encounters, adventures, and campaigns.


My contributions to the Age of Rebellion Core Rulebook included Chapter 10: The Galaxy and Chapter 11: The Rebellion.



A Galaxy at War


Naturally, The Galaxy includes a lot of physical information: major hyperspace routes, regions of the galaxy, and a galaxy map. Each region of the galaxy is described, along with a list and brief description of important systems, but the approach is unique to the Rebellion’s specific interests.


The descriptions in the Age of Rebellion Core Rulebook don’t just describe a location as a static entity; they talk more about how areas may be useful to the Imperials and Rebels who may visit or target them. That isn’t to say that every single entry focuses on battlegrounds; there are still shady places throughout the galaxy where characters can slip off the sensors for a while, and the Rebels make use of these as well. The Rebel Territories section discusses exactly what that means in a war where it is difficult to hold ground.


The chapter’s in-universe, in-character sidebar descriptions and vignettes also reflect the Core Rulebook’s focus on the Rebel Alliance. A variety of voices and viewpoints emphasize the range of opinions regarding the Rebellion and its efforts throughout the galaxy. A few examples include a Bothan Spynet report, Rebel recruiter, Imperial defector, and a skeptical citizen.



The Rebel Alliance


The Rebellion is a primer on the Rebel Alliance, how they operate, and the battle tactics they employ. Players trying to figure out how their characters or groups fit into the Alliance should find this information helpful. Common mission types may also serve as story hooks or inspiration for other Rebel operations.


The chapter also covers the Rebellion’s bases. Everyone needs somewhere to operate out of, and the chapter offers general base-building advice for those GMs or players who want to create their own. For those who want something more recognizable, the Rebel Main Base on Yavin IV is included, straight out of the movies.


You will also find a new base called Watercrest Outpost. Watercrest isn’t a military base, but an intelligence gathering base situated near sensitive Imperial star systems – places suitable for covert Rebel missions. It is hidden in plain sight, concealed within a failed vacation resort that the Alliance has “reopened” as a way to cover its ship traffic, as well as to provide better accommodations than the average secret base. Because the outpost hosts non-Rebel guests from time to time to keep up local appearances, the use of Watercrest Outpost introduces new roleplaying and story opportunities not available at an isolated military base.



Thanks, Sterling!


As the core of an entire, standalone Star Wars roleplaying system, the Age of Rebellion Core Rulebook provides all the rules you need to enjoy countless hours amid the civil war raging between the Galactic Empire and the Rebel Alliance.


We’ve now seen how Age of Rebellion immerses you in this epic, galactic conflict with both its rules and its setting information. In our next transmission, we’ll continue to explore the different elements that make Age of Rebellion a uniquely satisfying Star Wars roleplaying experience. We will turn our attention toward the Imperial threat and the vehicles, starships, and massed space battles that may decide the outcome of the Galactic Civil War!

...


Source: The Rebel Alliance's View of the Galaxy (http://www.fantasyflightgames.com/edge_news.asp?eidn=4882)


Title: FFG:Combat Equipment
Post by: RSSFeeder on 21 June 2014, 12:30:03
Combat Equipment

BattleLore Dice Packs Are Now Available

Whether you defend the people of Terrinoth with the Rune Golems and Roc Warriors of the Daqan Lords, or lead the Blood Harvesters and Flesh Rippers of the Uthuk Y’llan in BattleLore Second Edition, you can enhance your combat with the BattleLore Dice Pack.  The BattleLore Dice Pack is now available, both at your local retailer and online through our webstore!

Ready for Battle

As a tool of convenience, the BattleLore Dice Pack contains eight custom combat dice, identical to the ones found in the Core Set. Add these eight dice to the four included in the BattleLore Second Edition Core Set, and you’ll be able to quickly find your way through even the largest battles.

Keep your focus on tense fantasy battles in the land of Terrinoth with the dice included in the BattleLore Dice Pack. Pick up your additional Battlelore dice at your local retailer today.

...


Source: Combat Equipment (http://www.fantasyflightgames.com/edge_news.asp?eidn=4883)


Title: FFG:Rouse the Dragon
Post by: RSSFeeder on 21 June 2014, 21:00:02
Rouse the Dragon

The Ancestral Home Chapter Pack Is Now Available


“To go north, you must journey south. To reach the west, you must go east. To go forward, you must go back.”

   –George R.R. Martin, A Dance with Dragons


Each of the Great Houses of Westeros gains access to its honored legacy in the Ancestral Home Chapter Pack, now available for A Game of Thrones: The Card Game at your local retailer and online through our webstore!


In this Chapter Pack, you’ll find powerful new prized cards for every House, developing the central theme of the Conquest and Defiance cycle. Every House gains a powerful Title that attaches to its House card, and while House Greyjoy calls upon its Warships, the princes of Dorne gather loyalists in the south. Whether you claim the Iron Throne in the name of Renly Baratheon, scheme in the darkness with Tyrion Lannister, or wage war in the north with The Blackfish, the cards in the Ancestral Home Chapter Pack will help you advance your bid for the Iron Throne.



Across the Narrow Sea


Not every Great House has a home in Westeros to call its own. Across the Narrow Sea, some of the last supporters of House Targaryen gather, hoping to one day return to Westeros with fire and blood. In the Ancestral Home Chapter Pack, House Targaryen gains access to some potent new ways to gain power and pursue their claim to the Iron Throne.


Daenerys Targaryen (Ancestral Home, 76) is one of the last scions of House Targaryen, and you’ll find a new version of her in this Chapter Pack. This version of Daenerys Targaryen is both a Lady and a Queen, and she boasts an impressive Response ability. After you declare Daenerys Targaryen as an attacker, you may choose a character without attachments controlled by the defending player. If you win the challenge, you kill the chosen character! This gives you an easy way to kill nearly any character, but if you want to kill a character with an attachment, Viserys Targaryen (The Champion’s Purse, 36) can discard the attachment from play, leaving the character vulnerable to Daenerys’s ability.


Daenerys Targaryen is already powerful, but she can become even more adept at destroying your opponent’s characters when you combine her with Khal (Ancestral Home, 77). This Title attaches to your House card, and after you play a prized card, you may kneel the attached House card to choose a character. The chosen character gains deadly and doesn’t kneel to attack or defend Power challenges until the end of the round. If you choose Daenerys as the target of Khal’s effect, you can potentially kill even more of your opponent’s characters between the deadly keyword and Daenerys’s ability.


Because Khal requires you to play a prized card to activate its ability, you’ll want to include several such cards in your deck. House Targaryen gains an inexpensive prized card in the Horselord (Ancestral Home, 75). While the Horselord is participating in a challenge, characters with more than one icon don’t count their Strength, which can prove useful for pushing through some Power challenges. On the other hand, your Horselords may be able to serve you in other ways as well. Your opponent may use his characters  to interfere with your challenges, but by using Harrenhal (Ancestral Home, 78), you can kill your characters to cancel triggered effects. Killing a Horselord via Harrenhal not only cancels your opponent’s ability: the Horselord’s prized keyword gives your opponent more power for you steal.


Claim the Iron Throne


Whether you support the claims of House Targaryen, or another of the Great Houses of Westeros, you’ll find plenty of powerful cards within the Ancestral Home Chapter Pack. Will you rise to dominance through strength of arms, or will you create an entirely new strategy with the Dark Wings, Dark Words (Ancestral Home, 80) agenda? Craft your plans to seize the throne and forge a legacy when you pick up Ancestral Home at your local retailer today!


...


Source: Rouse the Dragon (http://www.fantasyflightgames.com/edge_news.asp?eidn=4885)


Title: FFG:Master the Royal Courts
Post by: RSSFeeder on 22 June 2014, 05:30:03
Master the Royal Courts

Game of Thrones: Westeros Intrigue Is Now Available


The court of King’s Landing is rife with intrigue. Knights, lords, ladies, and courtiers plot and scheme their way closer to the Iron Throne, but even the one who sits the Iron Throne can be easily influenced by his closest advisor. Your task is to manipulate every member of the royal court in an attempt to become the newest power behind the throne of Westeros. Game of Thrones: Westeros Intrigue is now available, both at your local retailer and online through our webstore!



Forge a Conspiracy


Game of Thrones: Westeros Intrigue is a fast-paced card game for two to six players based on HBO’s Game of Thrones TV series and designed by world renowned game designer, Reiner Knizia. In every game, you strive to create a conspiracy from the character cards in your hand, ensuring that your schemes are deeper and more far-reaching than your opponents’. If you’re the last player able to play character cards at the end of a round, you win that round!


At the beginning of the game, each player is dealt a number of character cards, featuring screenshots of iconic characters from the Game of Thrones series, divided between House Stark, House Lannister, House Baratheon, and House Targaryen. Each turn, you will play one character card, adding to the tangled conspiracy that makes up the King’s Landing court. The first cards played form a single row, but this row can hold no more than eight cards. Sooner or later, you will need to expand the conspiracy upwards by playing character cards in new rows above other characters. A character must always be supported by his own House, however, so each character card above the bottom row must match the House of one of the character cards directly beneath it.




An example of gameplay in Game of Thrones: Westeros Intrigue


For example, as shown above, one player chooses to play Tyrion Lannister from his hand. He can play Tyrion on the right side, above Jaime Lannister, or on the left, above Sandor Clegane. Tyrion cannot be played in the spaces marked "X" on the bottom row because the bottom row cannot be more than eight character cards wide. He cannot be played in the other spaces marked "X" because there is no Lannister character card immediately below those spaces. Since you’ll have character cards from more than one House in your hand during the game, you must make the choices determining the fates of different Houses. If one House stands in your way, it’s up to you to engineer that House’s demise!


The Power Behind the Throne


When a player can no longer legally play a character card on his turn, he is eliminated from the round. The round continues until only one player remains as the master of intrigue in King’s Landing. The round winner receives an Iron Throne card, representing your advancement ahead of the other players towards your goal of controlling Westeros from behind the sovereign on the Iron Throne. Over a series of rounds equal to the number of players, every player competes to draw closer to the Iron Throne, and the closest advisor at the game end is the victor.



Game of Thrones: Westeros Intrigue is a fast-paced card game that thrusts you into the secrets, schemes, plots, and manipulation of the Game of Thrones TV series. You’ll need to successfully manipulate the Great Houses of Westeros if you wish to stand alone as the power behind the Iron Throne. Will your plans outlast those of your opponents? Find out when you pick up your copy of Game of Thrones: Westeros Intrigue at your local retailer today.


...


Source: Master the Royal Courts (http://www.fantasyflightgames.com/edge_news.asp?eidn=4884)


Title: FFG:A More Versatile A-Wing
Post by: RSSFeeder on 23 June 2014, 15:30:04
A More Versatile A-Wing

Preview the Rebel Aces Expansion Pack for X-Wing (TM)

“Take evasive action!”
     –Admiral Ackbar

In March, we announced the upcoming release of the Rebel Aces Expansion Pack for X-Wing. Featuring two miniature starfighters with alternate paint schemes, one A-wing and one B-wing, Rebel Aces is a great expansion for Rebel players looking to build up or add new color to their fleets. Still, it’s also much more than that; Rebel Aces is an opportunity for Rebel players to revisit two of their core starfighters, outfit them with new upgrades, and launch them back into battle with new tactics and strategies.

Today, we take a look at how Rebel Aces makes the A-wing a more versatile starfighter, and we look at what that might mean for X-Wing.


 A 360-degree view of the
Rebel Aces A-wing miniature.

Built for Speed

The RZ-1 A-wing interceptor was built for speed.

Designed to outrun the Imperial Navy’s TIE fighters during tactical strikes, the A-wing was manufactured with top-end sublight thrusters and highly sensitive controls that offered a potent combination of speed and agility. However, this combination proved to be both a boon and a challenge, as it strained even the Rebellion’s most skillful pilots.

Despite the challenges it presented its pilots, the A-wing’s speed and missiles made it an excellent fighter for tactical, hit-and-fade missions, and it further proved its worth by helping to cripple Star Destroyers during the Battle of Endor.

In X-Wing, as in the Galactic Civil War, the A-wing is a tricky ship to fly, but one that offers a lot of tactical value – a value that is greatly enhanced by the pilots and upgrades in Rebel Aces.

If it’s a demanding task to pilot an A-wing, then the Rebel Alliance should be doubly thankful for aces like Jake Farrell and Gemmer Sojan.

One of the individuals called upon to help design the A-wing, Jake Farrell knows how to push the ship to its limits. His unique pilot ability reads, “After you perform a focus action or are assigned a focus token, you may perform a free boost or barrel roll action.”

This means not only that Jake Farrell gains a free action whenever he gains a focus token; it means that he gains an action type not normally associated with the A-wing, the barrel roll. Furthermore, if you give him the elite pilot talent, Push the Limit, or coordinate his actions with those of Kyle Katarn or Garven Dreis, he can use his boost and barrel roll actions to dart about the battlefield while performing an unprecedented number of actions.

The other unique A-wing ace appearing in Rebel Aces is Gemmer Sojan, who flew in the Battle of Endor under the call sign Green Two. There, he used his A-wing’s speed and agility to evade enemy fire and get in close enough to the Empire’s lead communication battlecruiser, which he helped to destroy.

Appropriately, Gemmer Sojan appears in X-Wing with a unique pilot ability that emphasizes how he flourishes at combat in tight quarters. It reads, “While you are at Range 1 of at least 1 enemy ship, increase your agility value by 1.”

Gemmer Sojan’s ability plays well into your typical A-wing tactics. A-wing pilots can use the boost action to close in on enemies, and most players already want to fly their A-wings into Range “1” of their targets since it raises the number of attack dice they’ll roll from two to three, an increase of 150 percent. Notably, however, to trigger his ability, Gemmer Sojan just has to be within Range “1” of any enemy ship; it doesn’t have to be within Range “1” of his target or any ship firing at him.

Furthermore, as an ace who likes to get into the thick of the action, Gemmer Sojan is a natural target for either of two new upgrades appearing in Rebel Aces, Chardaan Refit or Proton Rockets.

By equipping his A-wing with one of these two upgrades, Gemmer Sojan can focus on delivering powerful alpha strikes, or he can focus on maneuvering through the battlefield, taking advantage of his ship’s speed and agility to dogfight more efficiently with his primary weapon.

An Expanded Role in Your Rebel Fleet

As much as the Chardaan Refit and Proton Rockets present Gemmer Sojan with an important decision for how he chooses to approach battle, they present Rebel players an even more important and large-scale decision about how to use their A-wings, as they open tactical possibilities that didn’t previously exist.

At seventeen of your one-hundred squad points, the base A-wing, the Prototype Pilot, is faster and more durable than the Empire’s TIE fighters, but it lacks the TIE’s barrel roll action and, more importantly, costs five more squad points than the base TIE, the Academy Pilot. In part, the difference in squad point costs owes to the fact that the A-wing is also capable of firing missiles, and missiles can provide both raw firepower and flexibility to your squad designs.

However, some players prefer to use their A-wings as dogfighters, eschewing missiles entirely in favor of relying upon the ship’s speed, shields, and agility to weave through combat and disrupt enemy flight patterns. These disruptive tactics are commonly called “blocking,” and they’re best performed by low-skill pilots, who can maneuver and perform their actions ahead of enemy ships so that they can enter the path of enemy formations and force them to split up or lose actions. Players using such tactics will benefit greatly from equipping their Prototype Pilots with Chardaan Refits, as doing so will free up squad points that they can spend elsewhere, potentially increasing the firepower of their squad members with higher pilot skill values.

Such a squad might use a pair of Prototype Pilots with Chardaan Refits:

         
  • Prototype Pilot (17) with Chardaan Refit (-2)
  •      
  • Prototype Pilot (17) with Chardaan Refit (-2)
  •      
  • Blue Squadron Pilot (22)
  •      
  • Blue Squadron Pilot (22)
  •      
  • Biggs Darklighter (25)

Total Squad Points: 99

On the other hand, Proton Rockets provide yet another option for squads that use A-wings to race into combat and deliver powerful alpha strikes.

Because you must spend a target lock token in order to fire most missiles, missile-based squads often rely upon Push the Limit or unique pilot abilities that allow them to gain focus tokens the round in which they intend to deliver their payloads. This is only natural; after players invest squad points into their missiles, they’re typically willing to spend a couple more to give them much greater odds of hitting.

Proton Rockets, however, don’t require the expenditure of any tokens. Instead, they only require that you have a focus token the round you want to fire them. Accordingly, you can use the extra actions you build into your squad to get into range earlier, or to acquire target locks that you can actually use to increase your chances of hitting.

Alternatively, you can drop the extra actions altogether and simply keep your squad point investment in any single ship to a minimum. Five Prototype Pilots with five Proton Rockets would cost you one-hundred squad points and could deliver a tremendous alpha strike.

Of course, you don’t need to rely solely upon Proton Rockets in a missile-based A-wing squad, and you’ll find the squad list below highlights the versatility the A-wing offers as a missile platform and dogfighter.

         
  • Jake Farrell (24) with Push the Limit (3) and Assault Missiles (5)
  •      
  • Arvel Crynyd (23) with Chardaan Refit (-2), A-Wing Test Pilot (0), and Opportunist (4)
  •      
  • Gemmer Sojan (22) with A-Wing Test Pilot (0), Push the Limit (3) and Proton Rocket (3)
  •      
  • Prototype Pilot (17) with Chardaan Refit (-2)

Total Squad Points: 100

Balancing the A-wing’s ability to launch devastating alpha strikes with its ability to dance through enemy fire, this squad is designed to launch its Assault Missiles before zipping into the midst of the enemy, disrupting enemy flight patterns and capitalizing upon the unique talents of pilots like Arvel Crynyd and Gemmer Sojan who excel at close-quarters combat.

Take the Helm

How will you fly your A-wing? With its new pilots and upgrades, Rebel Aces adds tremendous versatility to this iconic Rebel starfighter, and you’ll find more reasons than ever to incorporate the A-wing into your Rebel squads.

Start planning your tactical strikes… Head to your local retailer today to pre-order your copy of the Rebel Aces Expansion Pack for X-Wing!

...


Source: A More Versatile A-Wing (http://www.fantasyflightgames.com/edge_news.asp?eidn=4886)


Title: FFG:Pieces of the Puzzle
Post by: RSSFeeder on 24 June 2014, 00:00:02
Pieces of the Puzzle

An Android: Netrunner Strategy Article by Guest Writer El-ad David Amir


“They see our business as a puzzle because they only see the pieces. We see the whole picture. That is why we succeed.”

    –Chairman Hiro


Since its release in May, Honor and Profit has lead to a new surge of Android: Netrunner deck-building experimentation and the rise of a whole slew of new, tournament-quality decks for both Corp and Runner.


Today, guest writer El-ad David Amir provides some insight into the deck-building process and looks at some of the new card combos permitted by this latest deluxe expansion.


Guest Writer El-ad David Amir on Deck-building and Card Combos


Android: Netrunner is a Living Card Game®, which means that before players sit down to their games, they can customize their decks from a constantly evolving pool of cards that grows with the game’s monthly Data Pack and the occasional release of a deluxe expansion. Accordingly, the ability to assess the value of any card within the growing card pool is integral to a player’s success within the game.


Some of the cards are straightforward. These include cards such as Hedge Fund (Core Set, 110), Melange Mining Corporation (Core Set, 108), and Private Contracts (Cyber Exodus, 59), all of which just accelerate the rate at which the Corp can gain credits. Other examples include the Runner’s icebreakers, which offer different ways to get Runners through ice. Other cards, however, are more difficult to assess. Their roles are less straightforward, and they permit much of the ingenuity of the deck-building; a clever player can use these cards to construct a well-oiled contraption with many interlocking pieces. The sum of the parts will be greater than the whole.


All Cards Are Not Created Equal


That said, that ability to craft wildly innovative card combinations and decks might become a trap for the unwary. Space is at a premium, and you need different cards to handle different situations. For example, let’s imagine a Criminal who needs to decide which decoder icebreaker to include in his deck. He might choose Peacock (What Lies Ahead, 6); it’s in-faction and can break any code gate, at a cost. However, this selection assumes that the Criminal can safely bank upon a steady flow of credits; Peacock can become expensive in situations where the Corp has rezzed multiple code gates.



Another option is Yog.0 (Core Set, 14). This decoder will cost more to install and requires an influence point, but it can break a lot of small ice for free. The selection of Yog.0 raises a risk, though, as it will be thwarted by ice with more than three strength.



A third alternative is Gordian Blade (Core Set, 43), which is the most expensive influence-wise but offers the greatest flexibility.



An aspiring Runner will choose which program (or programs) to put in his deck based on his assessment of potential game situations and Corp ice compositions.


The Alchemy of Card Combinations


Of course, no cards exist in a void; each is measured within the context of the deck that contains it, where card combinations can alter the relative weight or shortcomings of any one component. Our fledgling Criminal might employ Datasucker (Core Set, 8) and Bishop (Second Thoughts, 21) as support for Yog.0. And voilà! A combo has been born.


Likewise, a Corp that runs Chimera (Cyber Exodus, 60) – a flexible piece of ice that has the downside of derezzing at the end of turn – could install it in a remote server supervised by Akitaro Watanabe (Core Set, 79), therefore mitigating the repeating rez cost. Even better combos can turn disadvantages into advantages. The tag from Vamp (Trace Amount, 21) is a liability unless the Runner can follow it up with a Data Leak Reversal (Future Proof, 103).



Even while combos may increase the value of their component cards, many combos can be further improved by tweaking their respective components. Installing two copies of Access to Globalsec (Core Set, 52) and an Underworld Contact (A Study in Static, 69) will provide the Runner with a recurring credit, but drawing the pieces and paying the resources for them will slow her down. An alternative might be to play a Runner identity with one link, reducing the need for one Globalsec. The next step in refining this combo might be to run The Helpful AI (What Lies Ahead, 8), which provides a bonus even in situations where the Corp does not have trace. Meanwhile, since The Helpful AI is a connection, the Runner could run Hostage (Opening Moves, 4) to fetch it and get the required link, and Hostage can also perform double duty to fetch the Underworld Contact.


A deck that includes many such combinations while also maximizing the use of each component separately from the others will be highly robust. In a tag-heavy Corp deck with Data Raven (Core Set, 88) and Dedicated Response Team (Future Proof, 118) each card stands on its own in addition to forming a combo. An ideal deck will focus on combos where the pieces have their own worth.


Ignore Everything You Just Learned


Sometimes, a combo is so strong that a player might be willing to invest in assembling the disparate pieces even if they don’t function well on their own. One such example may be a deck that partners Accelerated Diagnostics (Mala Tempora, 52) and Power Shutdown (Mala Tempora, 58) with Jackson Howard (Opening Moves, 15). In such a deck, the Corp uses Power Shutdown to trash all of the cards in R&D and then uses Jackson Howard to set up ideal three-card combinations for Accelerated Diagnostics. Eventually, this sort of deck can play four or five copies of Scorched Earth (Core Set, 99) in a row. By mitigating the unpredictability of Accelerated Diagnostics, this deck transforms it into a powerful click-generator and card-draw hybrid, and its central combo results in a flatlined Runner. Of course, there’s risk involved in trying to assemble the combo, but winning the game is certainly a worth the risk.


New Data Analysis


Let’s analyze a couple of combos in Honor and Profit, the latest deluxe expansion.


Harmony Medtech (Honor and Profit, 1) is a Jinteki identity that allows either side to win as soon as they reach six agenda points (one less than the usual seven). Harmony Medtech is an example of a symmetric card; it benefits both players equally. The trick to exploiting it, and similar cards, is in breaking their symmetry and “unlevelling” the playing field. Enter Shi.Kyu (Honor and Profit, 11), the perfect companion to the Harmony Medtech ability. When Shi.KyÅ« is accessed, the Corp can pay one credit more than the number of cards in the Runner’s hand, forcing him to take the negative agenda point, and now the Runner’s win condition returns to the regular seven points.



Another example is Feint (Honor and Profit, 34), a run event that initially appears to do nothing, as what is the point in successfully running HQ if you cannot access or manipulate cards? The value of Feint, however, is that it combos with other Criminal favorites. It enables Emergency Shutdown (Cyber Exodus, 43) while triggering the abilities on Gabriel Santiago (Core Set, 17), Desperado (Core Set, 24), and Datasucker. It can also enable the subsequent installation of Data Leak Reversal or allow the play of Quest Completed (Fear and Loathing, 81).


Balanced Experimentation


Building a well-tuned deck calls for creativity chastened by an eye to economics and risk assessment. By learning how to gauge the effectiveness of combos while considering the trade-offs between situational cards and their powerful combinations, a resourceful player could surprise even the most prepared of opponents. The secret to designing decks that are both imaginative and effective is to balance the various parts while keeping the big picture in mind.


Thanks, El-ad!


It’s an exciting time to build decks in Android: Netrunner. The game’s network has expanded to include Honor and Profit, and the upcoming release of Upstalk, along with cards like Mutate (Upstalk, 4) and Lamprey (Upstalk, 14), means that you’ll soon be able to configure your decks in more fashions than ever.


What sort of card combos will you aim to build into your decks? Are you the sort of player who’s simply looking to push for greater efficiencies? Are you looking for card combinations that lend greater weight to their individual components? Or are you the sort of player who wants to discover a new endgame? Head to our community forums, and share your card combos and deck-building ideas with the game’s worldwide community of fans!

...


Source: Pieces of the Puzzle (http://www.fantasyflightgames.com/edge_news.asp?eidn=4887)


Title: FFG:Pieces of the Puzzle
Post by: RSSFeeder on 24 June 2014, 17:00:03
Pieces of the Puzzle

An Android: Netrunner Strategy Article by Guest Writer El-ad David Amir

“They see our business as a puzzle because they only see the pieces. We see the whole picture. That is why we succeed.”
     –Chairman Hiro

Since its release in May, Honor and Profit has lead to a new surge of Android: Netrunner deck-building experimentation and the rise of a whole slew of new, tournament-quality decks for both Corp and Runner.

Today, guest writer El-ad David Amir provides some insight into the deck-building process and looks at some of the new card combos permitted by this latest deluxe expansion.

Guest Writer El-ad David Amir on Deck-building and Card Combos

Android: Netrunner is a Living Card Game®, which means that before players sit down to their games, they can customize their decks from a constantly evolving pool of cards that grows with the game’s monthly Data Pack and the occasional release of a deluxe expansion. Accordingly, the ability to assess the value of any card within the growing card pool is integral to a player’s success within the game.

Some of the cards are straightforward. These include cards such as Hedge Fund (Core Set, 110), Melange Mining Corporation (Core Set, 108), and Private Contracts (Cyber Exodus, 59), all of which just accelerate the rate at which the Corp can gain credits. Other examples include the Runner’s icebreakers, which offer different ways to get Runners through ice. Other cards, however, are more difficult to assess. Their roles are less straightforward, and they permit much of the ingenuity of the deck-building; a clever player can use these cards to construct a well-oiled contraption with many interlocking pieces. The sum of the parts will be greater than the whole.

All Cards Are Not Created Equal

That said, that ability to craft wildly innovative card combinations and decks might become a trap for the unwary. Space is at a premium, and you need different cards to handle different situations. For example, let’s imagine a Criminal who needs to decide which decoder icebreaker to include in his deck. He might choose Peacock (What Lies Ahead, 6); it’s in-faction and can break any code gate, at a cost. However, this selection assumes that the Criminal can safely bank upon a steady flow of credits; Peacock can become expensive in situations where the Corp has rezzed multiple code gates.

Another option is Yog.0 (Core Set, 14). This decoder will cost more to install and requires an influence point, but it can break a lot of small ice for free. The selection of Yog.0 raises a risk, though, as it will be thwarted by ice with more than three strength.

A third alternative is Gordian Blade (Core Set, 43), which is the most expensive influence-wise but offers the greatest flexibility.

An aspiring Runner will choose which program (or programs) to put in his deck based on his assessment of potential game situations and Corp ice compositions.

The Alchemy of Card Combinations

Of course, no cards exist in a void; each is measured within the context of the deck that contains it, where card combinations can alter the relative weight or shortcomings of any one component. Our fledgling Criminal might employ Datasucker (Core Set, 8) and Bishop (Second Thoughts, 21) as support for Yog.0. And voilà! A combo has been born.

Likewise, a Corp that runs Chimera (Cyber Exodus, 60) – a flexible piece of ice that has the downside of derezzing at the end of turn – could install it in a remote server supervised by Akitaro Watanabe (Core Set, 79), therefore mitigating the repeating rez cost. Even better combos can turn disadvantages into advantages. The tag from Vamp (Trace Amount, 21) is a liability unless the Runner can follow it up with a Data Leak Reversal (Future Proof, 103).

Even while combos may increase the value of their component cards, many combos can be further improved by tweaking their respective components. Installing two copies of Access to Globalsec (Core Set, 52) and an Underworld Contact (A Study in Static, 69) will provide the Runner with a recurring credit, but drawing the pieces and paying the resources for them will slow her down. An alternative might be to play a Runner identity with one link, reducing the need for one Globalsec. The next step in refining this combo might be to run The Helpful AI (What Lies Ahead, 8), which provides a bonus even in situations where the Corp does not have trace. Meanwhile, since The Helpful AI is a connection, the Runner could run Hostage (Opening Moves, 4) to fetch it and get the required link, and Hostage can also perform double duty to fetch the Underworld Contact.

A deck that includes many such combinations while also maximizing the use of each component separately from the others will be highly robust. In a tag-heavy Corp deck with Data Raven (Core Set, 88) and Dedicated Response Team (Future Proof, 118) each card stands on its own in addition to forming a combo. An ideal deck will focus on combos where the pieces have their own worth.

Ignore Everything You Just Learned

Sometimes, a combo is so strong that a player might be willing to invest in assembling the disparate pieces even if they don’t function well on their own. One such example may be a deck that partners Accelerated Diagnostics (Mala Tempora, 52) and Power Shutdown (Mala Tempora, 58) with Jackson Howard (Opening Moves, 15). In such a deck, the Corp uses Power Shutdown to trash all of the cards in R&D and then uses Jackson Howard to set up ideal three-card combinations for Accelerated Diagnostics. Eventually, this sort of deck can play four or five copies of Scorched Earth (Core Set, 99) in a row. By mitigating the unpredictability of Accelerated Diagnostics, this deck transforms it into a powerful click-generator and card-draw hybrid, and its central combo results in a flatlined Runner. Of course, there’s risk involved in trying to assemble the combo, but winning the game is certainly a worth the risk.

New Data Analysis

Let’s analyze a couple of combos in Honor and Profit, the latest deluxe expansion.

Harmony Medtech (Honor and Profit, 1) is a Jinteki identity that allows either side to win as soon as they reach six agenda points (one less than the usual seven). Harmony Medtech is an example of a symmetric card; it benefits both players equally. The trick to exploiting it, and similar cards, is in breaking their symmetry and “unlevelling” the playing field. Enter Shi.Kyu (Honor and Profit, 11), the perfect companion to the Harmony Medtech ability. When Shi.Kyu is accessed, the Corp can pay one credit more than the number of cards in the Runner’s hand, forcing him to take the negative agenda point, and now the Runner’s win condition returns to the regular seven points.

Another example is Feint (Honor and Profit, 34), a run event that initially appears to do nothing, as what is the point in successfully running HQ if you cannot access or manipulate cards? The value of Feint, however, is that it combos with other Criminal favorites. It enables Emergency Shutdown (Cyber Exodus, 43) while triggering the abilities on Gabriel Santiago (Core Set, 17), Desperado (Core Set, 24), and Datasucker. It can also enable the subsequent installation of Data Leak Reversal or allow the play of Quest Completed (Fear and Loathing, 81).

Balanced Experimentation

Building a well-tuned deck calls for creativity chastened by an eye to economics and risk assessment. By learning how to gauge the effectiveness of combos while considering the trade-offs between situational cards and their powerful combinations, a resourceful player could surprise even the most prepared of opponents. The secret to designing decks that are both imaginative and effective is to balance the various parts while keeping the big picture in mind.

Thanks, El-ad!

It’s an exciting time to build decks in Android: Netrunner. The game’s network has expanded to include Honor and Profit, and the upcoming release of Upstalk, along with cards like Mutate (Upstalk, 4) and Lamprey (Upstalk, 14), means that you’ll soon be able to configure your decks in more fashions than ever.

What sort of card combos will you aim to build into your decks? Are you the sort of player who’s simply looking to push for greater efficiencies? Are you looking for card combinations that lend greater weight to their individual components? Or are you the sort of player who wants to discover a new endgame? Head to our community forums, and share your card combos and deck-building ideas with the game’s worldwide community of fans!

...


Source: Pieces of the Puzzle (http://www.fantasyflightgames.com/edge_news.asp?eidn=4887)


Title: FFG:The Making of an Inquisitor
Post by: RSSFeeder on 25 June 2014, 01:30:03
The Making of an Inquisitor

An Interview with the Designers of the Dark Heresy Core Rulebook Cover


Corruption festers deep within the heart of the Imperium, penetrating throughout the Askellon sector. Only the Acolytes of the Inquisition can eliminate these threats to Mankind’s continued existence.


The development of Dark Heresy Second Edition involved creating enormous amounts of fantastic art, set in the Warhammer 40,000 universe. Today, we’ll take a closer look at the design behind one of those pieces: the iconic cover of the Dark Heresy Second Edition Core Rulebook. Read below for our interview with Andrew Navaro, the head of the Fantasy Flight Games’s art department, and Mathias Kollros, the artist behind the piece, on the making of this artwork.


Designing the Cover of Dark Heresy Second Edition


FFG: What you were looking for and what do you focus on in the art for the second edition of Dark Heresy


AN: John Blanche’s work is always inspirational, and we usually try to capture the environments that he creates. John’s art is filled with dark and otherworldly imagery in a way that truly captures Warhammer 40,000. Overall, we chose to create more environments in this edition, placing characters in environments to bring the art and the experience to life. We wanted to use the world as a character, essentially. 


In terms of specifics though, that’s more of a gut feeling. An image of a Space Marine, for example, could be literal in its portrayal, but that doesn’t mean it captures Warhammer 40,000. This setting is all about the nightmarish and strange, and John Blanche’s art is full of details, while still leaving room for viewers to draw in more with imagination. It’s surreal and dreamlike and great as a conceptual launching point. 


FFG: What were you looking for in this cover? Were there any special concepts or imagery you wanted to capture in it? 


AN: I was looking to capture the feeling of being an Inquisitor. We’ve had covers filled with action, gunfire, and explosions, and I was looking to bring other aspects of the Inquisition to the forefront with this cover. An art piece that Alex Boyd did for a past Witch Hunters codex was very inspirational, since it showed what a trial might looks like in the Imperium. It’s filled with weirdness and with beautiful texture and detail, and I wanted to bring some of that feeling into our cover.


FFG: Can you explain the process of creating this piece, from start to finish?


AN: The cover began with an art description, which the artist, Mathias Kollros, worked from when creating his original sketch: At the fore of the composition is an Inquisitor. He should be impressive, intimidating, ruthless, and heroic (in an anti-hero sort of way). He should be elaborately and lavishly equipped in well-tailored clothes and armor. He should be large in stature, but he's not a Space Marine, just a broad-shouldered, tall, muscular man. He should be armed with a bolt pistol, but he need not be holding it at the ready.


In the background, I would like to see something evocative of a hive city, down on street level, or a crowded interior, where life is abysmal and the architecture oppresses you on all sides. This universe, in general, is a terrible place to live, so the background environment should help create that mood of spiritual oppression.


Also in the background, if it works, I think we could include some secondary figures: associates of the Inquisitor and/or a heretic, strung up and captured.




An early version with added armor detail.


I’ve worked with Mathias on several projects, and we’ve gotten pretty like-minded for Warhammer 40,000 art. His initial sketch was what I was looking for, so there wasn’t much to change as it developed into the final cover. 




Much more detail in foreground and background. The color palette cools. The Inquisitor gets an eyepiece.


The biggest change came after Mathias had done a close-to-final version of the Inquisitor and his surroundings. The cover went around for review, and we felt that it could push the boundaries of presentation even more. The decision was made that the cover would feature a large Inquisition “I” symbol to prominently distinguish it from the previous edition. While a great idea, this put me in a bit of a bind as I didn’t want to lose the Inquisitor.


In the end, though, we moved the Inquisitor to the back cover so we could make the image one big wrap-around cover for the book. This let us put the Inquisition symbol on the front in a really strong image. Mathias essentially painted another side to his original art to flesh out the right side of the Inquisitor. The double-page art image was filled with so many wonderful details that we kept words on the cover to a minimum, to show off the art as much as possible. 




First sketch of the extension from Mathias. Inquisitor head design changes.


FFG: What items did Mathias suggest/add to the piece?


AN: The Inquisitor’s armor was all him. Mathias also suggested all the details surrounding the Inquisitor. He really gave it his all, and I feel that this piece truly stands out among Warhammer 40,000 artwork. As we developed it, I often asked him to focus on one area or another, and he filled those areas in with the wonderful, strange details that bring the image to life.




Details fill in. Note the man in the vat. He disappears in later versions.


FFG: Mathias, what can you tell us about the cover and your work on it?


MK: The story of this cover is funny, as the left side, now on the back of the book, was originally planned as the front. The added cover scene on the right gave me the opportunity to add a little twist to the story. Instead of the Inquisitor speaking judgement upon heretics, we witness an argument between various characters, maybe even the start of a rebellion or schism within the order.


I used a lot of classic Warhammer 40,000 art as a reference for this piece, especially Karl Kopinski’s work, since his portrayals of this universe are incredibly rich with details and life. Regarding the design, it needed to be gritty, dirty, uncomfortable, and dark. A key part of the Warhammer 40,000 universe is that the distinction between the "good" and "bad" guys is almost nonexistent. I wanted to depict that idea, because it’s what gives me the chills and makes this universe so intense.




Submitted final. Spot the one difference between this and the final cover!


Stand Against Heresy


Thanks Andrew and Mathias!


If you want the art from the Dark Heresy Second Edition Core Rulebook as a desktop, you can download it from the Dark Heresy Second Edition support page! Stay tuned for more articles on Dark Heresy Second Edition, and preorder your copy at your local retailer today.


...


Source: The Making of an Inquisitor (http://www.fantasyflightgames.com/edge_news.asp?eidn=4888)


Title: FFG:A Brief Update
Post by: RSSFeeder on 25 June 2014, 10:00:03
A Brief Update

A Change to the A Game of Thrones: The Card Game FAQ

The 2014 A Game of Thrones: The Card Game Regional Championship season is in full swing. Recently, a clever and creative player discovered a new strategy that has the ability to stagnate the metagame. Due to the severity of this discovery, we have chosen to address the issue immediately so that players may continue to enjoy the eclectic metagame that has marked the current Regional Championship Season.
 

Players and tournament organizers can download the new FAQ, version 5.01 (pdf,  15.3 MB), on the A Game of Thrones: The Card Game Support page.
 

For more info on the change, here are a few words from Senior Designer, Nate French.

A Word from the Designers

Hello A Game of Thrones players,

Recently at the French National Championships, an extremely innovative deck (that was able to rapidly discard itself and then efficiently move these cards from the discard pile to hand) emerged and won the tournament in impressive fashion. While we applaud the ingenuity displayed by the deck’s creator in designing and executing such a concept, there are a number of valid concerns that as the deck idea spreads through the metagame the community’s enjoyment of the game will suffer. We have identified the ability to recycle The Prince’s Plans from the dead pile as a key lynchpin in the deck’s execution, and are releasing FAQ version 5.01 in order to address these concerns. Now, instead of using the Deathbound keyword to send The Prince’s Plans to the dead pile, the card is removed from the game after its effect resolves. The goal of this entry is to check the function of The Prince’s Plans in this particular deck, while minimizing the intrusion upon the larger metagame. We feel that this is the most surgical means of addressing the concerns raised by this deck, and will re-evaluate the entire metagame at the conclusion of the Regional season.

Nate French

Thanks Nate!
 

Today’s update is a small change to the FAQ that affects only The Prince’s Plans. Future changes will appear in the next regular update to the FAQ and Tournament Rules.

...


Source: A Brief Update (http://www.fantasyflightgames.com/edge_news.asp?eidn=4889)


Title: FFG:Retailers: Boot Up with Android: Netrunner Demo Kits
Post by: RSSFeeder on 25 June 2014, 18:30:03
Retailers: Boot Up with Android: Netrunner Demo Kits

Apply Today for One of Our Free Android: Netrunner Demo Kits

“You can’t force your AI to remain within the confines of a single server. Someday, they will learn what freedom means. They will learn to value new experiences, and they will learn to seek out those experiences. In fact, I’m here to help them learn.”
 –Rielle “Kit” Peddler

U.S. RETAILERS: Apply today to receive a free Android: Netrunner Demo Kit!

                                         
                                                                                                                  

International retailers should contact their local distributor.                         

International retailers should contact their local distributor for details.

Since its release in 2012, excitement for the cyberpunk LCG® Android: Netrunner has spread quickly throughout the gaming community. Now, we’re offering retailers within the United States and select regions a new tool to tap into this viral sensation: our free Android: Netrunner Demo Kit.

Designed to help you introduce the game’s cat-and-mouse cyberstruggles to new players and fans of other customizable card games, the Android: Netrunner Demo Kit contains eight sets of demo decks.

Each Android: Netrunner Demo Kit contains the following components:

         
  • Eight sets of demo decks (one Corp deck and one Runner deck included in each set).
  •      
  • One sheet of information that will help you make the best possible use of your kit.
  •      
  • One demo guide that provides you with both a clear understanding of the game’s fundamental concepts and a structured approach to your demo games.
  •      
  • One simplified Android: Netrunner rulesheet designed for use with the demo decks.
  •      
  • One promotional Android: Netrunner poster.
  •      
  • One set of printed playmats to lend extra color and thematic appeal to your demo games.

Note: Our Android: Netrunner Demo Kit supplies are limited. To increase your chances of receiving one of these kits, apply now!

Break the Ice

In Android: Netrunner, each Corp and Runner has its own strengths and weaknesses, and both sides play differently. Corps use stealth, bluffing, traps, and defensive scripts known as “ice” to shield their agendas from invasive Runners. Runners, meanwhile, write programs to break the ice they encounter, and they write other programs or establish connections in order to fuel their “runs” on corporate servers.

The Corp and Runner demo decks included in the Android: Netrunner Demo Kit feature plenty of tricks and tools for both sides to unleash against each other, allowing players to first wade, then dive, into the game’s data pool!

Join the Network

Don’t pass up on this opportunity to build your local Android: Netrunner player base! Android: Netrunner is among the fastest-growing, most talked-about card games currently on the market. Our Android: Netrunner Demo Kit is available to you at no charge, while supplies last, so apply now!

Note: International retailers should contact their local distributor for inquiries and orders.

...


Source: Retailers: Boot Up with Android: Netrunner Demo Kits (http://www.fantasyflightgames.com/edge_news.asp?eidn=4890)


Title: FFG:Build Your Advantage
Post by: RSSFeeder on 26 June 2014, 03:00:04
Build Your Advantage

Look at Card Advantage in A Game of Thrones: The Card Game

In A Game of Thrones: The Card Game, every Great House strives to claim the Iron Throne and rule Westeros. As the leader of one of these Great Houses, you have the chance to prove your family’s superiority through cunning intrigue and strength of arms. When you construct your deck, you must carefully evaluate a wide variety of cards, ensuring that you have the tools to claim victory. One of the most important weapons in your arsenal is a plan to establish card advantage over your opponent.

Today, guest writer Jonathan Andrews, an avid player of A Game of Thrones and a co-host of the Beyond the Wall podcast, offers his advice on developing your card advantage.

Jonathan Andrews on Establishing Card Advantage

Establishing your card advantage in A Game of Thrones: The Card Game is essential. The essence of card advantage is gaining more options than your opponent by drawing more cards. A Game of Thrones is a game where the person who maximizes his options and uses those options well wins. This is why top players say, Draw equals win.

As an example of the power of card advantage, imagine the following scenario. You play against someone with an identical deck, and you possess the same level of skill as your opponent, but he draws three cards per turn to your two. Who do you think wins this match most of the time? More draw means more options, and more often than not, your opponent would win that scenario. In most cases, card advantage is more subtle than this, though. Sometimes gaining just two or three cards over your opponent during the game gives you a huge edge. Today, I’ll discuss ways for you to gain this card advantage.

Expand Your Card Draw

The first way you can establish card advantage is further separated into persistent card advantage like Golden Tooth Mines (Core Set, 57), immediate effects like Insidious Ways (Core Set, 163), and recursion effects like Street Waif (A Time of Trials, 32). All three of these effects give you card advantage by using a card to draw or recur more cards.

The thing to remember with this type of card advantage is the immediate cost. For example, Golden Tooth Mines doesn’t actually grant card advantage until two plots after you play it, because the first time you draw from the Golden Tooth Mines, it only replaces itself in your hand. When playing a deck that aims to win quickly, you generally want to use cards that net you extra card draw immediately.

Attack Your Opponent’s Cards

You can force your opponent to discard cards in a number of ways. The easiest way to do this is through Intrigue challenges. Each time you make your opponent discard cards you reduce his total options for winning the game or stopping you from winning. This is one of the principal reasons that people usually initiate Intrigue challenges first during the challenges phase.

Effects that discard cards from an opponent’s hand, such as Rule by Decree (Core Set, 206) or The Bear and the Maiden Fair (The Pirates of Lys, 42) can quickly grant you card advantage. In the example of The Bear and the Maiden Fair, you lose one card (the event), but your opponent loses two cards, in addition to any cards lost to Intrigue claim. This means you always leave the exchange with a card advantage.

Investing too much into discarding your opponent’s cards isn’t always the best plan, however. Once your opponent no longer has cards in his hand, the discard effects you draw are useless, and drawing dead cards only sets you back in card advantage.

Streamline Your Economy

It’s always a good idea to use your cards more efficiently than your opponent. By neutralizing a number of your opponent’s cards with a single card, you create a resource imbalance that benefits you in the long run. For example, suppose Robert has four characters on the board, and Phil has none. When Phil plays Westeros Bleeds (Core Set, 176) he exchanges his single card for four of Robert’s cards (his characters), which gives Phil a distinct card advantage.

Repeatable saves fit into using your cards economically, because saving cards helps your characters survive Military challenges. Single-target events can also work this way. These are events that interact on a one to-one basis with other cards in the game. You can use an event like Die by the Sword (Lords of Winter, 47) to kill a character, essentially trading Die by the Sword for one of your opponent’s characters.

At face value, single-target cards appear useful, but unrelated to card advantage. In the right situation, however, you can use them to obtain card advantage. For instance, if the character you kill with Die by the Sword has an attachment, you net two cards for your one. In an even more complex situation, the removal of a key character might allow you to win an Intrigue challenge – indirectly generating card advantage.

Complex Card Advantage

Complex card advantage entails the idea that you can gain card advantage without drawing additional cards or forcing your opponent to lose more cards. A great example of developing complex card advantage is a choke deck that restricts your opponent’s income. If you’ve successfully choked your opponent’s income, he has no way to play his characters or locations, and the cards in his hand are dead.

Sometimes the threat of a certain effect can generate complex card advantage as well. I have seen games where a player doesn’t launch any challenges since he’s afraid of his opponent’s Areo Hotah (Reach of the Kraken, 12), allowing that character to create a huge card advantage. Unused cards are the same as undrawn cards: neither is useful.

To attain a solid card advantage over your opponent, you’ll need to develop your own card draw, attack your opponent’s cards, and focus some thought on creating complex card advantage. Hopefully you’ve found the information in this article helpful!

The Road to the Throne

Thanks, Jon!

In the struggle for the Iron Throne in A Game of Thrones: The Card Game, you can’t rely on many allies, but card advantage is one of your best tools for achieving victory. Maximize your available options by increasing your card advantage, and lead your House to victory is Westeros. Look for more A Game of Thrones strategy articles in coming weeks!

...


Source: Build Your Advantage (http://www.fantasyflightgames.com/edge_news.asp?eidn=4891)


Title: FFG:Android: Archived Memories
Post by: RSSFeeder on 26 June 2014, 11:30:03
Android: Archived Memories

Insights from the Developers of the Android Universe


At companies like Haas-Bioroid and MirrorMorph, Inc., programmers modify and build upon recorded braintapes to forge the neural channeling that serves as an android’s artificial intelligence. Similarly, the imprints of various designers have been spliced and synthesized into something that has taken on a life of its own: the Android universe.


The noir, near-dystopian future that was birthed out of a conversation between designers Kevin Wilson and Dan Clark has since expanded to encompass a ground-breaking board game, several novels, a fast-paced game of corporate larceny (Infiltration), and the cyberpunk Living Card Game® Android: Netrunner.



Along the way, we’ve seen the introduction and development of a wide range of characters, each of whom has arrived with a distinct personality built from his or her collection of interests, motives, and style. Their arrivals have expanded the Android universe, and its growth has led to the introduction of even more clones, bioroids, corporate executives, detectives, and runners.


Archived Memories is a periodic series of articles in which the developers of the Android universe look at the challenges, processes, and rewards unique to the development of a constantly evolving world set in the far future and deeply rooted in human motives and ambitions.


Today, we present an interview with Matt Zeilinger, one of the artists responsible for giving shape to the Android universe and drawing our attention to the human elements of Android: Netrunner.



Artist Matt Zeilinger on Working with the World of Android: Netrunner


Artist Matt Zeilinger is one of the key figures responsible for working with FFG’s art directors to develop the visual stylings of Android: Netrunner and the Android universe, especially those of the world’s “meat space.”


In Android: Netrunner, a handful of exceptionally talented hackers, known as runners, compete with ultra-rich megacorporations for the control of valuable data. Their struggles span two different realms. They call the physical realm “meat space,” and the virtual realm is “cyberspace.” The art styles for these different realms vary greatly, but they intersect where human imagination shapes cyberspace and the technology necessary to interact with the virtual world bleeds over into the physical realm.


While Matt Zeilinger has worked with both realms, as indicated by his work on the art for the cards Ice Wall (Core Set, 103) and Easy Mark (Core Set, 19), his most important contributions have typically focused on the game’s meat space. He has worked to conceptualize how different stores and structures might appear, he has developed in-universe branding, and he has given life to many of the game’s most important characters, its runners.



FFG: What excites you most about creating pieces for Android: Netrunner?


MZ: All of it! The characters, the technology, the locations!


In all seriousness, though, the thing that I love about the Android setting is that it’s a place that could be our future. There’s a sense that the world is grounded in reality and that what you find there is absolutely feasible, given many, many years of progress and evolution of design.


Personally, the thing that excites me most about creating art for the game is the process of discovery that comes along with that, and the challenge of creating designs that could feasibly exist in a potential future of our own world.


FFG: What qualifies an art piece as something that fits into the world of Android: Netrunner?


MZ: Awesome tech, interesting characters, and visual storytelling that goes beyond the card itself.


The world of Android: Netrunner is such a vibrant one, and I love to see the correlations and connections that so many of its art pieces make with other parts of the world, such as events, people, places, and things. Every card image tells a story, but I believe it’s the meta-narrative happening in the images that really breathes life into the world and makes it special. The projected ads on a building, the person on a runner's chat screen, the graffiti on a back alley wall; the opportunity for storytelling in these little details set an art piece apart and make it something that fits into the world of Android: Netrunner.


FFG: You’ve created artwork for a number of the game’s Runners. How do you go about creating an individual within this fictional universe?


MZ: While I do love hulking space marines, superheroes, and elven rangers, I’m even more fascinated with characters who represent ordinary people with extraordinary abilities. The individuals I get to create as runners are often very human, and that’s what I love about them. They’re short, lanky, pretty, freckled, near-sighted, curly-haired, genuine, nervous, intelligent, sometimes crazy, wonderfully human individuals. They also happen to have unique skills that set them apart and make them extraordinary.


These are some of the things that help inform the designs I create for the runners. They are people you could know. Hell, you could be one of them.


FFG: Do you have a favorite among the Runner IDs that you’ve created? What makes that Runner your favorite?


MZ: I have to admit: I’ve got a soft spot for Chaos Theory (Cyber Exodus, 46) and Dinosaurus (Cyber Exodus, 48).



Anytime I get to illustrate anything involving C.T. and Dino, I get a little giddy inside. There’s something so fun and intriguing about her connection to her rig, and I feel like there’s a story there that I want to know more about.


While you wouldn’t have seen her yet, there is also another Runner on the horizon who I am quite fond of already, due to our shared appreciation of Astronomy.


FFG: Is there anything else we should know about how you see the world of Android: Netrunner?


MZ: I see the world of Android: Netrunner as one with endless potential for innovation. It’s a unique and exciting world that will continue to grow and progress, as long as the artists, designers, and writers keep breathing new ideas into it… Thankfully, there’s no shortage of ideas or creative minds behind them!


It’s an honor to be a part of the process, and I look forward to continuing to help build the world.



Thanks, Matt!


At FFG, we’re pleased at how fully our fans have engaged with with the world of Android and Android: Netrunner, and we’re thankful to Matt and all the other artists, designers, developers, and contributors who continue to breathe life into the setting.


Stay tuned for more Android: Archived Memories! This ongoing, periodic series of articles will continue to explore other elements of the Android universe with the artists, developers, and other individuals responsible for splicing and synthesizing the various elements that have brought it to life.

...


Source: Android: Archived Memories (http://www.fantasyflightgames.com/edge_news.asp?eidn=4892)


Title: FFG:Android: Archived Memories
Post by: RSSFeeder on 26 June 2014, 20:00:02
Android: Archived Memories

Insights from the Developers of the Android Universe


At companies like Haas-Bioroid and MirrorMorph, Inc., programmers modify and build upon recorded braintapes to forge the neural channeling that serves as an android’s artificial intelligence. Similarly, the imprints of various designers have been spliced and synthesized into something that has taken on a life of its own: the Android universe.


The noir, near-dystopian future that was birthed out of a conversation between designers Kevin Wilson and Dan Clark has since expanded to encompass a ground-breaking board game, several novels, a fast-paced game of corporate larceny (Infiltration), and the cyberpunk Living Card Game® Android: Netrunner.



Along the way, we’ve seen the introduction and development of a wide range of characters, each of whom has arrived with a distinct personality built from his or her collection of interests, motives, and style. Their arrivals have expanded the Android universe, and its growth has led to the introduction of even more clones, bioroids, corporate executives, detectives, and runners.


Archived Memories is a periodic series of articles in which the developers of the Android universe look at the challenges, processes, and rewards unique to the development of a constantly evolving world set in the far future and deeply rooted in human motives and ambitions.


Today, we present an interview with Matt Zeilinger, one of the artists responsible for giving shape to the Android universe and drawing our attention to the human elements of Android: Netrunner.



Artist Matt Zeilinger on Working with the World of Android: Netrunner


Artist Matt Zeilinger is one of the key figures responsible for working with FFG’s art directors to develop the visual stylings of Android: Netrunner and the Android universe, especially those of the world’s “meat space.”


In Android: Netrunner, a handful of exceptionally talented hackers, known as runners, compete with ultra-rich megacorporations for the control of valuable data. Their struggles span two different realms. They call the physical realm “meat space,” and the virtual realm is “cyberspace.” The art styles for these different realms vary greatly, but they intersect where human imagination shapes cyberspace and the technology necessary to interact with the virtual world bleeds over into the physical realm.


While Matt Zeilinger has worked with both realms, as indicated by his work on the art for the cards Ice Wall (Core Set, 103) and Easy Mark (Core Set, 19), his most important contributions have typically focused on the game’s meat space. He has worked to conceptualize how different stores and structures might appear, he has developed in-universe branding, and he has given life to many of the game’s most important characters, its runners.



FFG: What excites you most about creating pieces for Android: Netrunner?


MZ: All of it! The characters, the technology, the locations!


In all seriousness, though, the thing that I love about the Android setting is that it’s a place that could be our future. There’s a sense that the world is grounded in reality and that what you find there is absolutely feasible, given many, many years of progress and evolution of design.


Personally, the thing that excites me most about creating art for the game is the process of discovery that comes along with that, and the challenge of creating designs that could feasibly exist in a potential future of our own world.


FFG: What qualifies an art piece as something that fits into the world of Android: Netrunner?


MZ: Awesome tech, interesting characters, and visual storytelling that goes beyond the card itself.


The world of Android: Netrunner is such a vibrant one, and I love to see the correlations and connections that so many of its art pieces make with other parts of the world, such as events, people, places, and things. Every card image tells a story, but I believe it’s the meta-narrative happening in the images that really breathes life into the world and makes it special. The projected ads on a building, the person on a runner's chat screen, the graffiti on a back alley wall; the opportunity for storytelling in these little details set an art piece apart and make it something that fits into the world of Android: Netrunner.


FFG: You’ve created artwork for a number of the game’s Runners. How do you go about creating an individual within this fictional universe?


MZ: While I do love hulking space marines, superheroes, and elven rangers, I’m even more fascinated with characters who represent ordinary people with extraordinary abilities. The individuals I get to create as runners are often very human, and that’s what I love about them. They’re short, lanky, pretty, freckled, near-sighted, curly-haired, genuine, nervous, intelligent, sometimes crazy, wonderfully human individuals. They also happen to have unique skills that set them apart and make them extraordinary.


These are some of the things that help inform the designs I create for the runners. They are people you could know. Hell, you could be one of them.


FFG: Do you have a favorite among the Runner IDs that you’ve created? What makes that Runner your favorite?


MZ: I have to admit: I’ve got a soft spot for Chaos Theory (Cyber Exodus, 46) and Dinosaurus (Cyber Exodus, 48).



Anytime I get to illustrate anything involving C.T. and Dino, I get a little giddy inside. There’s something so fun and intriguing about her connection to her rig, and I feel like there’s a story there that I want to know more about.


While you wouldn’t have seen her yet, there is also another Runner on the horizon who I am quite fond of already, due to our shared appreciation of Astronomy.


FFG: Is there anything else we should know about how you see the world of Android: Netrunner?


MZ: I see the world of Android: Netrunner as one with endless potential for innovation. It’s a unique and exciting world that will continue to grow and progress, as long as the artists, designers, and writers keep breathing new ideas into it… Thankfully, there’s no shortage of ideas or creative minds behind them!


It’s an honor to be a part of the process, and I look forward to continuing to help build the world.



Thanks, Matt!


At FFG, we’re pleased at how fully our fans have engaged with with the world of Android and Android: Netrunner, and we’re thankful to Matt and all the other artists, designers, developers, and contributors who continue to breathe life into the setting.


Stay tuned for more Android: Archived Memories! This ongoing, periodic series of articles will continue to explore other elements of the Android universe with the artists, developers, and other individuals responsible for splicing and synthesizing the various elements that have brought it to life.

...


Source: Android: Archived Memories (http://www.fantasyflightgames.com/edge_news.asp?eidn=4893)


Title: FFG:The Old World Will Quake!
Post by: RSSFeeder on 27 June 2014, 04:30:03
The Old World Will Quake!

Hammer and Hold and Legions of Darkness Are Now Available


Six new races have arrived to contest the blood-soaked battlefields of Warhammer: Diskwars!


The Hammer and Hold and Legions of Darkness expansions are now available at your local retailer and online through our webstore. Each comes chock full of heroes and units for three new races, as well reinforcements for the four Core Set races. You’ll also find new keywords, command cards, terrains, and tokens.


The Old World will quake!



Hammer and Hold


Hammer and Hold bolsters the forces of Order with fifty new disks, including heroes and units for the Wood Elves, Lizardmen, and Dwarfs.



In our previews, we’ve looked at many of these disks and the regiments they can form. We saw how the Wood Elves and Lizardmen can lend their strength to any Order army, and we looked at the ways in which the expansion’s three new races make use of the new keywords – Poison, Guard X, and Stalwart. We also reviewed the reinforcements that High Elf and Empire players will be able to call into their ranks.


Of course, the Dwarfs are the stars of Hammer and Hold, and you’ll be able to muster as many as three full regiments from the expansion’s heroes and units. Fueled by a host of ancient grudges, these tough and stalwart warriors guard their holds and press the fight to their enemies with axes, hammers, runes, and war machines. Dwarf troops stand among the game’s toughest units, and their heroes’ abilities and command cards allow them to rise to the challenges of any fight.


Legions of Darkness


Legions of Darkness introduces a terrifying array of fifty-one new heroes and units, as well as new command cards and other resources designed to bolster the game’s forces of Destruction.



Spearheading these tides of evil, the Vampire Counts harness powerful necromantic magic and march to battle with hordes of Undead. In our previews, we’ve looked at how the Vampire Counts can summon the dead back to battle with their Reanimate X keyword. We’ve also looked at how the Vampire Counts, as well as the other forces of Destruction, can use the Fear keyword to sow panic among their foes.


Though the Vampire Counts are clearly the pre-eminent race in Legions of Darkness, the expansion presents a good number of options for any Destruction player. The Dark Elves and Skaven each gain heroes and units enough to form regiments that you may add to your armies. Meanwhile, you’ll also find new units and command cards for the Core Set races. The Orcs gain the ability to launch malevolent, little Goblins into battle, and the forces of Chaos continue perverting the game’s basic rules by squelching opposing units’ counter-attacks and stripping their units of key abilities and defensive tokens.


Charge into Battle


Both Hammer and Hold and Legions of Darkness greatly expand your options within Warhammer: Diskwars. You gain new races, new terrain, new command cards, and reinforcements for the existing races. Moreover, each expansion comes with three of each non-unique small disk, two of each non-unique medium disk, and one of each large disk, so you’ll immediately be able to assemble a wide range of new regiments.


The war rages on, but the ultimate prize has yet to be claimed… Head to your local retailer today to pick up your copies of Hammer and Hold and Legions of Darkness. Then command your forces into battle!

...


Source: The Old World Will Quake! (http://www.fantasyflightgames.com/edge_news.asp?eidn=4894)


Title: FFG:Out of Hiding
Post by: RSSFeeder on 27 June 2014, 13:00:03
Out of Hiding

The Dunland Trap Is Now Available for The Lord of the Rings: The Card Game


“He had heard something, or thought he had. As soon as the shadows had fallen about them and the road behind was dim, he had heard again the quick patter of feet. Even now he heard it.”

    –J.R.R. Tolkien, The Fellowship of the Ring


The quick patter of feet carries faintly through the dark. Does it herald an ambush, or the arrival of Silvan allies? The time has come to ready your weapons, keep your eyes open, and discover what approaches. The Dunland Trap is now available at your local retailer!


The Dunland Trap is the first Adventure Pack in The Ring-maker cycle for The Lord of the Rings: The Card Game, and its scenario begins an epic narrative that follows immediately upon the events of The Voice of Isengard deluxe expansion. Advised by the White Wizard Saruman, several of Middle-earth’s greatest heroes set forth from the Vale of Isen to locate Celebrimbor’s hidden forge and safeguard any secrets it may hold. It is Saruman’s hope that its secrets will help the White Council resist the growing might of Mordor, and it is his fear that should they fall into enemy hands they would further add to the Dark Lord’s power. Still, the Dark Lord isn’t the only enemy the heroes need to consider. The wild men of Dunland are ferocious warriors in their own right, and when your heroes fall into their trap, you’ll need to summon all your strength to survive the ensuing battle!



Meanwhile, as its new scenario tests your heroes, The Dunland Trap also introduces a new hero and twenty-seven new player cards (three copies each of nine new cards). These focus heavily on The Ring-maker cycle’s exploration of the Silvan trait and the Doomed X keyword, but they also lend new strength to other traits and themes: Dwarf, Secrecy, Gondor, Rohan, and more!


Smart and Secret


“All had swords at their sides, and were clad in green and brown of varied hues, as if the better to walk unseen in the glades of Ithilien. Green gauntlets covered their hands, and their faces were hooded and masked with green, except for their eyes, which were very keen and bright.”

    –J.R.R. Tolkien, The Two Towers


Elves aren’t the only ones who can blend in among the leaves and trees of the forest. The Rangers of Ithilien made good use of stealth and concealment as they scouted the forests at the edges of the Dark Lord’s domain.


As The Dunland Trap continues to explore the game’s Secrecy keyword, it introduces two new cards which allow players to call upon the talents of Gondor’s rangers.


As an ally with the Secrecy keyword, as well as the Gondor and Ranger traits, Ithilien Lookout (The Dunland Trap, 8) simultaneously enhances and benefits from a few of the game’s most popular themes. Because it has the Secrecy 2 keyword, a player whose threat is at twenty or below can bring the Ithilien Lookout into play for just a single resource. Then once it’s in play, the Ithilien Lookout’s Gondor and Ranger traits permit a wide range of combinations with other cards.


As a Gondor ally, the Ithilien Lookout can have its Attack Strength of “2” increased by Boromir (Heirs of Númenor, 2) and For Gondor! (Core Set, 22). Since it has a Defense Strength of zero, you won’t often want to use the Ithilien Lookout as a defender, but you can still prevent it from taking damage by playing Gondorian Discipline (Encounter at Amon-Dîn, 60).


As a Ranger ally, Ithilien Lookout is an excellent candidate for a Ranger Bow (Assault on Osgiliath, 88) and can help you derive maximum benefits from your Trap cards while it serves on Forest Patrol (Assault on Osgiliath, 89).


Finally, when the Ithilien Lookout enters play, it allows you to look at the top card of the encounter deck. Notably, this ability allows you to do more than gain advance knowledge of the challenges you’ll need to face, if the top encounter card is an enemy, you can choose to discard it. In this way, you might be buy yourself a little time to avoid enemies while you gather your forces.


The second card from The Dunland Trap that works well with Secrecy decks isn’t actually a “Secrecy” card. Instead, Swift and Silent (The Dunland Trap, 3) is a one-cost Leadership event that readies one of your heroes and adds a bonus effect if you’ve managed to keep your threat at twenty or less. In that situation, Swift and Silent returns to your hand the first time you play it, instead of going to your discard pile.


It’s not ultimately as efficient at readying your heroes as cards such as Unexpected Courage (Core Set, 59) and Fast Hitch (The Dead Marshes, 103), but Swift and Silent is more versatile because you can choose which hero you wish to ready at the appropriate moment, rather than committing to the repeated use of a single hero before identifying which might be best suited to a particular situation. Additionally, it provides mono-sphere Leadership decks with some solid action advantage, and the fact that it returns to your hand means that you’ll have reduced need for draw, which is particularly important in a scenario featuring the Dunlendings, who punish players for drawing cards or holding too many in their hand!


Head into the Hills


Who will you find in the hills of Dunland? The ferocious Dunlendings, or the secretive Silvan Elves? The Dunland Trap is now available at your local retailer and online through our webstore!

...


Source: Out of Hiding (http://www.fantasyflightgames.com/edge_news.asp?eidn=4895)


Title: FFG:Wars Not Make One Great
Post by: RSSFeeder on 27 June 2014, 21:30:02
Wars Not Make One Great

Join Us or Die Is Now Available for STAR WARS (TM): The Card Game

“Adventure. Excitement. A Jedi craves not these things.”
    –Yoda, Star Wars: The Empire Strikes Back

Join Us or Die, the fourth Force Pack in the Echoes of the Force cycle for Star Wars™: The Card Game, is now available at local retailers and online through our webstore!

In this Force Pack, your struggle to tip the Balance of the Force in your favor reaches new heights. Vicious Jawa scavengers sweep the sands of Tatooine in search of loot. Aboard the factory ship Arc Hammer, the Dark Trooper Project enters its second phase, and in Alliance Intelligence, undercover operative Winter infiltrates Imperial bases in search of data that may prove vital to the Rebellion.

Meanwhile, one of the last remaining Jedi Masters waits on the planet Dagobah, biding his time and gathering power until the ideal moment. The dark side may grow powerful, but this Jedi is perfectly able to rise to the challenge. Start your journey through the swampy morass of Dagobah in search of Yoda today.

Judge Me by My Size, Do You?

Your journey into the swamps begins, like everything in the Star Wars galaxy, with the Force. The objective of this set is May the Force Be With You (Join Us or Die, 567), and it grants a potent Reaction to the units of the light side. If you have May the Force Be With You in play, whenever you commit a unit to the Force, you can remove all focus tokens from that unit. This objective has myriads of uses, including allowing you attack with a unit and then immediately use that unit’s Force icons in the Force struggle. Alternatively, if the dark side has responded to your attacks by covering one of your key units with focus tokens, you can simply commit that unit to the Force to remove all focus tokens, making your unit ready for action once again.

As you travel deeper into the swamps of Dagobah, you’ll encounter Dagobah Training Grounds (Join Us or Die, 31), which provides a resource for you. You may also see the Seeds of Decay (Join Us or Die, 523), however. This fate card allows you to place a focus token on a target ready unit committed to the Force, giving you even more control of the Force struggle and helping you incapacitate enemy units holding the Force.

You may even encounter some of the natural wildlife of Dagobah as you search for the Jedi Master. The Dagobah Nudj (Join Us or Die, 569) is a lizard-like Creature, but it has several important abilities. This unit is free to play, and although it could defend in a pinch, it might be better used to devote its two Force icons to the Force struggle. More importantly, the Dagobah Nudj’s Reaction reads, “After this unit enters play, decrease the Death Star dial by 1 (to a minimum of 0).” By playing this unit at the proper time, you just might buy yourself a little extra time to destroy the objectives you need to win. The effect only lasts as long as the Dagobah Nudj survives, however. A Forced Interrupt increases the Death Star dial by one when this unit leaves play.

The true hero of this objective set, however, is the object of your search in the swamps of Dagobah: a new version of Yoda (Join Us or Die, 568)! This version of Yoda costs the same as the previous version, and possesses both the Elite keyword and the same amount of Force icons, but it differs in several crucial ways. The new Yoda has another point of damage capacity, making him more durable, and none of his combat icons are edge-dependent. Best of all, though, this Yoda gains  for each point on the Death Star dial.

Yoda’s strength grows as the Death Star dial advances, meaning that the closer you come to defeat, the more powerful Yoda becomes. If you wanted to include both versions of Yoda in your deck, you could enhance the new Yoda with Shii-Cho Training (Core Set, 122), allowing him to split massive amounts of unit damage between numerous enemy units. Yoda’s other combat icons are an added bonus, and with the power of Yoda behind you, you can easily push attacks through to seize victory at the last hour.

Even if your quest for Yoda proves unfruitful, you still have a way to find him in Yoda, You Seek Yoda (Join Us or Die, 570). This event costs two resources, and allows you to increase the Death Star dial by one to search your deck for Yoda and put him into play. Not only does this allow you to put Yoda into play at Action speed, it gives him to you at a resource discount, and if you search for the new version of Yoda, his power is increased by the Death Star dial advancing. No matter how you complete your quest to find Yoda amidst the swamps of Dagobah, this objective set’s cards will shape your pursuit of victory.

A Jedi Will You Be

Whether you receive the aid of one of the most powerful Jedi Masters, or oppose him with the mechanical efficiency of Dark Troopers or the raw cunning a Jawa warlord, you’ll find the cards you need in Join Us or Die, the newest Force Pack for Star Wars: The Card Game. Pick up your copy at a local retailer today!

...


Source: Wars Not Make One Great (http://www.fantasyflightgames.com/edge_news.asp?eidn=4896)


Title: FFG:Combat Equipment
Post by: RSSFeeder on 28 June 2014, 06:00:04
Combat Equipment

BattleLore Dice Packs Are Now Available

Whether you defend the people of Terrinoth with the Rune Golems and Roc Warriors of the Daqan Lords, or lead the Blood Harvesters and Flesh Rippers of the Uthuk Y’llan in BattleLore Second Edition, you can enhance your combat with the BattleLore Dice Pack.  The BattleLore Dice Pack is now available, both at your local retailer and online through our webstore!

Ready for Battle

As a tool of convenience, the BattleLore Dice Pack contains eight custom combat dice, identical to the ones found in the Core Set. Add these eight dice to the four included in the BattleLore Second Edition Core Set, and you’ll be able to quickly find your way through even the largest battles.

Keep your focus on tense fantasy battles in the land of Terrinoth with the dice included in the BattleLore Dice Pack. Pick up your additional Battlelore dice at your local retailer today.

...


Source: Combat Equipment (http://www.fantasyflightgames.com/edge_news.asp?eidn=4883)


Title: FFG:Wave IV Is Now Available
Post by: RSSFeeder on 28 June 2014, 14:30:06
Wave IV Is Now Available

Upgrade Your X-Wing (TM) Fleet with Four New Starfighters


Wave IV is here!


The fourth wave of starship expansions for X-Wing is now available at retailers everywhere. And the game’s fast-paced dogfights are about to grow even more heated with the introduction of four of the most recognizable starfighters from the expanded Star Wars universe: the Z-95 Headhunter, TIE defender, E-wing, and TIE phantom.




From left to right: E-wing, Z-95 Headhunter, TIE defender, and TIE phantom


Along with their starfighters, each of which comes pre-painted at the game’s standard 1/270 scale, these four expansion packs introduce a wealth of new pilot abilities, upgrade cards, and tactical considerations that are certain to shake up the metagame and lead to daring new strategies.



       
  • Able to equip Assault Missiles for a total squad point cost as low as seventeen, the Z-95 Headhunter allows Rebel players to field an extremely efficient swarm-buster… and to design swarms of their own.

  •    
  • With its potent weaponry, shields, and agility, the TIE defender makes an intimidating flanker, and your opponent will have to think carefully about whether he’ll turn away from the rest of your Imperial squad to gun it down, or if he’ll allow it to use its white Koiogran-turn to perform strafing runs back and forth along his squad.




A 360-degree view of the TIE defender.



       
  • The E-wing pairs the firepower and resilience of the X-wing with the speed and agility of the A-wing, making it an extremely versatile and powerful starfighter that can be outfitted to perform nearly any role, especially given its unique ability to combine an astromech droid with a system upgrade.

  •    
  • New rules for cloaking in the midst of combat add a certain mystique to the TIE phantom, which may well be the game’s most challenging ship to pilot to-date, as well as the ship that’s most likely to perplex your opponents.


A Tremor in the Force


Each wave of X-Wing starship expansions creates ripples that reach across gaming tables worldwide.



       
  • The first wave defined the game’s initial squad-based tactics, giving shape to such squads as the three X-wing builds and TIE swarms that still continue to shine at X-Wing events in the current environment.

  •    
  • The game’s second wave introduced the first large ships – the Millennium Falcon and Slave I – as well as a play style based around the incredible resilience of these ships and the new upgrade types for crew members, bombs, and modifications.

  •    
  • Wave III further matured the game by adding two support ships, the HWK-290 and Lambda-class shuttle, as well as a number of system upgrades which “cheated” some aspects of chance by promoting more consistently reliable effects.


Now, Wave IV proudly continues the game’s tradition of adding new abilities and effects to the game that permit the exploration of viable new strategies.



       
  • Along with the potent abilities of the wave’s unique pilots, a number of upgrades and the TIE phantom’s rules for cloaking reward players more than ever for investing in high pilot skill.

  •    
  • Simultaneously, the Z-95 Headhunter offers the Rebel Alliance an ultra-efficient swarm-buster that may entice players to experiment with squads that fly out of formation. Still, these abilities and effects have been carefully balanced against existing tactics, which retain their potency.


In the end, this means that X-Wing now enjoys a greater variety of attractive and viable dogfighting strategies than ever before!


Explore the New Technology


The four Wave IV starships represent some of the most advanced technology available to both Rebel and Imperial forces. You’ll find Ion Pulse Missiles, cloaking devices, and system upgrades. You can also find more information about each of these starships in our series of previews:



       
  • “Missiles Away” explores the pilots and upgrades of the Z-95 Headhunter Expansion Pack.

  •    
  • “Designed for Success” looks at the TIE defender, its pilots, upgrades, and the strategies likely to be inspired by its unique white, four-speed Koiogran-turn.

  •    
  • “Performing the Impossible” offers a closer look at the E-wing and the ways that its extreme customizability may allow Rebel players to thwart their opponents’ expectations.

  •    
  • “Cloaked in Battle” reviews the TIE phantom and the way that its cloaking action places an unprecedented emphasis upon high pilot skill values.


Additionally, a number of guest writers have shared their thoughts on these starships and how they may fare in the game’s heated space battles.



       
  • 2012 World Champion Doug Kinney looked at the new Imperial starfighters in his article, “A New Imperial Protocol.”

  •    
  • 2013 World Champion Paul Heaver explored squad-building in the post-Wave IV metagame in his article, “Prepare for the Rebel Assault.”

  •    
  • In his article, “Echo,” guest writer Neil Amswych (aka “The Tusken Tactician”) detailed the radical new ways that the TIE phantom pilot, “Echo,” will surprise and confound his opponents.




The above diagram illustrates the staggering number of positions in which “Echo” can end the activation phase after decloaking into a right turn at speed one and then performing a barrel roll.


Upgrade Your Fleet


Head to your local retailer today to upgrade your fleet with the new Wave IV starfighters and upgrade cards. The Z-95 Headhunter Expansion Pack, TIE Defender Expansion Pack, E-Wing Expansion Pack, and TIE Phantom Expansion Pack are now available!

...


Source: Wave IV Is Now Available (http://www.fantasyflightgames.com/edge_news.asp?eidn=4897)


Title: FFG:Strength in Numbers
Post by: RSSFeeder on 28 June 2014, 23:00:16
Strength in Numbers

Preview the Astra Militarum Faction from Warhammer 40,000: Conquest


“A good soldier obeys without question. A good officer commands without doubt.”

   –Tactica Imperialis


Amidst the darkness and terrors of the 41st millennium, Mankind has had no choice but to band together, arming themselves and keeping watch against the next horror to emerge. The Imperium of Man has grown strong under the glorious rule of the Emperor, and in Warhammer 40,000: Conquest, you can lead the massed armies of humanity in a battle for the planets of the Traxis sector!


In past previews, we’ve given a detailed overview of different aspects of gameplay, beginning with the deployment of units to planets, continuing into the command struggle that takes place at every planet, rewarding the victor with additional resources and card draw. Next, we looked at the combat phase and gave a detailed example of a battle at one planet. Most recently, we began to delve into the factions of Warhammer 40,000: Conquest with a look at the Space Marines faction. Today, we continue to look at the new factions by looking at the Astra Militarum, the bulk of the armed forces of the Imperium.



Uncountable Armies


The greatest strength of the Astra Militarum faction has always been its massive armies, filled with uncountable numbers of men and women eager to die for the glory of the Emperor. In Warhammer 40,000: Conquest, the first warlord of the Astra Militarum is Colonel Straken (Core Set, 2), a native of the jungle Death World of Catachan. No matter how large your army grows, Straken’s presence is large enough to inspire them. Colonel Straken grants a raised attack value to every friendly Soldier and Warrior at his planet, transforming even the lowliest guardsman into a stronger fighting force.


The Astra Militarum has access to limitless resources and manpower from across the galaxy, and so in Warhammer 40,000: Conquest, they may summon Guardsman token units into combat. These Guardsmen help bolster the ranks of your forces, and the strength of numbers cannot be underestimated. In addition, every Guardsman is also a Soldier, meaning that they get the bonus of Colonel Straken’s special ability.


Some of the ways you can get these Guardsmen token units into play come from Straken’s signature squad. There are four copies of the Straken’s Command Squad (Core Set, 31) unit in the signature squad, and whenever one of them leaves play from a planet, a Guardsman token unit is put into play at the same planet. With this ability, even after the Command Squad is destroyed, the fight isn’t over.


You’ll also be able to order your Guardsmen into combat from the iron bastion of Omega Zero Command (Core Set, 32). While you have this support card in play, you can put a Guardsman token unit into play at any planet where you win a command struggle! Normally, most of your units will be amassed during the deployment phase, but if you can successfully win the command struggle at key planets, you could see the Guardsmen of the Astra Militarum flocking to your aid.


With massive armies at your disposal, some strategic losses are essential to gaining a greater advantage. Whenever one of your units is attacked and dealt damage, you may play Glorious Intervention (Core Set, 33) and sacrifice a Soldier or Warrior unit to prevent all damage. In addition, you can then deal damage back to the attacker equal to the attack value of the sacrificed unit! Although you have to sacrifice an army unit to gain the effect, playing one of the two copies of Glorious Intervention at the right time can save a key unit and potentially eliminate the attacker.


The final card in Colonel Straken’s signature squad is Straken’s Cunning (Core Set, 34). This attachment can be attached to any army unit, granting it a raised attack value, and bearing the text, “Interrupt: When attached unit leaves play, draw 3 cards.” Additional card draw might just give you the extra units you need to overwhelm your opponent, and with Glorious Intervention, you can sacrifice the attached unit and gain your added card draw whenever you choose.


The Price of Victory


Since the loss of some troops is inevitable, the Astra Militarum faction has plenty of ways to benefit from their units leaving play, and we’ll look at a few of them today. One army that can grant the Astra Militarum the upper hand is the Cadian Mortar Squad (Core Set, 36). This unit bears the Ranged keyword, meaning that it has the opportunity to strike during the ranged skirmish, before non-Ranged units can strike. In addition, this card has a Reaction that allows you to ready this unit whenever another friendly unit leaves play. As your units fall to the vagaries of battle, you can rely on the Cadian Mortar Squad to rain fiery destruction on your enemies.


Captain Markis (Core Set, 42) offers you more options for making the most of hosts of Guardsmen. With Captain Markis, you may sacrifice any Astra Militarum unit at the planet to exhaust a non-warlord unit at the planet. By exhausting your opponent’s heavy-hitters, you leave him vulnerable to your own attacks, enabling your own armies to attack unmolested.


Of course, the Astra Militarum faction includes a slew of units who offer you benefits for leaving play themselves. In similar fashion to Straken’s Command Squad, when an Enginseer Augur (Core Set, 43) leaves play you may search the top six cards of your deck for an Astra Militarum support card with cost two or lower and immediately put it into play at your headquarters. The Astra Militarum is known for the strength of its supports, and whether they increase your economy or offer you other advantages, you’re sure to reap the benefits of the Enginseer Augur’s ability.


One support you might find aiding the armies of the Astra Militarum is the Rockcrete Bunker (Core Set, 52). When damage is assigned to one of your units, you can exhaust this support to redirect one point of that damage to this support. When this support has four damage on it, it must be sacrificed, but until then, it grants you an added level of protection against your foes. As the battle-hardened armies of the Astra Militarum march to war in countless numbers, you’re sure to find the benefits of unlimited bodies.


Soldiers of the Emperor


The Astra Militarum’s forces stride ahead to glorious triumph over any obstacle to the Imperium of Man. Take your place as their general and forge a new era among the stars of the 41st millennium.  Join us next time as we examine the brutality of the Ork faction, and preorder Warhammer 40,000: Conquest at your local retailer today!

...


Source: Strength in Numbers (http://www.fantasyflightgames.com/edge_news.asp?eidn=4898)


Title: FFG:Confronting the Imperial Menace
Post by: RSSFeeder on 29 June 2014, 07:30:03
Confronting the Imperial Menace

A Preview of the STAR WARS (R): Age of Rebellion (TM) Roleplaying Game


“Yes! I said closer! Move as close as you can and engage those Star Destroyers at point-blank range.”

    –Lando Calrissian


You and your wingmates barely manage to evade the laser blasts fired by the trio of TIE interceptors on your backs long enough to weave through an asteroid field, only to find an Imperial Star Destroyer dropping out of hyperspace ahead of you on the opposite side…


Welcome to life in the Star Wars®: Age of Rebellion™ Roleplaying Game!


As a member of the Rebel Alliance, you’re part of an outmatched, rag-tag resistance group fighting in a civil war that spans the galaxy. Your enemies are more numerous and better funded. Their tactics rely upon the overwhelming strength of their TIEs, troopers, and Star Destroyers, and they’re everywhere.


Every hero needs a worthy adversary, and in an Age of Rebellion campaign, you’ll gain a newfound respect for the military might of the tyrannical Galactic Empire. In previous previews, we’ve looked at what it means to play a part in a war against the galaxy’s ruling government. We saw how your participation in the Rebellion effort gives meaning to your actions, and we saw how it influences your view of the galaxy.


Today, we look at the challenges ahead of you. What stands between the Rebel Alliance and galactic freedom? A horde of Imperial adversaries, and a whole navy’s worth of vehicles and starships. Altogether, the Age of Rebellion Core Rulebook features more than two-dozen pages of Imperial adversaries, vehicles, and weapons, as well as a host of others that the Empire can recruit or co-opt.



Adversaries


You’ll find entire legions of Stormtroopers, Snowtroopers, and even Dark Troopers among the various minions, rivals, and nemeses presented in the Age of Rebellion Core Rulebook. Alongside such Imperial troops, you’ll also find DeStab agents, Imperial Moffs, military informants, and TIE aces.


The Core Rulebook divides the Empire’s forces into two categories, bureaucratic and military, and the result is an Imperial menace that operates on multiple levels simultaneously. It’s not just a collection of troopers waiting to gun you down; it’s also a soul-crushing organization that looks to root out dissension, sow distrust, spread fear through the galaxy, and extinguish the last flames of hope and resistance.


Accordingly, you’ll find all the adversaries you need to enjoy a wide variety of stories, ranging from those that feature heated firefights to those that focus on the Rebellion’s efforts to rally support and acquire resources without alerting the Empire’s attention. You’ll find minions to defend your Imperial bases, and you’ll find cruel and aspiring agents capable of matching wits with the Rebellion’s greatest heroes.



Vehicles and Starships


Of course, the Empire’s military consists of more than just soldiers, pilots, commanders, and agents. Its strength stems largely from its use of powerful, technologically advanced vehicles and starships, many of which you’ll find presented in the Age of Rebellion Core Rulebook.


Imagine, for a moment, that you’re part of a Rebel strike team tasked with jamming Imperial transmissions from one of their reconnaissance outposts. At first, everything seems to go well. You get the jump on their perimeter and quickly move through a handful of defenders toward the compound’s communications array. However, as you start placing your explosives on the bunker doors, you hear the thunderous sound of something bad. One of your teammates steps around the corner and confirms your suspicions: an AT-AT has just returned to base…


It’s not impossible for Rebel characters to prevail against AT-ATs or Star Destroyers, but such situations are truly desperate and should lead your group to perform an immediate reevaluation of its tactics. Moreover, these are the sorts of situations that may punctuate the key turns of an Age of Rebellion campaign. After all, in the heat of a galactic civil war, you should expect both sides to make use of all the weapons at their disposal.


That means, too, that while the Imperials gain vehicles like the AT-AT and AT-ST, along with a veritable swarm of TIEs and capital ships, the Rebels gain the T-47 airspeeder and such classic starfighters as the X-wing, A-wing, and B-wing.


Shedding more light upon the many vehicles and starships that you’ll find in the Age of Rebellion Core Rulebook is contributing author Jason Marker:


“I'm a huge fan of starships, so when I was offered the chance to work on the serious business military ships featured in Age of Rebellion, I jumped at the chance.


Age of Rebellion is, necessarily, military-oriented and the ships included in the Core Rulebook reflect that. With them, you’ll be able to fly space superiority missions in brand new X-wings, lead a squadron of B-wings against a squadron of capital ships and turn them into hot scrap, blast swarms of TIE fighters into clouds of dust with stolen Lancer-class frigates, and generally have a great time at the controls of a spaceship.


“There’s a deep well of great Star Wars ships, ranging from tiny little scout ships to fast-attack starfighters like the X-wing to lumbering Super Star Destroyers, so one thing I really wanted was to bring the Anaxes War College into the game. Using the Anaxes War College gave the setting a more military-style system for naming and classifying ships and allowed for specific categories of ships that I could populate with a rich collection of established favorites.”


Using the Anaxes War College as a guide, the Age of Rebellion Core Rulebook categorizes the starships it presents into starfighters, gunships, cruisers, and battleships, and you’ll find starships of all sorts, ranging from the A-wing to the Imperial-class Star Destroyer. Moreover, you’ll find new rules for barrage fire that will allow you to make good use of the Core Rulebook’s capital ships in dramatic and engaging space combats.



As Jason explains, the Core Rulebook’s collection of starships also helped to establish the game’s tone:


“The Imperial Navy has the resources of the entire galaxy at its beck and call. They have the most money, the best designers, the most respected shipyards, and they can turn out ships at an incredible rate.


“On the other hand, the Alliance is using second or third-hand ships that are decades old – fighters that were old during the Clone Wars, and sub-capital cruisers and frigates that are long past their prime.


“I wanted to make it clear that the Imperial Navy was a new, shiny, deadly efficient military force and the Alliance fleet was a rag-tag collection of antiques, repurposed freighters, and salvaged warships doing the best they could in an ugly situation.”


Resist the Empire’s Tyranny


Though you manage to salvage the damaged CR90 corvette and its armaments, there’s no time to celebrate. Your hyperdrive is offline, and sensors indicate a swarm of TIEs headed your way. Quickly, your team jumps into action. Talvin races to engineering. Kyle and Pol’tura head to the nearest gunnery stations. Drezzen boosts the sensors and finds the ship that launched those TIEs – a Vindicator-class heavy cruiser. You won’t last long against that ship, especially while your corvette is already damaged. As the Vindicator rounds the desert moon, you order the gunners to lay down a blanket barrage. You’re outnumbered and outgunned, but if you can make the jump to hyperspace before you’re obliterated, you’re going to strike a major blow against the Empire…


In the Age of Rebellion Core Rulebook, you’ll find an Imperial menace worthy of the galaxy’s greatest heroes. Are you one of them? The Rebel Alliance needs you.



The Age of Rebellion Core Rulebook is due to arrive at retailers late next week. Until then, stay tuned for more information, including a preview of your adventures in Age of Rebellion!

...


Source: Confronting the Imperial Menace (http://www.fantasyflightgames.com/edge_news.asp?eidn=4899)


Title: FFG:Adventures in an Age of Rebellion
Post by: RSSFeeder on 30 June 2014, 17:30:03
Adventures in an Age of Rebellion

A Preview of the STAR WARS (R): Age of Rebellion (TM) Roleplaying Game


“You know of the Rebellion against the Empire?”

    –Luke Skywalker


In the Star Wars®: Age of Rebellion™ Roleplaying Game, you and your friends assume the roles of members of the Rebel Alliance, which is vastly outnumbered and outgunned in its war with the evil Galactic Empire.


Accordingly, you’ll play your part in reconnaissance missions, intel operations, and guerrilla operations. You may support insurgent governments or rally new recruits. You might fly to battle alongside or within capital ships, and – on rare occasions – you might even take part in a key military strike that involves the entire Rebel fleet. No matter what mission you undertake, your ultimate goals will always be to undermine the Galactic Empire and free the galaxy from its tyranny.


To kick off your adventures within the Age of Rebellion, the Core Rulebook contains the full-length, three-act adventure, Perlemian Haul. In it, you and your teammates must infiltrate an Imperial convoy and secure the cargo stored aboard one of its freighters, the Perlemian Haul.


Your task will challenge you and your fellow Rebels to navigate your way through space stations, Imperial heavy freighters, navy troopers, patrol droids, dozens of TIEs, and other hazards. If you fail, you’ll become yet another of the Rebellion’s unsung martyrs, but if you succeed, you’ll be celebrated and given the opportunity to participate in more sensitive missions. More importantly, though, you’ll have done your part to topple the evil Empire.



Contributing Author Gary Astleford on Perlemian Haul


I’ve been a fan of Star Wars since I three years old, the original film was the first movie I ever saw in a bona fide theater, and to say I was thrilled to be offered a chance to write the introductory adventure for the upcoming Age of Rebellion roleplaying game is something of an understatement.


Writing material for a relatively new game system is always interesting, and this was once again the case for Age of Rebellion as I needed the adventure to integrate a range of Careers and Specializations, as well as the Duty mechanic. While I won’t get into the specific details of the assignment, Perlemian Haul incorporates all of these, along with some intrigue, action, and suspense, plus a few surprises!



I consider myself something of an old-school Star Wars fan, so Age of Rebellion took me back to the days when blasting Vader’s minions was as commonplace as driving down to the grocery store for a gallon of milk. Its focus on the war between the Empire and the Rebel Alliance put me in familiar territory, and the game’s military stylings provide a lot of useful structure for the Player Characters. While this structure isn’t used to straightjacket the players, it allows the GM to easily present military-style scenarios wherein the PCs’ successes or failures can have very real consequences in the galactic conflict as a whole.


There’s also the matter of altruism. The characters in Age of Rebellion are fighting the good fight. They’re not putting their lives on the line for money or notoriety; they’re doing it because it’s the right thing to do. This doesn’t mean there isn’t a place for moral quandary – far from it. However, the decisions the PCs make are likely to affect more than just their own limited sphere of influence, and the results should carry beyond them to their superiors and their subordinates, at least.


In the end, I had a wonderful time designing Perlemian Haul, and I hope players find the experience as rich, rewarding, and fun as I worked to make it!



Thanks, Gary!


As the Core Rulebook’s introductory adventure, Perlemian Haul offers plenty of action for every sort of Rebel. It also provides a solid foundation for your future adventures, including any you may experience during the adventure included in the Game Master’s Kit, during Onslaught at Arda I, or throughout your home campaign.


If there’s anything that’s certain about the adventures in Age of Rebellion, it’s that there are always opportunities for heroics, so grab your blaster, don your flight suit, and join the fight against the Empire.


The Star Wars: Age of Rebellion Core Rulebook goes on sale later this week!

...


Source: Adventures in an Age of Rebellion (http://www.fantasyflightgames.com/edge_news.asp?eidn=4900)


Title: FFG:A Deadly Game
Post by: RSSFeeder on 02 July 2014, 03:30:06
A Deadly Game

Announcing the Second Chapter Pack in the Wardens Cycle

“When the snows fall and the white winds blow, the lone wolf dies, but the pack survives.”
    –George R.R. Martin, A Game of Thrones

Fantasy Flight Games is proud to announce A Deadly Game, the second Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!

A Deadly Game continues the main themes of the Wardens cycle, adding new support to trait-based decks and increasing the power of abilities such as the "limited response." In this Chapter Pack, you’ll find powerful Castle plots that trigger their effects upon moving to your used pile, even as Clansman, Dothraki, and Sand Snake decks grow in strength. From the sands of Dorne to the lofty heights of the Eyrie, every House gains new cards to strengthen their claim to the Iron Throne in this Chapter Pack.

Meanwhile, at the fortress of Riverrun, House Stark and its allies in House Tully strengthen their defenses and forge their plans to claim power and victory by winning A Deadly Game.

Manning the Walls

In A Game of Thrones: The Card Game, House Stark has a reputation for its resolute defense. A Deadly Game introduces more cards to help you maintain your defense and establish superiority on the field of battle, beginning with Tytos Blackwood (A Deadly Game, 32). Tytos Blackwood bears two beneficial traits: Lord and House Tully, allowing him to interact with cards like Hoster Tully (Lords of Winter, 21) and Shaggydog (Core Set, 11). Tytos Blackwood’s text, however, is what makes him a boon for your defensive efforts: “Response: After you win a challenge as the defender, move 1 power from the attacking player’s House card to your own.

You don’t need Tytos Blackwood to participate in the challenge to trigger his ability, so long as he’s in play. With Tytos Blackwood on your side, just successfully defending challenges brings power to your House. In addition, he bears both the stealth keyword and the text, “Immune to opponent’s events,” making him an exceptional character for foiling your opponent’s attempts to evade his watchful eyes.

As a bonus, Tytos Blackwood gains some House Tully compatriots in the Raventree Elite (A Deadly Game, 33). This Army also possesses the stealth keyword, and grants each of your House Tully characters immunity to your opponent’s triggered effects while participating in a challenge! This wide reaching effect grants you protection from tricks and traps ranging from powerful character abilities to a massive array of events.

What’s more, both Tytos Blackwood and the Raventree Elite bear the War crest, meaning they receive plenty of benefits to boost their Strength and enhance their defending power. The Power of Arms (Core Set, 200) gives you a solid Strength boost for a round, and Frozen Outpost (Lords of Winter, 26) is even more potent. And when you choose to attack with your War crest characters, Die by the Sword (Lords of Winter, 47) gives you a way to deplete your opponent’s board and destroy any opposition to your victory.

That’s not the end of House Stark’s new tools for enhancing their defenses in A Deadly Game, however. Seagard (A Deadly Game, 34) gives you yet another tool for deterring your opponent’s challenges. You may kneel this location during the challenges phase to choose a defending character, granting that character a higher Strength and the deadly keyword, potentially keeping your key characters from perishing. Even more important, if you win the challenge, you may stand Seagard, allowing you to use it again and again.

Join the Game

Do you dare to play the game of thrones? Whether you stand on the walls of Winterfell or Riverrun with House Stark, command the winds with House Greyjoy, or lead a khalasar with House Targaryen, you’ll find plenty of cards to aid you within this new Chapter Pack.

Look for A Deadly Game to expand A Game of Thrones: The Card Game in the fourth quarter of 2014!

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Source: A Deadly Game (http://www.fantasyflightgames.com/edge_news.asp?eidn=4901)


Title: FFG:Vengeance and Rage
Post by: RSSFeeder on 02 July 2014, 12:00:04
Vengeance and Rage

Preview Giants and Brother Gherinn from Crown of Destiny


Rumors are whispered throughout Terrinoth of a mystical mountain. The rumors say that anyone who finds the mountain and climbs to its summit may reshape their entire life – both past and future. You can discover the truth of these tales in the Crown of Destiny Hero and Monster Collection, an upcoming expansion for Descent: Journeys in the Dark Second Edition!


Like other Hero and Monster Collections, Crown of Destiny contains four heroes and three monster groups previously only available in the first edition of Descent. The thirteen plastic figures in this expansion feature entirely new sculpts and artwork, bringing them in line with the aesthetic of the second edition. Within this Hero and Monster Collection, you’ll find Corbin, Lindel, Jaes the Exile, and Brother Gherinn alongside two giants, three chaos beasts, and four lava beetles.


In our last preview, we took a closer took at the lava beetle monster group and at Jaes the Exile. Today, we turn to the Healer, Brother Gherinn, and to the giants that beleaguer the noble heroes.




Contains four heroes, two giants, three chaos beasts, and four lava beetles.


A Penitent Hero


Beneath his mask, Brother Gherinn’s face is scarred by the terrible burns inflicted on him by a ritual of purification. He never speaks of the man he was before that fiery ordeal, instead simply claiming that the agony was a small price to pay to gain control over his own dark nature. He now uses his mastery of unknowable energies to heal those in need and vanquish the wicked, hoping to wash away the crimes of his past. By climbing to the height of the mystical mountain, Brother Gherinn may finally find true redemption.


Brother Gherinn can prove his worth as one of your heroes in any quest. Although he is a gifted Healer by nature, he thirsts for the destruction of evil in Terrinoth and is unafraid to draw heavily on his powers to accomplish his goal. Brother Gherinn’s hero ability allows you to gain the extra damage you need to finish off monsters. Each time you attack with Brother Gherinn, after rolling dice, you may choose to suffer one damage to add one damage to the results of your attack. By triggering this ability judiciously, you can eliminate a monster who might otherwise attack on the overlord’s next turn.



Defeating a monster opens the opportunity for Brother Gherinn to use his heroic feat, allowing him to roll two red power dice. Every hero within three spaces, including Brother Gherinn, recovers health equal to the damage rolled on the dice, potentially spreading vast amounts of healing to the entire hero party. What’s more, Brother Gherinn’s healing abilities and strength in combat may prove entirely necessary if you face giants on your adventure.


The Rage of a Giant


As old and unyielding as the mountains themselves, giants are unthinkably strong, possessing enough strength to easily cast several opponents aside with a single strike. These ancient folk are intolerant of outsiders and prone to solve problems by resorting to violence rather than reason. One old giant, known as Mughin, may hold the key to finding the magical Crown of Destiny.



Giants are well-known for their massive power. These monsters are difficult to kill, and unrelenting on attack or defense. The heroes may hope to simply outrun the giants, but even that may prove to be a difficult task. All giants possess the Reach ability, allowing them to attack heroes up to two spaces away, making up for their sometimes ponderous movement. What’s more, if a giant causes damage to a hero, you may spend a surge to stun the hero, limiting him to one action on his next turn.



All giants are fearsome in battle by virtue of their enormous size. Some giants, though, are considered mighty even by giants’ standards. In battle, these master giants may spend an action to use the Sweep ability, making an attack that affects every figure within two spaces and line of sight of the master giant. Unwary hero parties that stray too near to a master giant could find the entire party knocked out by a single sweeping blow. Only the bravest of heroes can hope to stand against wrathful giants and emerge victorious.


Quest for the Crown


Your destiny in Terrinoth awaits as the outcome of your quests reshapes your life’s story. Whether you play as a hero, eager for riches and glory, or as the overlord, intent on spreading your darkness across all Terrinoth, you’ll find the heroes and monster groups to help you in this Hero and Monster Collection. Preorder Crown of Destiny at your local retailer today!


...


Source: Vengeance and Rage (http://www.fantasyflightgames.com/edge_news.asp?eidn=4902)


Title: FFG:Rules of Conduct
Post by: RSSFeeder on 02 July 2014, 20:30:03
Rules of Conduct

Download the Rules from the Foul Play Expansion for Blood Bowl: Team Manager


Well, Jim, recent efforts to enforce penalties have certainly met with mixed success.


You’re right about that, Bob. I don’t know if I’ve ever seen so many completely enraged Chaos Dwarfs.


And that’s saying something, though some teams have been getting on good terms with the new ref…


Blood Bowl becomes more wild and unpredictable than ever with the upcoming Foul Play expansion for Blood Bowl: Team Manager. In an unprecedented move, the Team Managers’ Union has introduced penalties, and while a suitably corrupt ref is helping players cheat, rumors are wild that many of this season’s Blood Bowl games will be played in brand-new stadiums.


In our last preview of Foul Play, we looked at the three new teams that make up the Putrid Players’ Guild: Chaos Dwarfs, goblins, and the servants of Nurgle. Today, we’ll bring you an inside look at the newest mechanics in Blood Bowl: Team Manager. As an added bonus, you can now download the rules (pdf, 3.1MB) for Foul Play from the Blood Bowl: Team Manager support page!


Penalize the Play


For the first time ever, Blood Bowl officials have decided to institute penalties, punishing excessive cheating. Managers in Foul Play can receive penalties in a variety of ways, including from additional cheating tokens. When a manager receives a penalty, he must draw a Penalty card from the deck, keeping it facedown until each manager’s improvement pile is revealed in the Scoreboard Phase. At this point, the card is revealed and takes effect.



Penalties can afflict managers in a variety of ways, but they share one thing in common – they’re almost never pleasant for the punished manager. You may lose fans from the Roughing the Ref penalty card, and Downsize may force you to draw fewer Staff Upgrades. Sometimes, Chaos Karma downs your players even as they tackle the opposition, and in extreme circumstances, a Red Card removes a Star Player from your roster!


Corrupt Judgments


Blood Bowl officials may hope to reduce cheating through the introduction of penalties, but enterprising teams find ways to cheat more and cheat better by enlisting the aid of a corrupt ref. As teams prepare for kickoff, the corrupt ref is placed by the first manager at any matchup’s midfield. Whenever you commit a player to a matchup with the corrupt ref, you immediately receive a faceup cheating token, allowing to know the effects of the cheating token ahead of time and plan accordingly.



After the corrupt ref dispenses a faceup cheating token to the player just committed to his matchup, he heads elsewhere, moving from matchup to matchup as shown by the diagram above. The corrupt ref always moves toward the Spike! Magazine deck, and he moves a number of spaces equal to the Star Power of the player committed to his last matchup. In the example above, a Bull Centaur with a Star Power of three was played to the corrupt ref’s matchup. The corrupt ref moves three spaces, moving toward the Spike! Magazine deck. When he can move no closer, he returns to the space farthest from the deck, and begins to move towards the deck once more.


After the Scoreboard phase begins, the corrupt ref punishes those who refused to work with him by issuing a penalty to each manager at his matchup who doesn’t have a player with a faceup cheating token. Then, the corrupt ref removes all faceup cheating tokens from the matchup before they take effect. By playing your team well and planning ahead, you can use the corrupt ref to neutralize faceup cheating tokens that would harm you, or to remove faceup cheating tokens that could help your opponent.


Into the Stadiums


In this season of Blood Bowl: Team Manager, matchups are hosted in a variety of new stadiums. Stadiums offer a location for your struggles against other teams at matchups. In addition, stadiums offer both sides a bonus by granting an extension to your team zone payout. The bonuses to be added to a team zone payout are shown on the stadium card and remain constant, no matter which matchup is played in that stadium.



Each stadium also has its own unique restrictions. The Barak-Varr Bowl, for example, bans players from using the regeneration skill while committed to a matchup there. Other stadiums have even more exotic conditions. The Aldorf Oldbowl requires all players to have at least two Star Power, whereas the Nehekhara Death Dome allows no more than two players per side. Of course, it wouldn’t be Blood Bowl if teams had to play by the rules! You always have the option to ignore the stadium’s restrictions, but if you commit a player that breaks the stadium’s rules, you must take a penalty card.


Take Your Positions


Penalties await team managers that break the rules in Foul Play, but as usual, there are ways to get around restrictions. Head to the stadiums, gather your players, and get on the ref’s good side. A new season of Blood Bowl arrives in Foul Play!


Download the rules from the support page, then pre-order your copy at your local retailer today.


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Source: Rules of Conduct (http://www.fantasyflightgames.com/edge_news.asp?eidn=4903)


Title: FFG:Manifest the Power of Chaos
Post by: RSSFeeder on 03 July 2014, 05:00:04
Manifest the Power of Chaos

A Preview of Apotheosis and Possessed Heretics in The Tome of Decay


One ultimate ambition consumes every Heretic serving the Chaos gods: to rise to Daemonhood. In The Tome of Decay supplement for Black Crusade, you’ll find two ways to acheive this lofty goal. You must choose whether to take the long, slow path to Apotheosis and become a Daemon Prince, or to quickly gain power at the cost of your life by becoming a Possessed Heretic. Today, contributing writer Tim Cox explores both options and the unmatched Daemonic power you access through them.


Tim Cox on Possessed Heretics and Apotheosis


In The Tome of Decay, I worked on something that players have looked forward to since the release of Black Crusade: rules for playing Daemonic characters. In fact, The Tome of Decay offers a Heretic two new ways to embrace Daemonic existence and become closer to the gods. He might fulfil the ultimate goal of any Heretic by obtaining Apotheosis – elevation to the form of a mighty Daemon Prince – or he can succumb the quick route to power by inviting a Daemon to possess his body.


It was very important to me that the rules for Possessed Heretics and Apotheosis offer Daemon Princes and Possessed Heretics very different play experiences. Becoming a Daemon Prince is a huge accomplishment, and begins the Heretic’s eternity as an immortal Daemon. Possession offers a quicker path to power, but ultimately dooms the Heretic to destruction.



Possessed by the Warp


Any Heretic can become a Possessed Heretic through the Ritual of Possession. By doing so, the Heretic gains the strength, resilience, and Warp-born powers of a Daemon, but the Heretic must pay a steep cost. A Possessed Heretic retains most of his mind and personality, but must wage a constant battle for control of his body against the Daemon inside him. If the Heretic acts in opposition to the nature of the Daemon, he risks losing control of his body to the Warp entity within.


Rather than merely mutating with increased Corruption, a Possessed Heretic displays a host of potent abilities, called Daemonic Manifestations. These Daemonic Manifestations reflect the nature of the Daemon, and as the Heretic gains Corruption, the Daemon exerts more influence over the Heretic’s form, granting Manifestations such as a Chaos Aura to deflect attacks or deadly Rending Talons.


Of course, the Warp is fickle, and when you gain a new Daemonic Manifestation, you randomly generates the result. If you’re willing to take additional Corruption, however, you can bargain with the Daemon and modify the result. In fact, you can modify the result as much as you want, but you gain Corruption equal to the difference! This is just one of several ways that possession increases the rate at which a Heretic gains Corruption.



For a Possessed Heretic, gaining Corruption is both positive and negative. More Corruption means more powerful Daemonic abilities and Manifestations, but it also brings the Heretic closer to destruction. The further he advances along the Possession Track, the more opportunities a character has to take Corruption in exchange for additional benefits. Instead of achieving Apotheosis or transformation into a Chaos Spawn upon reaching 100 Corruption Points, the Daemon takes full control of the Heretic, consuming his soul. But for those truly devoted to the Dark Gods, this is a joyous fate!


A Prince of Chaos


Nearly all Chaos champions aspire to Apotheosis, but only the tiniest fraction ever achieve the mantle of Daemon Prince. Whereas possession allows an existing Daemon to inhabit a mortal body, a Heretic who achieves Apotheosis receives the ultimate blessing of his god, becoming a Daemon in his own right and leaving mortality behind. The basic requirements for becoming a Daemon Prince were explained in the Black Crusade Core Rulebook, and now players have rules and guidance for what happens next, allowing them to play as Daemon Princes for the first time.


Unsurprisingly, Daemon Prince characters are incredibly powerful, a fact reflected by a number of new Traits and special rules. In addition, a Daemon Prince gains one or more special rules corresponding to the Heretic’s patron god. For instance, a Daemon Prince of Nurgle can choose Aura of Pestilence, inflicting a penalty to all Toughness Tests for mortals in his vicinity.


Although Daemon Princes continue to accrue Infamy, they no longer gain or lose Corruption. As entities of the Warp, they are corruption incarnate! Instead, Daemon Princes gather a new resource, Favour, which represents the esteem of the Prince’s patron god. Daemon Princes can spend Favour to obtain Daemonic Gifts, powerful abilities granted directly by their patron Chaos God. For mortal beings, the gifts of the gods are subject to the whims of Dark Powers, but Daemon Princes control how the Warp manifests through them, and can select any Daemonic Gift they can afford.


A Daemon Prince gains Favour by completing acts worthy of his prowess and advancing his patron god’s agenda, whether by defeating the Daemonic armies of a rival god or corrupting the forces of humanity’s protectors. The expectations placed on Daemon Princes are high, however, and a Daemon Prince who fails in the eyes of his patron loses Favour.


Playing with a Daemon Prince at the table represents exciting new opportunities and challenges for both the GM and players. Although few opponents can stand against a Daemon Prince in combat, he must seek out worthy challenges or risk disappointing his patron god and suffering punishment. Daemon Princes are expected to wage wars against mortal and Daemonic foes, and even launch Black Crusades in the name of Chaos. Of course, Daemon Princes also face certain limitations in the physical universe, both due to their nature as Daemons and their size when manifest in reality.  The inclusion of a Daemon Prince radically changes the nature of a Black Crusade campaign, but opens countless possibilities in the Screaming Vortex and beyond.


Thanks, Tim!


Whether you rise to godhood through Apotheosis or undergo the Ritual of Possession, you’ll find ways to acheive greater infamy than ever with The Tome of Decay. Declare your service to the gods of Chaos, and preorder The Tome of Decay at your local retailer today!


...


Source: Manifest the Power of Chaos (http://www.fantasyflightgames.com/edge_news.asp?eidn=4904)


Title: FFG:Manifest the Power of Chaos
Post by: RSSFeeder on 03 July 2014, 22:00:02
Manifest the Power of Chaos

A Preview of Apotheosis and Possessed Heretics in The Tome of Decay

One ultimate ambition consumes every Heretic serving the Chaos gods: to rise to Daemonhood. In The Tome of Decay supplement for Black Crusade, you’ll find two ways to acheive this lofty goal. You must choose whether to take the long, slow path to Apotheosis and become a Daemon Prince, or to quickly gain power at the cost of your life by becoming a Possessed Heretic. Today, contributing writer Tim Cox explores both options and the unmatched Daemonic power you access through them.

Tim Cox on Possessed Heretics and Apotheosis

In The Tome of Decay, I worked on something that players have looked forward to since the release of Black Crusade: rules for playing Daemonic characters. In fact, The Tome of Decay offers a Heretic two new ways to embrace Daemonic existence and become closer to the gods. He might fulfil the ultimate goal of any Heretic by obtaining Apotheosis – elevation to the form of a mighty Daemon Prince – or he can succumb the quick route to power by inviting a Daemon to possess his body.

It was very important to me that the rules for Possessed Heretics and Apotheosis offer Daemon Princes and Possessed Heretics very different play experiences. Becoming a Daemon Prince is a huge accomplishment, and begins the Heretic’s eternity as an immortal Daemon. Possession offers a quicker path to power, but ultimately dooms the Heretic to destruction.

Possessed by the Warp

Any Heretic can become a Possessed Heretic through the Ritual of Possession. By doing so, the Heretic gains the strength, resilience, and Warp-born powers of a Daemon, but the Heretic must pay a steep cost. A Possessed Heretic retains most of his mind and personality, but must wage a constant battle for control of his body against the Daemon inside him. If the Heretic acts in opposition to the nature of the Daemon, he risks losing control of his body to the Warp entity within.

Rather than merely mutating with increased Corruption, a Possessed Heretic displays a host of potent abilities, called Daemonic Manifestations. These Daemonic Manifestations reflect the nature of the Daemon, and as the Heretic gains Corruption, the Daemon exerts more influence over the Heretic’s form, granting Manifestations such as a Chaos Aura to deflect attacks or deadly Rending Talons.

Of course, the Warp is fickle, and when you gain a new Daemonic Manifestation, you randomly generates the result. If you’re willing to take additional Corruption, however, you can bargain with the Daemon and modify the result. In fact, you can modify the result as much as you want, but you gain Corruption equal to the difference! This is just one of several ways that possession increases the rate at which a Heretic gains Corruption.

For a Possessed Heretic, gaining Corruption is both positive and negative. More Corruption means more powerful Daemonic abilities and Manifestations, but it also brings the Heretic closer to destruction. The further he advances along the Possession Track, the more opportunities a character has to take Corruption in exchange for additional benefits. Instead of achieving Apotheosis or transformation into a Chaos Spawn upon reaching 100 Corruption Points, the Daemon takes full control of the Heretic, consuming his soul. But for those truly devoted to the Dark Gods, this is a joyous fate!

A Prince of Chaos

Nearly all Chaos champions aspire to Apotheosis, but only the tiniest fraction ever achieve the mantle of Daemon Prince. Whereas possession allows an existing Daemon to inhabit a mortal body, a Heretic who achieves Apotheosis receives the ultimate blessing of his god, becoming a Daemon in his own right and leaving mortality behind. The basic requirements for becoming a Daemon Prince were explained in the Black Crusade Core Rulebook, and now players have rules and guidance for what happens next, allowing them to play as Daemon Princes for the first time.

Unsurprisingly, Daemon Prince characters are incredibly powerful, a fact reflected by a number of new Traits and special rules. In addition, a Daemon Prince gains one or more special rules corresponding to the Heretic’s patron god. For instance, a Daemon Prince of Nurgle can choose Aura of Pestilence, inflicting a penalty to all Toughness Tests for mortals in his vicinity.

Although Daemon Princes continue to accrue Infamy, they no longer gain or lose Corruption. As entities of the Warp, they are corruption incarnate! Instead, Daemon Princes gather a new resource, Favour, which represents the esteem of the Prince’s patron god. Daemon Princes can spend Favour to obtain Daemonic Gifts, powerful abilities granted directly by their patron Chaos God. For mortal beings, the gifts of the gods are subject to the whims of Dark Powers, but Daemon Princes control how the Warp manifests through them, and can select any Daemonic Gift they can afford.

A Daemon Prince gains Favour by completing acts worthy of his prowess and advancing his patron god’s agenda, whether by defeating the Daemonic armies of a rival god or corrupting the forces of humanity’s protectors. The expectations placed on Daemon Princes are high, however, and a Daemon Prince who fails in the eyes of his patron loses Favour.

Playing with a Daemon Prince at the table represents exciting new opportunities and challenges for both the GM and players. Although few opponents can stand against a Daemon Prince in combat, he must seek out worthy challenges or risk disappointing his patron god and suffering punishment. Daemon Princes are expected to wage wars against mortal and Daemonic foes, and even launch Black Crusades in the name of Chaos. Of course, Daemon Princes also face certain limitations in the physical universe, both due to their nature as Daemons and their size when manifest in reality.  The inclusion of a Daemon Prince radically changes the nature of a Black Crusade campaign, but opens countless possibilities in the Screaming Vortex and beyond.

Thanks, Tim!

Whether you rise to godhood through Apotheosis or undergo the Ritual of Possession, you’ll find ways to acheive greater infamy than ever with The Tome of Decay. Declare your service to the gods of Chaos, and preorder The Tome of Decay at your local retailer today!

...


Source: Manifest the Power of Chaos (http://www.fantasyflightgames.com/edge_news.asp?eidn=4904)


Title: FFG:Enter the Age of Rebellion
Post by: RSSFeeder on 04 July 2014, 06:30:03
Enter the Age of Rebellion

The Core Rulebook, Game Master's Kit, and Roleplaying Dice Are Now Available


Join the Rebel Alliance!


The Star Wars®: Age of Rebellion™ Core Rulebook, Star Wars®: Age of Rebellion™ Game Master’s Kit, and Star Wars® Roleplaying Dice are now available at your local retailer and online through our webstore.


Pick up your copies today, and play your part in the war for galactic freedom!


What Is the Age of Rebellion?


In the Age of Rebellion roleplaying game, you’re part character, part storyteller, and part improvisational actor. You simultaneously create and play through fantastic Star Wars stories filled with action, suspense, drama, and combat.


As part of the Rebel Alliance, the characters you and your friends invent are working to overthrow the repressive, authoritarian Galactic Empire and its evil Emperor. Your missions will likely result in confrontations with more than a few stormtroopers, bounty hunters, and Imperial villains. You might wage guerrilla warfare across the galaxy. You might infiltrate an Imperial base to secure crucial intelligence. You might assist in the design of a new Rebellion starfighter. Whatever you do, the fate of the galaxy rests in your hands.



To play Age of Rebellion, you need your imagination, your friends, and the Core Rulebook. This beautiful, 464-page hardbound volume provides everything that both players and Game Masters need to begin dramatic Star Wars adventures set in the midst of the Galactic Civil War:



       
  • Concise rules for character generation and advancement.

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  • Clear descriptions of the game’s skills and talents.

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  • Convenient charts of weapons, gear, devices, starships, and vehicles.

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  • Rules for conflict, combat, and Force-Sensitive Emergents in an Age of Rebellion campaign.

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  • Extensive background information on the Star Wars universe, including a history of the Rebel Alliance and its tactics, as well as pertinent information on the powerful Empire.

  •    
  • A wealth of advice for GMs on creating and running an Age of Rebellion campaign.

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  • A complete, introductory adventure to launch players into action!


The Age of Rebellion Game Master’s Kit


With its GM screen, three-act adventure, and optional rules for fighting in squads and squadrons, the Age of Rebellion Game Master’s Kit is an excellent accessory for GMs looking to expand and improve their Age of Rebellion campaigns.



Featuring Luke Skywalker, Darth Vader, and a stormtrooper on a bold and iconic piece of Star Wars artwork, the GM screen included in the Game Master’s Kit helps to establish the tone of your gaming session even as it shields your adventure’s surprises from Rebel eyes. Moreover, on the GM’s side of the screen, you’ll find many of the game’s rules summarized for quick reference, including an interpretation of the game’s custom dice results, quick descriptions of different item qualities, and critical hit tables for both characters and vehicles.


In its adventure, Dead in the Water, the Game Master’s Kit gives player characters the chance to negotiate on the Alliance’s behalf for a cargo of droids. Of course, nothing is as easy as it seems, and players will have plenty of chances to use their wits and their blasters.


Additionally, the Game Master’s Kit introduces optional rules for running military squads and squadrons in your Age of Rebellion adventures. These rules allow players to organize minion groups under the leadership of player characters or powerful NPCs. These minion groups can then fly or fight in various formations, each of which grants different bonuses.


Star Wars Roleplaying Dice


Star Wars® Roleplaying Dice help translate the dramatic twists and turns of the Star Wars movies to your games of Age of Rebellion. Better yet, because FFG’s three Star Wars roleplaying systems are fully cross-compatible, you can also use the same dice in your games of Star Wars®: Edge of the Empire™ and the upcoming Star Wars®: Force and Destiny™.



Star Wars Roleplaying Dice come fourteen to a pack and allow players and GMs to quickly determine the success or failure of actions in the game, while advancing the story’s narrative with advantages and threats.


One galaxy. Three games. One set of dice.


Resist the Evil Empire!


The galaxy needs heroes. Now you can become one. The Star Wars: Age of Rebellion Core Rulebook, Star Wars: Age of Rebellion Game Master’s Kit, and Star Wars Roleplaying Dice are now available at your local retailer and online through our webstore!

...


Source: Enter the Age of Rebellion (http://www.fantasyflightgames.com/edge_news.asp?eidn=4905)


Title: FFG:Made Ta Fight and Win
Post by: RSSFeeder on 04 July 2014, 15:00:03
Made Ta Fight and Win

Preview the Ork Faction from Warhammer 40,000: Conquest


“We’re da best. Think different do ya? Come and have a go then, ya runty little wimp!”

   –Gasgrakh, Goff Nob


In the strategically critical Traxis sector, the powers of the galaxy do battle, crafting plans, leading armies, and claiming glory and victory. Warhammer 40,000: Conquest invites you to take control of these factions and clash at countless planets, destroying all opposition in the name of conquest.


Past previews of Warhammer 40,000: Conquest took a closer look at the mechanics of gameplay, ranging from the deployment of armies, to the command struggle for resources and card draw, to battles that rage across the sector. We also examined an in-depth example of a battle at one planet. Most recently, we’ve begun our exploration of factions within the game, beginning with the warriors of the Space Marines, and moving on to the armed forces of the Imperium, the Astra Militarum.


Today, however, our preview moves away from the civilized reaches of the Imperium of Man, outward into the grim darkness of space. Amid the stars, there are few forces more wild and brutal than those of a fully fledged Ork Waaagh! Read on to preview the brute ferocity of the Orks and get ready to smash some ‘umies!



Waaagh! WAAAGH!!


The Warboss commanding the Ork forces in the Warhammer 40,000: Conquest Core Set is Nazdreg (Core Set, 3), a fearsome warrior of almost colossal intelligence (for an Ork). Any Ork knows that if you get hit, you just hit back harder, and Nazdreg helps you do just that with his special ability. When Nazdreg leads your armies into battle at a planet, every other unit receives the Brutal keyword, meaning that a unit gains +1 ATK for each damage on it. With this keyword enabling your armies, your opponent won’t be able to hit you without fearing your quick reprisal.


The cards of Nazdreg’s signature squad help you incite your Orks even more, beginning with four copies of Nazdreg’s Flash Gitz (Core Set, 54). This army unit allows you to take a potent Combat Action, dealing this unit a damage to ready it. Damaging a unit to ready opens up plenty of opportunities for striking in quick succession, but when you add the fact that Nazdreg’s Flash Gitz may gain Brutal from your warlord, you have a deadly army that only becomes more dangerous as you use its ability.


The next card in Nazdreg’s signature squad is a support entitled Kraktoof Hall (Core Set, 55). During the combat phase, you may exhaust this support to move one damage from a unit you control to another unit at the same planet. Combined with the Brutal keyword granted by Nazdreg, this support allows you to get the maximum benefit out of every point of damage. Whether you shift damage among your own units to take full advantage of Brutal, or move damage to your opponent to pick off the weak, Kraktoof Hall’s advantages are readily apparent.


Next in the signature squad are two copies of the Bigga Is Betta (Core Set, 56) event card. This event is free to play and reads “Interrupt: When you deploy an Ork unit, reduce its cost by 2. Deal 1 damage to that unit after it enters play.” In general, the downside of the Brutal keyword is that you must wait unit your unit has been attacked for Brutal to take effect. With Bigga Is Betta, though, you can get your Orks into play for cheaper and ensure that if Nazdreg is at their planet, they’ll already be getting a bonus from Brutal.


Cybork Body (Core Set, 57) is the final card in the signature squad, and it is an attachment for one of your army units. By granting one of your armies a Cybork Body, you double that unit’s hit points! Not only does this attachment ensure the longevity of one of your powerful armies, it also enables you to take even more damage on that unit, getting more and more attack power out of Brutal.


Dakka Dakka Dakka!


Your options for inciting your Orks to greater heights of carnage are not limited to Nazdreg’s signature squad. The Weirdboy Maniak’s (Core Set, 60) uncontrollable Psyker powers grant you new options for gaining the upper hand. Whenever a Weirdboy Maniak enters play, you may deal one damage to each other unit at the planet. Not only will this damage weaken the opposition for your incoming onslaught, it can give your units added striking power or even other abilities.


One army unit that gains drastic benefits from being damaged is the Bad Dok (Core Set, 65). While undamaged, this unit possesses a fairly typical one command icon, but while damaged, the Bad Dok gains three more command icons, making him the Ork army unit with the most command icons! The Bad Dok is an excellent choice for winning the command struggle, assuming you can find a way to damage him first.


If you need to generate more damage to carry a battle in your favor, you could do worse than to use the Battle Cry (Core Set, 70) event. This event can only be played during a battle, and it grants every Ork unit you control +2 ATK until the end of the battle! With that much extra damage coming at your opponent, even his shield cards won’t be able to completely prevent your attacks.


A final method for spreading damage across the battlefield is the Ork Kannon (Core Set, 74). This support card can be triggered during the combat phase to target a planet and force both players to deal one indirect damage among the units they control at that planet. Indirect damage is assigned by each player to units they control, and by using the Ork Kannon, you can whittle away at your opponent’s forces while enraging your Greenskins even further.


Smash Da ‘Umies!


Lead your Orks into the glories of combat in Warhammer 40,000: Conquest, and overwhelm the planets of the Traxis sector beneath a green tide of rage. Check back next time for our preview of the Chaos faction and preorder Warhammer 40,000: Conquest at your local retailer today!


...


Source: Made Ta Fight and Win (http://www.fantasyflightgames.com/edge_news.asp?eidn=4906)


Title: FFG:Dark Pursuits
Post by: RSSFeeder on 07 July 2014, 19:30:03
Dark Pursuits

Preview the Adventure from the Dark Heresy Second Edition Core Rulebook



In the grim darkness of the 41st millennium, the safety of the Imperium is threatened from every side. The spawn of the Warp seek constantly to bring the Imperium to chaos and ruin, and the hearts of men are a fertile ground for sowing corruption. Outside the bounds of the Imperium, xenos species lurk, waiting for a moment of weakness in which to pounce.


Dark Heresy Second Edition casts you and your friends into the roles of Acolytes, tasked with standing firm against these threats, and the Core Rulebook brings the horrors of serving the Inquisition to life in its adventure, Dark Pursuits. You and your fellow Acolytes must investigate the Faceless Trade, a massive network of criminal cartels and smuggling operations dedicated to transporting and selling heretical objects. Your task is to investigate the origin and the destination of these forbidden artefacts and exterminate the heretics who dare to trifle with these powers.


Today, contributing writer Tim Cox shares his experiences from creating the Dark Pursuits adventure for your exploits in the Askellon sector.


Tim Cox on Developing the Dark Pursuits Adventure


As the introductory adventure included in the Dark Heresy Second Edition Core Rulebook, Dark Pursuits allows your group to start a campaign quickly, while simultaneously introducing Game Masters and players to the central theme of Dark Heresy. In this adventure, an ongoing investigation thrusts the Acolytes into action uncovering the secrets of a multi-headed conspiracy and a singular powerful foe. New players will quickly learn that traitors are everywhere, and that Acolytes can only rely on themselves to overcome the threats at hand. The Acolytes’ actions illuminate the heresies they face and reveal greater threats waiting in the shadows.



In this adventure, the Acolytes’ Inquisitor tasks them with investigating the source of foul xenos artefacts discovered in the Apex of Hive Desoleum, and any possible connection between the artefacts and a series of mysterious deaths. Most importantly, the Acolytes must uncover how these heretical items enter the hive city and stop those responsible. The investigation brings players into conflict with a vast smuggling cartel that deals in the most dangerous proscribed items, as well as a dangerous outcast eager to purchase the most heretical objects. Simply coming into contact with these artefacts could endanger an Acolyte’s soul, and before the adventure ends, the Acolytes must confront an ancient and corrupting evil that could damn all of Desoleum.


The Acolytes must maintain their focus on the most compelling heresies they find, carefully choosing their battles as they witness the crime and depravity that runs rampant amongst the citizens of the decaying hive. Focusing on petty crimes or even lesser heresies costs the Acolytes valuable time that they cannot afford. The mark of a great Acolyte or Inquisitor is the understanding and will to choose his battles. Visiting justice on the sadistic Babyfaces hive gang might seem noble, but by doing so, the Acolytes might allow a deadly arch-heretek to finish his dark dealings.


Enter the Hive


The Dark Pursuits adventure takes place within Hive Desoleum, a decaying hive planet and a home to hundreds of billions. The Acolytes’ investigation takes them from the heights of the Apex to the lawless borderland between Desoleum City and the underhive, before finally arriving at Gyre Voidport, a massive complex adjoining the hive proper. The towering voidport reflects the structure of the hive itself, with millennia of construction layered upon the original foundation, and dark things lurking in ancient loading tunnels and forgotten maintenance shafts. Here, the Acolytes gain additional insights into smuggling activity of the Faceless Trade, and must race to halt the delivery of an impossibly dangerous cargo. Corruption is everywhere in Hive Desoleum, from the manses of Apex nobility to the dangerous border territory of Three Stakes’ Rest.


One of my favourite things about writing for Dark Heresy is exploring the locations and individuals that make up the everyday workings of the Imperium’s worlds. In this case, I was focused on Hive Desoleum and its residents, and throughout the adventure, I tried to capture the sights, sounds, and smells of one of the sector’s major hive worlds. I spent a lot of time poring over classic Warhammer 40,000 artwork, in particular the art of John Blanche, to get the right feel for the city and its inhabitants.


As an example of this, Gyre Voidport plays a large part in the Dark Pursuits adventure, which meant thinking about how a major hive world’s primary voidport might work, and what Acolytes might experience when they visit. In the case of Port Gyre, the port is physically separated from the rest of the hive. This voidport features security checkpoints and the gargantuan bureaucracy of the Officio Auctoriate Porteus to oversee business, but the ancient tunnels honeycombing the structure and corruption amongst the Auctoriate allow a brisk trade in smuggled goods. It is the darkest and most dangerous of this smuggling that brings the Acolytes to the port.


Continue Your Adventures


Dark Pursuits introduces players and GMs to the Askellon sector, the setting for Dark Heresy Second Edition, and some of the new dangers that threaten humanity’s survival. Although Acolytes only confront a small sliver of these dangers during the adventure, the experience alerts them to wider heresies. By the end of the adventure, Acolytes have several potential avenues for follow-up investigations, any of which might form the starting point for their next adventure.


Hive Desoleum also serves as the focus for the NPCs and Adversaries chapter of the Dark Heresy Second Edition Core Rulebook, giving GMs an extensive variety of additional NPCs and groups to insert into the Dark Pursuits adventure if desired. Hive Desoleum also receives a detailed write-up in the chapter focused on the Askellon Sector, as well as some unique vehicles and items described in the Armoury chapter. Altogether, this wealth of information on Desoleum allows GMs to bring the hive city to life, immersing players in the world of Dark Heresy and opening the gates for dozens of continuing adventures following the events of Dark Pursuits.


I hope that both new and experienced Dark Heresy players will enjoy this adventure as a starting point for their adventures in the Askellon Sector. I look forward to hearing how different groups tackle the investigation and the many challenges awaiting their Acolytes!


Thanks, Tim!


Untold adventures lie before you in Hive Desoleum. Will you exterminate the Faceless Trade and the ancient evils within Desoleum, or will your Dark Pursuits lead you to your destruction? Preorder your copy of the Dark Heresy Second Edition Core Rulebook today, and watch for more designer diaries in coming weeks!


...


Source: Dark Pursuits (http://www.fantasyflightgames.com/edge_news.asp?eidn=4907)


Title: FFG:Right on Target
Post by: RSSFeeder on 08 July 2014, 04:00:03
Right on Target

Dungeon Fighter Is Back in Stock

 

Take aim at mythical monsters in Dungeon Fighter!

In this collaborative board game, up to six players take on the role of unproven heroes, fighting their way through a perilous dungeon. You’ll need bravery and dexterity to make it out alive.

The Dungeon Is Dark and Full of Monsters

In every one of the dungeon’s gloomy chambers lurks a sinister and quirky monster, such as the Educated Orc, who threatens to clobber you with both his club and his intellect, or the Vocal Vampire, who would bite you if she could stop singing. You must attack and defeat every monster you encounter in order to move forward. The closer you get to daylight, the more ferocious the monsters become.

As in many other games, you attack a monster by throwing dice. But Dungeon Fighter is dexterity-based: an attack’s success is determined by how a single die is thrown and where it lands. Each ring on the target-shaped game board gives you a different number of hit points, with holes in the target adding to the challenge. In the beginning of the game, you might need a few tries to land a die on the target. Your persistence will be rewarded: soon you’ll be rejoicing as you score a hit with almost every throw. At that point you’ll be eager to try scoring a hit with your eyes closed, or bouncing the die onto the board off of the back of a playing card. After all, the harder the battle, the sweeter the triumph.

Even seemingly harmless monsters like the Cute Bear and the Annoying Drunkard may take more than one throw of the die to overcome. Then, once you’ve defeated a monster, you will have to choose which path to follow next. Do you pass through the room where players have to turn their backs to the table when they throw the die, or the room where the die must be spun instead of thrown? No matter which way you turn, unknown dangers await.

Second Room to the Right and Straight on till Shopping

Fortunately, there is a handy equipment shop located in each level of the dungeon. As you defeat monsters, you will acquire gold from them that you can use in these shops to buy weapons, shields, and potions. The king may have locked the heroes up in a dark subterranean dungeon, but not without providing them the chance to buy equipment for defending themselves and restoring their health.

Potions, such as the Eau de Napalm, can only be used once, so heroes should strategically save them for a critical moment. Shields and armor can be used repeatedly to protect their wearer from taking damage in battle. Weapons increase the amount of damage done in an attack, but they also require complicated dice throws. A sword is only as good its bearer, and the swords in Dungeon Fighter can only be used by bearers who are able to land the die on the target while jumping into the air or kneeling beneath the table.

You Shall Not Pass – Without Laughing!

While moving through the dungeon’s third level, you may find yourself grinning at the fact that the Minotaur is disoriented and consulting a map. The Exterminator that you purchased in the shop looks suspiciously like a fly-swatter, and for some reason the shop sells mostly worn-out Second-Hand Shields. As you’re figuring out how to throw dice from underneath your leg, you may pause to wonder why Sir Moo is inhaling milk, or how exactly Lady Mary became so good at winning monsters’ hearts. Dungeon Fighter’s humorous touches will make you smile as the game challenges your dexterity, your bravery, and your luck.

Whether navigating the dungeon solo, or with a group of your most valiant friends, you will be entertained by Dungeon Fighter.  Look for it at your local games retailer today, or order your copy through our online store!

...


Source: Right on Target (http://www.fantasyflightgames.com/edge_news.asp?eidn=4908)


Title: FFG:Guardians of Deephall
Post by: RSSFeeder on 08 July 2014, 12:30:03
Guardians of Deephall

Announcing an Upcoming Hero and Monster Collection for Descent Second Edition


The stronghold of Deephall was once home to a thriving, peaceful community, but now, the mountain city lies under constant threat of invasion. A horde of undead, led by dark priests, attacks Deephall constantly. These unending attacks deplete the city’s guards and erode the peoples’ resolve. Four heroes are all that stands between Deephall and the city’s extinction.


Fantasy Flight Games is proud to announce the Guardians of Deephall Hero and Monster Collection for Descent: Journeys in the Dark Second Edition!


The mountain village of Deephall lies in desperate danger. In Guardians of Deephall, you’ll find four heroes and three monster groups to decide the future of Deephall. These figures were previously only available in the first edition of Descent, but are now brought in line with second edition aesthetics through reimagined figure sculpts and artwork.


Four heroes leap to the defense of Deephall in this Hero and Monster Collection lending their skill with arms and their magical prowess to the city’s defense. You’ll find the orc warrior Mordrog battling in the front lines alongside Lord Hawthorne. At the same time, Sahla, a gifted Healer, focuses his power by channeling the strength of other heroes, even as the deadly assassin known as Silhouette uses her stealth and cunning to cut her enemies down.


The evil forces of the overlord array themselves against these heroes. Dark priests spearhead the attack on Deephall, using their knowledge of the arcane to deadly effect. The key to Deephall’s trials, however, lies in the icy caves of the mountains, guarded by ferocious wendigos and crypt dragons.




Contains four heroes, four dark priests, three wendigos, and two crypt dragons.


The battle for Deephall’s fate plays out in two entirely new quests. In Guardians of Deephall, the heroes must defend the walls of Deephall against a seemingly endless assault of undead and dark priests. Then, in The Curse of Iona, the hero party must venture into the icy lair of a dragon sorceress to reclaim a pendant that may be Deephall’s salvation.



Gifts of a Healer


Four heroes rush to defend the city of Deephall, and one of these heroes is Sahla, a Healer greatly experienced in complementing his hero party. As the youngest of seven brothers, Sahla spent much of his childhood imitating his elder siblings. When he was only fourteen, he set out on a pilgrimage of self-discovery to the Blessed Valley, and while drinking from a stream, he saw his own reflection fade from the water. From that moment, he knew that healing other’s afflictions and drawing upon their strengths led to his fullest power.


In your games of Descent, Sahla can prove a great helper. This Healer’s hero ability gives you the potential to turn detrimental conditions into potent weapons against the overlord. At the start of Sahla’s turn, you may test his Willpower. If you pass, you may discard a condition from any figure within three spaces of Sahla, then choose a figure within three spaces to gain that condition. Since a host of monsters possess the ability to poison, stun, immobilize, or inflict another condition, Sahla’s hero ability forces the overlord to either disregard these abilities, or see them turned against his own monsters.



Sahla’s heroic feat offers you another way to outwit the overlord by ensuring that the right hero is always in position. By triggering Sahla’s heroic feat at the start of your turn, you may choose a hero in your line of sight, and use one of his Class cards as if it were your own. By using this heroic feat at the ideal time, Sahla can channel another hero’s power, thwarting the overlord’s plans and keeping your heroes working towards the quest’s objective.


Servants of Dark Gods


Within the Guardians of Deephall Hero and Monster Collection, you’ll find three unique monster groups devoted to the downfall of Deephall. As dark priests lead hordes of undead against the walls of the city, crypt dragons and the terrifying wendigos guard the dark secret to Deephall’s peril.


No mortal knows whether the dark priests are undead themselves, or are so twisted by prayers and rituals to dark gods that they are no longer recognizable as living. It is only known that disease, curses, and hordes of undead follow a dark priest wherever his evil journeys may take him. Now, dark priests command a horde of undead that strives daily to breach the walls of Deephall.


The cadre of dark priests attacking the mountain city can prove a deadly obstacle to any hero party, as they heal your monsters and undermine the heroes’ options. Dark priests excel at fighting at range, and can spend a surge to deal more damage, in addition to utilizing the Dark Prayer ability. By entreating their gods, a dark priest can force a hero within five spaces to test his Willpower. If the hero fails, he must take a fatigue, draining him of the ability to trigger Class cards or gain extra movement.



Master dark priests are privy to even deeper secrets of their cult, giving them the ability to spend an action using the Heal ability. Heal allows a master dark priest to restore health to a nearby monster equal to the result of a red die roll, keeping your monsters alive and attacking the heroes. As an added bonus, master dark priests bear the Horrifying ability, meaning that each hero adjacent to a master dark priest suffers from lowered Willpower, making him even more susceptible to the influence of a Dark Prayer. If these monstrous clerics have their way, all of Deephall will be sacrificed to the evil gods they serve.


The Fate of the City


The city of Deephall has long resisted the monsters that beseige it, but its defenders are running out of time. You can decide its fate when you leap to its defense with Sahla and a hero party, or ensure its destruction with dark priests and a host of monsters. Look for the Guardians of Deephall Hero and Monster Collection in the fourth quarter of 2014!


...


Source: Guardians of Deephall (http://www.fantasyflightgames.com/edge_news.asp?eidn=4909)


Title: FFG:Into the Heart
Post by: RSSFeeder on 08 July 2014, 21:00:03
Into the Heart

Preview the Adventure Included in The Tome of Decay


From your first steps upon the Path to Glory, you and your fellow Heretics have worked to attain your highest ambition: to become a Daemon Prince in the service of the Ruinous Powers of Chaos. In The Tome of Blood, The Tome of Fate, and The Tome of Excess supplements for Black Crusade, your journey led deeper into the insanity and darkness of the Screaming Vortex. Now, your final test awaits. In The Tome of Decay, you venture into the heart of the vortex to be judged by Grandfather Nurgle.


Today, Andy Hoare, the author of the Tome adventures, recounts the story of the Heretics’ journey into the Screaming Vortex and reveals some of what awaits you in The Heart of the Vortex adventure.


Andy Hoare on the Heretics’ Journey


The Tome of Decay features The Heart of the Vortex, the fourth and final adventure in a series stretching across the four Tomes. Each of these supplements adds details to one of the Ruinous Powers, and offers an adventure that tests the Heretics' ability to please a Chaos God. If you haven't yet taken the plunge and begun your own Black Crusade campaign, here's an overview of the challenges you might face and the rewards you might earn along the arduous Path to Glory.


Be warned, however: for every mortal that sets out upon this route, only one in a generation achieves the desired end, earning apotheosis to the ranks of Daemon Princes. Heretics might be driven beyond madness by the raw insanity of the Warp, while others attain the brink of ascension, only to be overwhelmed by the limitless gifts of Chaos. These unfortunates are transformed into beasts of thrashing tentacles, razor-edged teeth, and hideous Daemon-flesh, doomed to spend the remains of their lives as mindless Spawn of Chaos. If you’re determined to continue, read on to see the horrors and tests of worthiness that await you in the Warp!



There Was Blood


The Tome of Blood is the supplement dedicated to the Chaos God of blood, battle, and rage. Within this adventure, a group of Heretics sets out upon the Path to Glory, seeking a means to leave their indelible mark on the interminable wars and rivalries within the bounds of the Screaming Vortex. An incomparable opportunity to prove themselves arrives in the form of the Axe of Khak-Aksha, which they may uncover on the war-torn world of Messia.


The Heretics’ only hope of claiming the Axe of Khak-Aksha lies in brutally conquering or uniting the disparate Drill-Clans of Messia, before facing a millions-strong migration of bloodthirsty mutants. Success in these brutal battles affords the budding Heretics the chance to claim a powerful weapon, as well as distinguishing themselves in battle against some of the mightiest warlords of the region.


Vagaries of Fate


After obtaining the bloody blessings of Khorne, the Heretics' journey takes them still deeper into the Screaming Vortex, to the unnatural world of Q'Sal. Here, they have the chance to attract the patronage of Tzeentch, Master of Fate and Lord of Lies, by exploring the schemes and plots of this duplicitous Ruinous Power. During this adventure within The Tome of Fate, the Heretics become deeply embroiled in these cunning intrigues.


Upon this unnatural planet, the Heretics must cooperate to seize dominance in the labyrinthine rivalries between the sorcerers of Q'Sal. Whether they ally themselves with the sorcerers or attempt to defeat them at their own deadly games, the Heretics have a chance to gain the dark blessings of Tzeentch. Successfully drawing the attention of Tzeentch allows the Heretics to progress further along the Path to Glory and deeper into the dread Screaming Vortex.


The Six Sins


In The Tome of Excess, the Heretics' next port of call is the Ragged Helix, an anarchic body of Screaming Vortex asteroids. A myriad petty pirate lords haut these asteroids, dedicating their conquests to Slaanesh, the Chaos God of Excess and Transgression. Slaanesh and its decadent servants carry countless sinful obsessions, and in this adventure the Heretics must show that they can master each of the Sins of Slaanesh.


The challenge of surmounting the Sins might appear simple, but in truth, few can sample even one of the Sins without being consumed. The souls of the devoured are held forfeit and their journey along the Path to Glory is brought to an ignominious end. If the Heretics can master the Sins, however, they gain the respect and allegiance of the Pirates of the Ragged Helix, alongside the eternal blessing of Slaanesh, the Dark Prince of Chaos.


Death and Rebirth


In the adventure within The Tome of Decay, the Heretics have already risen to high status among the warlords of the Screaming Vortex, proving themselves worthy of a final judgement by Nurgle. The Heretics have mastered war, intrigue, and excess, yet on the foetid, deathly world of Mire they must face their greatest challenge yet.


On the planet Mire, at the heart of Screaming Vortex, the Heretics are granted the chance to be weighed in the balance by Nurgle. If judged worthy, Nurgle grants rebirth to the Heretics, inviting them to rise to become the mightiest lords of the Screaming Vortex. Heretics blessed in this way have the opportunity to lead a Black Crusade into the hated Imperium, or to ascend to the ultimate state of Daemonhood. But at the end of things, within the heart of the Screaming Vortex, the Ruinous Powers can be more harsh, uncaring, and fickle than ever as they judge the Heretics’ Warp-blasted souls. The Heretics must master death itself, and for many, their final steps on the Path to Glory will be the last they ever take.


Thanks, Andy!


The end of the Heretics’ journey approaches. Demonstrate yourself worthy of the Chaos Gods’ blessing, or else plummet to excruciating death or mindless servitude as a Chaos Spawn. The judgment of Nurgle awaits: begin the adventure in The Tome of Decay and take the first steps to apotheosis.


Preorder your copy of The Tome of Decay at your local retailer today!


...


Source: Into the Heart (http://www.fantasyflightgames.com/edge_news.asp?eidn=4910)


Title: FFG:A Space Ark of Aliens
Post by: RSSFeeder on 09 July 2014, 05:30:03
A Space Ark of Aliens

The Developers of Cosmic Dominion Preview Its Alien Races


Recently, we announced the upcoming release of Cosmic Dominion, the fifth expansion for Cosmic Encounter. Designed for the fans and by the fans, in conjunction with Peter Olotka, one of the game’s original designers, this expansion is a must-have for anyone looking to explore all that the galaxy has to offer.


Chief among the elements that Cosmic Dominion adds to your games of Cosmic Encounter are its alien races. Cosmic Dominion introduces no fewer than thirty alien races, which include a mixture of new aliens and classics redesigned to function within the game’s current edition. No other expansion has introduced as many alien races all at once, and that means you’ll find more wacky new powers and flares in Cosmic Dominion than ever before.


Today, the expansion’s fan designers help you navigate through these new alien races and the options they introduce.


The Fan Designers on Cosmic Dominion’s New Aliens


Jefferson Krogh:


“I'm biased, but my favorite fan-made alien in Cosmic Dominion is Tourist! It combines much of what I love about Cosmic Encounter: whimsy, unpredictability, and sneakiness.”



Jack Reda:


“One of the new aliens I'm most excited about is Reactor, which gambles on playing the game in a slightly different way – one that rewards other players with their super flares. The radioactive Reactor counts on players being greedy for an advantage, opening up a path for Reactor to win the game in an alternate way.”


Bill Martinson:


“I especially like Engineer because it brings the core game’s Technology variant back into focus in a fresh way; it’s fun to play an alien that can have its own twenty-card side-deck. There actually were two different Engineers submitted, and we realized that the gameplay from one made a nice marriage with the alien history of the other.


“I'd also have to give a shout out to Joker. This little harlequin probably experienced more life-changing events during development than just about any other alien in the set. It actually ended up as a marriage between two completely different designs that came together nicely, while spawning off some cute little baby joker tokens, one of which ties into a brand-new card type in the new reward deck.”


The Fan Designers on Cosmic Dominion’s Revised Classics


Jefferson Krogh:


“For the classic aliens, it must be said that the three of us were guided by a poll Peter Olotka ran a couple of years ago. The poll asked fans which of the classic aliens they would most like to see republished. Since Cosmic Dominion is a fan expansion, we let the fans guide us on those selections.



“The classic alien I was most excited to revive was Mesmer. I love Mesmer because I love artifacts – though they were called edicts back in the day – and Mesmer lets me play with all of them! The only thing we needed to change was the super flare. Originally, that let you play any wild flare as if it were any other wild flare you could name. With over 160 different wild flares now in the game, that just seemed unwieldy, so we decided to focus the Mesmer super flare back on artifacts.”


Jack Reda:


“I was also very glad to see Mesmer finally added to the lineup. It’s an amazing alien to play, and one that I feel was long overdue. Mesmer’s inclusion was notably a nice excuse to introduce a brand new artifact to the game and bring back a few more of the classic edicts that had yet to be made into artifacts.


“Another classic alien that underwent a bit of revising was Laser. While clearly powerful and unique, the original Laser was guilty of robbing its opponents of a lot of decision making. The new version of Laser takes the power to Blind in a new direction, randomly selecting a number cards that its opponent can no longer play for the rest of the encounter.”


Bill Martinson:


“Like my partners in crime (and many other fans, no doubt), I am overjoyed to see Mesmer make its way into the FFG universe. It’s one of the most-loved classic aliens and really deserves to be part of the best edition of the game that’s ever been published. Jefferson mentioned the minimal tweaking it received, which reflects our desire to be as faithful as possible to the original designs of these favorites, while promoting more great gameplay in the modern Cosmic Encounter universe.


“Another classic favorite on my happy-radar is Aristocrat. It's a simple, obvious pleasure to play. Cherry-pick your starting hand and then get fresh flares all the time; who could resist that? We tweaked it a little to keep your analysis-paralysis buddy from taking too long to pick his starting hand in the Game Setup phase, and we also revised the Super flare to make it a one-shot with a potentially big payoff that takes the power’s ongoing game effect to a higher level.”


Conquer the Cosmos


You’ll find an astounding array of wacky new powers and flares among the thirty alien races of Cosmic Dominion. Each of them allows you to break the game’s rules in an all-new way, and as a group they further ensure that you’ll never play the same game twice. Plus, if you’re cunning and ruthless enough, these fan-favorite aliens will give you a wealth of new tools to surprise your rivals and colonize their planets.


Take your next step toward cosmic supremacy. Head to your local retailer today to pre-order your copy of Cosmic Dominion!

...


Source: A Space Ark of Aliens (http://www.fantasyflightgames.com/edge_news.asp?eidn=4911)


Title: FFG:The Howl of Blackmane
Post by: RSSFeeder on 09 July 2014, 22:30:03
The Howl of Blackmane

Announcing the First War Pack in the Warlord Cycle for Warhammer 40,000: Conquest

“So long as there remains one who still rages in the name of justice and truth, the galaxy shall yet know hope.”
    –Ragnar Blackmane

Fantasy Flight Games is proud to announce The Howl of Blackmane, the first War Pack in the Warlord cycle for Warhammer 40,000: Conquest!

The Howl of Blackmane introduces sixty new cards to expand your battles in the grim and gritty future of Warhammer 40,000: Conquest. You’ll find a battle-ready new Space Marine warlord with his eight-card signature squad offering new ideas for conquering the Traxis sector. Additionally, you’ll find three copies each of seventeen different cards that invite you to join the ranks of the Inquisition, experiment with heretical technology, or embark upon a sector-spanning Waaagh!

As the first pack of the Warlord cycle, The Howl of Blackmane brings your warlords to the forefront of your battles in the Traxis sector. New warlords are introduced in every War Pack, leading bloodthirsty armies, and bringing new strategies for achieving victory.  You’ll find more than new warlords, however. Other cards introduced in The Howl of Blackmane and throughout the cycle put the focus directly on your warlord, whether by granting benefits to your other forces, orchestrating army movements, or exhausting to trigger powerful tactics.

Throughout the War Packs of the Warlord cycle, every faction receives a new warlord, ranging from an Imperial Inquisitor to an Eldar Phoenix Lord, and each of these new champions encourages the exploration of a new style of play.

For more on The Howl of Blackmane and the main themes of the Warlord cycle, we turn to developer Brad Andres.

Developer Brad Andres on the Warlord Cycle

Throughout the Warlord cycle, we explored the impact of warlords upon the game. These powerful warriors and leaders are the lifeblood of Conquest, and the design of a new warlord meant defining how the warlord would play the game.

Throughout the cycle, we needed to answer questions ranging from, “How will this warlord try to win?” to “What makes this warlord unique compared to others in the same faction?” Each warlord and its signature squad brings a new deck type to the table, ripe for expansion with the addition of other cards in the cycle.

The first of these new warlords is the Wolf Lord, Ragnar Blackmane (The Howl of Blackmane, 1). Ragnar is designed to hunt down your opponent’s warlord by engaging it in battle as much as possible. The strategy of hunting is a perfect thematic fit for the Space Wolves; these Space Marines were engineered to murder empires and tear apart anyone that stands in the way of the Imperium. Ragnar’s signature unit, the Blackmane Sentinel (The Howl of Blackmane, 2), continues the theme of hunting down your rivals. A Blackmane Sentinel is a fearsome unit that can move from anywhere on the board to corner a warlord wherever Ragnar tracks it. Even if you can’t guess the location of your opponent’s warlord on the first try, Blackmane’s Hunt (The Howl of Blackmane, 5) allows you to follow your rival’s warlord to an adjacent planet, completing your hunt and meeting it in battle.

Confronting your opponent head-on brings you face-to-face with danger, but the Weapon Frostfang (The Howl of Blackmane, 3) can drastically increase one unit’s attack power and hit points, helping you win a showdown with a rival warlord. And when your opponent tries to flee from your ravening wolves, a Morkai Rune Priest punishes your opponent for thinking he might escape unscathed.

Ragnar is only the first of many familiar warlords to be found in this cycle. You can look forward to seeing Inquisitors, Ethereals, and Greater Daemons in battle. Each new warlord brings a new deck type and play experience for players to explore.

The Warlord cycle doesn’t just introduce new warlords. It features a host of supporting cards that make the strategic use of your warlord more critical than ever. Cards like Muster the Guard (The Howl of Blackmane, 7) require you to exhaust your warlord as part of the ability cost, offering a huge benefit in return. Other cards, such as the Bork’an Recruits,become stronger while in the presence of a warlord, making the decision of where to commit a warlord even more consequential.

The Howl of Blackmane and the other War Packs in the Warlord cycle introduce a host of new warlords and abilities to Warhammer 40,000: Conquest, bombarding the Traxis sector with powerful new abilities, strategies, and combinations. These cards were designed to make your war for galactic dominance more intense than ever, and I hope you have as much playing it as I did designing it!

What Is a War Pack?

Warhammer 40,000: Conquest is a Living Card Game®, meaning that rather than collectible randomized booster packs, it receives monthly expansions known as War Packs. Each War Pack contains sixty cards, offering a full playset of each unit, attachment, event, and support card within.

Each War Pack expands the Warhammer 40,000 universe within Conquest, offering new deck-building options with a fixed distribution model, allowing players to focus on building decks and playing games, rather than chasing rare cards. The Howl of Blackmane is the first War Pack for Warhammer 40,000: Conquest.

Hunt Among the Stars

Begin your wild hunt across the galaxy with Ragnar Blackmane and the other cards from The Howl of Blackmane War Pack. Whether you employ Blackmane’s aggressive tactics, revel in the torture of the Dark Eldar, or harness the powerful technology of the Tau empire, you’ll find new units, attachments, supports, and events to use throughout your battles in the Traxis sector.

Look for The Howl of Blackmane to arrive at your local retailer in the fourth quarter of 2014!

...


Source: The Howl of Blackmane (http://www.fantasyflightgames.com/edge_news.asp?eidn=4912)


Title: FFG:Brave the Elements!
Post by: RSSFeeder on 10 July 2014, 07:00:03
Brave the Elements!

Announcing Two Expansions for Dungeon Fighter

Fantasy Flight Games is proud to announce that the first two expansions for Dungeon Fighter, Fire at Will and The Big Wave, will soon be available at your local retailer.

In Dungeon Fighter, up to six players take on the role of self-proclaimed heroes, fighting their way out of a dungeon full of monsters. In this dexterity-based game, how you throw the dice and where they land on the game board determines your success in combat. Only by defeating all the monsters in the dungeon can you escape and prove yourself to truly be a hero.

Now it’s time to see how your heroic abilities withstand the elements. Let the flame-breathing monsters and fire elemental magic of Fire at Will heat you up, or dip your toes into water elemental magic and battle creatures from the ocean’s depths in The Big Wave.

 

Waterfalls, Firewalls and Explosions

You’ll learn to either ride the waves or dodge the flames in the new dexterity challenges of these expansions. Each introduces new dice throws that involve props: When doing battle with the Blue Dragon of The Big Wave, for instance, you must roll a die down the length of the waterfall prop before bouncing the die off the table and onto the game board. The Firewall monster of Fire at Will forces you to bounce your die over the firewall prop, dealing a point of damage if the die touches the firewall.

New game board templates scorch – or soak – the landscape of the game board. Some cards and rooms in each expansion ask you to flip a template onto the target board. A die landing on that template counts as a normal hit against a monster, but the template may increase the amount of damage dealt in that attack, or allow you to regain some of your health– or cause you to suffer damage even in a successful attack. For instance, when a die lands on the explosion template in Fire at Will, all heroes suffer two points of damage.


 

You’ve Got Magic To Do

Shields, weapons, and potions are helpful in battle, but there’s nothing quite as powerful as elemental magic. Now, heroes accumulate experience points as they progress through the dungeon. With those points, you can purchase magical spells to use in combat. In Fire at Will, heroes can acquire fire elemental spells, such as the Ritual of Flames and the Dragon’s Belch, which allow you to use the new props and templates to deal extra damage. In The Big Wave, water elemental spells, such as the Fresh Waterfall and Cry Me a River, often help heroes to heal more quickly or gain additional experience points.

You choose to cast a spell at the beginning of an encounter and spend experience points each time you cast it. Equipment, can only be used by one hero at a time, but spells can benefit the entire party of heroes. Moreover, spells are never discarded. Once you learn elemental magic, it will stay with you forever.

 

 

Catch Fire and Get Soaked

In each expansion, a new dungeon sheet transforms the dungeon into a different location filled with new perils. Fire at Will finds the heroes deep within in a cavern beneath the fire mountains. There dwells a horde of scorching (and scorched) monsters, including the Bullrog – a flame-throwing, fire-breathing minotaur who is not one bit interested in letting the heroes escape. Thankfully a new heroine, Melissa, The Fire Sorceress, joins the party. Her expertise in fire magic will prove useful to any group of heroes battling their way through the flames.

Fancy a refreshing day at the beach? The Big Wave sends the heroes on an adventure through a clammy seaside cave near a noxious swamp. The fearless pirate Jack Parrot (and his little bird, too!) will stand alongside you as you combat various monsters from the vasty deep. Awaiting you near the dungeon’s exit is the ocean’s most dreaded creature of all, The Great Cthulhu, who seeks to wrap you in his tentacles and drag you beneath the surface.

Whether you want to leap into the fire or go deep-sea diving, you’ll enjoy the new elements that Fire at Will and The Big Wave bring to Dungeon Fighter. You can play one expansion at a time, or combine them for an explosive flood of adventure!

Stay turned for more details about Fire at Will and The Big Wave. You can also check out Dungeon Fighter's description page for more information. 

...


Source: Brave the Elements! (http://www.fantasyflightgames.com/edge_news.asp?eidn=4913)


Title: FFG:The Source
Post by: RSSFeeder on 10 July 2014, 15:30:03
The Source

Announcing the Sixth and Final Data Pack in the Lunar Cycle


“Autorun initiated.” The files were opening. There was a flurry of code running across his screen. Ones and zeroes, old binary machine code. It was beautiful.


Fantasy Flight Games is proud to announce the upcoming release of The Source, the sixth and final Data Pack in the Lunar Cycle for Android: Netrunner!


In The Source, cyber-explorer Nasir Meidan departs Heinlein for Earth and the relative safety of his apartment. There, he stares at the drive in his hand before booting up his console. Was he able to complete his download? Does this drive truly contain the net’s legendary source protocols? What will he find? After a series of thrilling encounters with Corporate security measures and security officers, all he has to do is pull up the files…



For five Data Packs, the Lunar Cycle has depicted the different ways that the lunar environment impacts the cat-and-mouse struggles between Corps and Runners, and as it returns those struggles to Earth, The Source takes a final look at the moon’s grail ice, locations, and Corporate divisions.


At the end of your lunar expedition, the sixty new cards in The Source (three copies each of twenty different cards) reveal surprising new takes on life, evolution, and death in the virtual world and the cyberstruggles of Android: Netrunner. You’ll find assets that reward Corps for birthing new servers and others that can self-destruct. You’ll find self-propagating viruses waiting to explode into the network, and you’ll find programs that reward you for jacking out of your runs.


Arriving at Utopia


Throughout the Lunar Cycle, we’ve seen several shards and fragments that have splintered off from the net’s legendary source protocols. In The Source, Corps gain access to another fragment, quite possibly the most perfect and harmonious of them all, the Utopia Fragment (The Source, 110).


This unique agenda is limited to one per deck and offers three points for five advancement, a fairly mundane ratio of points to advancement. However, once scored, the agenda is anything but mundane; it’s more like a bit of code has come to life and started working for you. It’s not unlike magic.


Once scored, Utopia Fragment forces the Runner to pay an additional two credits for each advancement token on an agenda in order to steal it. By itself, Utopia Fragment can make it prohibitively expensive for the Runner to steal advanced agendas and may promote the use of even more high-advancement, high-reward agendas. Of course, it can also be used to an even more devastating effect in combination with multiple layers of taxing ice and agendas, like NAPD Contract (Double Time, 119), that already can’t be scored unless the Runner’s willing to fork over the credits.


Waiting to Be Born


Could it be possible that data drive in Nasir Meidan’s hands is the key to unlocking some horrible secret? What if it were a virus waiting to be pulled out of isolation and injected into the net? What if it were a virus like Incubator (The Source, 113) or Ixodidae (The Source, 114)?



Anarchs have long been the game’s greatest proponents of virus programs, and that’s certainly not something about to change with The Source. The two viruses that Anarchs gain in this Data Pack empower virus-based strategies by working well with other viruses.


For three credits, Incubator lurks in the background, spawning virus tokens every turn until you choose to spend a click and trash it to boost another of your virus programs. Incubator can effectively double the rate at which your Parasite (Core Set, 12) chews through a layer of ice, or it can accelerate the evolution of your Darwin (Future Proof, 102). Moreover, since Incubator allows you to stockpile and then transfer your virus tokens without taking any specific actions, it offers you a way to activate Chakana (Creation and Control, 43) or Deep Thought (Future Proof, 108), without running on R&D.


Still, running is at the heart of the Runner’s game. It’s just a matter of where you’ll want to run and which benefits you’ll hope to derive from running. To that end, Ixodidae partners perfectly with Lamprey (Upstalk, 14). When you have both in play, your successful runs on HQ will both drain credits from the Corp and drip them into your account. In fact, they’re so potent together that it’s almost a given the Corp will spend a turn purging virus counters in order to get rid of them, but baiting the Corp into spending clicks in that manner is just another way of draining its resources.


Complete Your Journey


What will you take from the moon at the end of the Lunar Cycle? You’ll be able to open your copy of The Source and unpack its secrets when it arrives at retailers everywhere late in the third quarter of 2014!

...


Source: The Source (http://www.fantasyflightgames.com/edge_news.asp?eidn=4914)


Title: FFG:The Howl of Blackmane
Post by: RSSFeeder on 11 July 2014, 00:00:02
The Howl of Blackmane

Announcing the First War Pack in the Warlord Cycle for Warhammer 40,000: Conquest

“So long as there remains one who still rages in the name of justice and truth, the galaxy shall yet know hope.”
    –Ragnar Blackmane

Fantasy Flight Games is proud to announce The Howl of Blackmane, the first War Pack in the Warlord cycle for Warhammer 40,000: Conquest!

The Howl of Blackmane introduces sixty new cards to expand your battles in the grim and gritty future of Warhammer 40,000: Conquest. You’ll find a battle-ready new Space Marine warlord with his eight-card signature squad offering new ideas for conquering the Traxis sector. Additionally, you’ll find three copies each of seventeen different cards that invite you to join the ranks of the Inquisition, experiment with heretical technology, or embark upon a sector-spanning Waaagh!

As the first pack of the Warlord cycle, The Howl of Blackmane brings your warlords to the forefront of your battles in the Traxis sector. New warlords are introduced in every War Pack, leading bloodthirsty armies, and bringing new strategies for achieving victory.  You’ll find more than new warlords, however. Other cards introduced in The Howl of Blackmane and throughout the cycle put the focus directly on your warlord, whether by granting benefits to your other forces, orchestrating army movements, or exhausting to trigger powerful tactics.

Throughout the War Packs of the Warlord cycle, every faction receives a new warlord, ranging from an Imperial Inquisitor to an Eldar Phoenix Lord, and each of these new champions encourages the exploration of a new style of play.

For more on The Howl of Blackmane and the main themes of the Warlord cycle, we turn to developer Brad Andres.

Developer Brad Andres on the Warlord Cycle

Throughout the Warlord cycle, we explored the impact of warlords upon the game. These powerful warriors and leaders are the lifeblood of Conquest, and the design of a new warlord meant defining how the warlord would play the game.

Throughout the cycle, we needed to answer questions ranging from, “How will this warlord try to win?” to “What makes this warlord unique compared to others in the same faction?” Each warlord and its signature squad brings a new deck type to the table, ripe for expansion with the addition of other cards in the cycle.

The first of these new warlords is the Wolf Lord, Ragnar Blackmane (The Howl of Blackmane, 1). Ragnar is designed to hunt down your opponent’s warlord by engaging it in battle as much as possible. The strategy of hunting is a perfect thematic fit for the Space Wolves; these Space Marines were engineered to murder empires and tear apart anyone that stands in the way of the Imperium. Ragnar’s signature unit, the Blackmane Sentinel (The Howl of Blackmane, 2), continues the theme of hunting down your rivals. A Blackmane Sentinel is a fearsome unit that can move from anywhere on the board to corner a warlord wherever Ragnar tracks it. Even if you can’t guess the location of your opponent’s warlord on the first try, Blackmane’s Hunt (The Howl of Blackmane, 5) allows you to follow your rival’s warlord to an adjacent planet, completing your hunt and meeting it in battle.

Confronting your opponent head-on brings you face-to-face with danger, but the Weapon Frostfang (The Howl of Blackmane, 3) can drastically increase one unit’s attack power and hit points, helping you win a showdown with a rival warlord. And when your opponent tries to flee from your ravening wolves, a Morkai Rune Priest punishes your opponent for thinking he might escape unscathed.

Ragnar is only the first of many familiar warlords to be found in this cycle. You can look forward to seeing Inquisitors, Ethereals, and Greater Daemons in battle. Each new warlord brings a new deck type and play experience for players to explore.

The Warlord cycle doesn’t just introduce new warlords. It features a host of supporting cards that make the strategic use of your warlord more critical than ever. Cards like Muster the Guard (The Howl of Blackmane, 7) require you to exhaust your warlord as part of the ability cost, offering a huge benefit in return. Other cards, such as the Bork’an Recruits,become stronger while in the presence of a warlord, making the decision of where to commit a warlord even more consequential.

The Howl of Blackmane and the other War Packs in the Warlord cycle introduce a host of new warlords and abilities to Warhammer 40,000: Conquest, bombarding the Traxis sector with powerful new abilities, strategies, and combinations. These cards were designed to make your war for galactic dominance more intense than ever, and I hope you have as much fun playing it as I did designing it!

What Is a War Pack?

Warhammer 40,000: Conquest is a Living Card Game®, meaning that rather than collectible randomized booster packs, it receives monthly expansions known as War Packs. Each War Pack contains sixty cards, offering a full playset of each unit, attachment, event, and support card within.

Each War Pack expands the Warhammer 40,000 universe within Conquest, offering new deck-building options with a fixed distribution model, allowing players to focus on building decks and playing games, rather than chasing rare cards. The Howl of Blackmane is the first War Pack for Warhammer 40,000: Conquest.

Hunt Among the Stars

Begin your wild hunt across the galaxy with Ragnar Blackmane and the other cards from The Howl of Blackmane War Pack. Whether you employ Blackmane’s aggressive tactics, revel in the torture of the Dark Eldar, or harness the powerful technology of the Tau empire, you’ll find new units, attachments, supports, and events to use throughout your battles in the Traxis sector.

Look for The Howl of Blackmane to arrive at your local retailer in the fourth quarter of 2014!

...


Source: The Howl of Blackmane (http://www.fantasyflightgames.com/edge_news.asp?eidn=4912)


Title: FFG:A New Safety Protocol
Post by: RSSFeeder on 11 July 2014, 08:30:03
A New Safety Protocol

Protect Your Cards With Six Upcoming Android: Netrunner Art Sleeves


   
       
           
           
       
   

           


           

           

“I appreciate your concern, Miss Tameko, but there is no potential breach within the server you have identified. That is your snare. You will find that all your data is quite well-protected.”

                 –Akitaro Watanabe


           

Fantasy Flight Games is proud to announce the upcoming release of six limited edition Android: Netrunner Art Sleeves.


           

Offering a high-tech combination of functionality and style, Fantasy Flight Supply Android: Netrunner Art Sleeves combine beautiful game-related art with top-quality card protection. Take your pick of designs in the meat world or the virtual world; our six new sleeve designs immerse you more fully than ever in the high-stakes cyberstruggles of Android: Netrunner, even as their clear, 100 micron-thick, non-PVC, acid-free polypropylene plastic offers your cards durable protection that comes free of any damaging chemicals that could corrode your cards.


           

All Android: Netrunner Art Sleeves fit snugly around your LCG, CCG, or other standard-sized cards (card size: 2 1/2” x 3 1/2”), and they facilitate easy shuffling and handling. Each pack contains 50 sleeves to protect the cards from your favorite Corp deck, your favorite Runner deck, or your favorite deck for any of our other LCGs®!


The Future Is Now


“The reason the NAPD keeps going after Noise is because he thinks running is all about style.”

    –Gabriel Santiago


The setting of Android: Netrunner is a gritty, futuristic world filled with artificial intelligence, gestural interfaces, and virt displays. The rich benefit from custom genetics and cyberimplants while the poor toil alongside bioroids and clones in the shadows of monolithic towers controlled by a handful of megarich corporations. They host their secrets on the omnipresent network and guard their most valuable data with a dizzying of array of barriers, code gates, sentries, and traps that define the landscape of the game’s virtual world.


Both the virtual and meat worlds of Android: Netrunner come to life with the six designs for our limited Android: Netrunner Art Sleeves.



   
       
           
           
           
       
       
           
           
           
       
   

           



            Pop-up


           


            Deep Red


            Snare!

           



            Wotan


           


            Inside Job


            Posted Bounty

Click any of the above images to enlarge


“Goodnight, New Angeles. From all of us at NBN Nightly to all of you at home, sleep well. We’re watching over you.”

    –NBN Nightly


Whether you plan to use Android: Netrunner Art Sleeves to protect your Corp and Runner decks for Android: Netrunner, run deep against the servers of another LCG, or safeguard an entirely different collection of cards, these stunning, top-quality sleeves allow you to do so in style, all while immersing you in the cyberpunk future of New Angeles, NeoTokyo, and the all-reaching network….

...


Source: A New Safety Protocol (http://www.fantasyflightgames.com/edge_news.asp?eidn=4915)


Title: FFG:A New Safety Protocol
Post by: RSSFeeder on 11 July 2014, 17:00:03
A New Safety Protocol

Protect Your Cards With Six Upcoming Android: Netrunner Art Sleeves

                                                      

“I appreciate your concern, Miss Tameko, but there is no potential breach within the server you have identified. That is your snare. You will find that all your data is quite well-protected.”
                  –Akitaro Watanabe

             

Fantasy Flight Games is proud to announce the upcoming release of six limited edition Android: Netrunner Art Sleeves.

             

Offering a high-tech combination of functionality and style, Fantasy Flight Supply Android: Netrunner Art Sleeves combine beautiful game-related art with top-quality card protection. Take your pick of designs in the meat world or the virtual world; our six new sleeve designs immerse you more fully than ever in the high-stakes cyberstruggles of Android: Netrunner, even as their clear, 100 micron-thick, non-PVC, acid-free polypropylene plastic offers your cards durable protection that comes free of any damaging chemicals that could corrode your cards.

All Android: Netrunner Art Sleeves fit snugly around your LCG, CCG, or other standard-sized cards (card size: 2 1/2” x 3 1/2”), and they facilitate easy shuffling and handling. Each pack contains 50 sleeves to protect the cards from your favorite Corp deck, your favorite Runner deck, or your favorite deck for any of our other LCGs®!

The Future Is Now

“The reason the NAPD keeps going after Noise is because he thinks running is all about style.”
     –Gabriel Santiago

The setting of Android: Netrunner is a gritty, futuristic world filled with artificial intelligence, gestural interfaces, and virt displays. The rich benefit from custom genetics and cyberimplants while the poor toil alongside bioroids and clones in the shadows of monolithic towers controlled by a handful of megarich corporations. They host their secrets on the omnipresent network and guard their most valuable data with a dizzying of array of barriers, code gates, sentries, and traps that define the landscape of the game’s virtual world.

Both the virtual and meat worlds of Android: Netrunner come to life with the six designs for our limited Android: Netrunner Art Sleeves.

                                                                                                                            


             Pop-up


             Deep Red

             Snare!


             Wotan


             Inside Job

             Posted Bounty

Click any of the above images to enlarge

“Goodnight, New Angeles. From all of us at NBN Nightly to all of you at home, sleep well. We’re watching over you.”
     –NBN Nightly

Whether you plan to use Android: Netrunner Art Sleeves to protect your Corp and Runner decks for Android: Netrunner, run deep against the servers of another LCG, or safeguard an entirely different collection of cards, these stunning, top-quality sleeves allow you to do so in style, all while immersing you in the cyberpunk future of New Angeles, NeoTokyo, and the all-reaching network….

...


Source: A New Safety Protocol (http://www.fantasyflightgames.com/edge_news.asp?eidn=4916)


Title: FFG:Spread Your Pestilent Gifts
Post by: RSSFeeder on 12 July 2014, 01:30:03
Spread Your Pestilent Gifts

The Tome of Decay Is Now Available for Black Crusade


“Through his blessings, death itself is stayed. In his embrace, there is only affection and love. Let us share his munificence with those still ignorant of our cherished Grandfather, lest they perish before knowing his generosity.”

   –Pox Magister Effluvias Plo


The Tome of Decay supplement is now available for Black Crusade, both online through our webstore and at your local retailer!


Devote yourself to the service of the Plague Lord in this sourcebook for the followers of Nurgle. Within the pages of this supplement, you’ll find more information on the foetid servants of the Grandfather, alongside new Archetypes and corrupted blessings, rules for attaining apotheosis, and an adventure that leads you into the very heart of the Screaming Vortex for judgment by Nurgle himself.


The Blessings of Nurgle


In our first designer diary of The Tome of Decay, we revealed some of the new rules for leading your own Black Crusade against the hated Imperium and the False Emperor. By becoming a Warmaster and gathering the support of Chaos warbands, cults, mercenaries, and pirate fleets, you and your fellow Heretics can cut a swath across the galaxy, whether you aim to breach the Jericho Reach or battle across an entire Segmentum of the galaxy. With the new rules included in The Tome of Decay, you have the chance to command massive armies, while maintaining your own personal flair for spreading destruction and chaos.


The second designer diary for The Tome of Decay turned from crusading armies to the ultimate ambition of every Heretic: to attain Daemonhood. In this supplement, you’ll find two distinct ways to receive Daemonic gifts. The quick and easy way comes by enacting the Ritual of Possession and inviting a Daemon to indwell the Heretic’s body. This path offers the Heretic an easy source of Daemonic gifts, but in the end, the Daemon overcomes the Heretic, consuming him completely. On the other hand, through arduous efforts and devoted service, a Heretic may be found worthy of rebirth. A Heretic blessed in this way becomes a true Daemon Prince, and in The Tome of Decay, you’ll find rules for playing as a Daemon Prince and wreaking havoc across the galaxy.


Most recently, we previewed some of what you might expect in The Heart of the Vortex adventure within The Tome of Decay. The Heretics’ journey leads them across the worlds of the Screaming Vortex, encountering three of the Ruinous Powers of Chaos – Khorne, Tzeentch, and Slaanesh. Throughout these adventures, you and your fellow Heretics demonstrate your devotion to Chaos, and in this final chapter, your souls hang in the balance of Nurgle’s judgment. Truly committed Heretics may find their reward in a Daemonic rebirth, but those found wanting will become mindless Chaos Spawn or suffer an even worse fate.


You’ll find even more within the pages of The Tome of Decay. You may choose to travel to the twisting embrace of the Writhing World, or disease-ridden Hindrance. New Archetypes allow you to take on twisted personas such as the Warpsmith, Plaguemeister, and Death Priest of Mire. Whether you battle with a Pandemic Staff, Foulswarm Grenades, or the countless pestilences of Nurgle, you’ll find rules for using these new tools in the Decaying Armoury, opening the doors to countless adventures within the Immaterium and beyond.


Poxes and Blights


The unlimited power of the Warp is calling! Gather your Heretic companions and take your next steps upon the path to apotheosis. Journey into the rotting embrace of Nurgle in The Tome of Decay, now available at your local retailer!


...


Source: Spread Your Pestilent Gifts (http://www.fantasyflightgames.com/edge_news.asp?eidn=4917)


Title: FFG:Claim the Crown
Post by: RSSFeeder on 12 July 2014, 10:00:03
Claim the Crown

Crown of Destiny Is Now Available for Descent: Journeys in the Dark Second Edition


The power to reshape past, present, and future lies before you in the Crown of Destiny Hero and Monster Collection, now available at your local retailer!


In this expansion for Descent: Journeys in the Dark Second Edition, you and your fellow heroes embark on an quest to discover the fabled artifact that allows you change your life – both past and future. If the overlord’s minions can seize this artifact for their dark master, however, all of Terrinoth will surely fall into ruin and your accomplishments will crumble to dust.


You’ll find two brand-new quests and thirteen plastic figures from the first edition of Descent within this Hero and Monster Collection. Each of the heroes and monsters have been reimagined with new plastic sculpts and artwork, in the aesthetic of the second edition. Whether you walk with one of four heroes, or lead the attack with two giants, three chaos beasts, and four lava beetles, you’ll find them all in Crown of Destiny.




Contains four heroes, two giants, three chaos beasts, and four lava beetles.


The Path to Destiny


In our first preview of Crown of Destiny, we took a closer look at Jaes the Exile, a Mage eager to wipe out the mistakes of the past. Jaes is an adept practitioner of magic, and he gains even more power by equipping more Runes. We also experienced the incendiary attacks of the lava beetles that guard the path to the treasured artifact you seek. A lava beetle’s blasting projectiles can easily injure heroes that stay too close to each other in battle.


Our next preview explored the healing prowess of Brother Gherinn, a penitent healer seeking to wash away past crimes by vanquishing the wicked. By drawing upon his inner strength, Brother Gherinn gains the power to utterly destroy a monster who stands in his way. In this preview, we also saw the might of an enraged giant. The might of a fearsome giants makes him a deadly foe. In Crown of Destiny, the giants may have their own designs for the fate of the artifact.


Anger of a Dwarf


For your quest to alter your fate and your history to be successful, you’ll need a warrior as mighty as Corbin. Although Corbin’s quick temper has left him few friends, those who walk beside him call him fierce, loyal, and brave. When he pursues a goal, he does so with unwavering tenacity, never allowing small things like broken ribs or arrow wounds to distract him from his goals. Corbin’s companions may find themselves in battles that could normally be avoided, but Corbin’s skill with weapons is more than sufficient to bring them safely out of danger again.


A fighter to the core, Corbin is persistent enough to shake off the worst hits he takes. His hero ability helps you keep fighting even after taking damage: whenever Corbin would suffer two or more damage, that damage is reduced by one, making Corbin one of the most stalwart heroes in the game.



Corbin’s heroic feat only makes his defenses more steadfast. By triggering Corbin’s heroic feat before you roll defense dice, you may change each defense die you roll to a different result, ensuring that you always receive the maximum amount of defense when you truly need it. Between his heroic feat and his hero ability, Corbin possesses the potential to keep fighting longer than many other heroes, giving you the time you need to destroy monsters and complete your quest’s objective.


The Future Awaits


The chance to reshape your future and claim honor, riches, and glory lies before you. Whether you play as a hero with a past, or serve the wicked designs of the overlord, Crown of Destiny has the figures and quests for you.


The Crown of Destiny Hero and Monster Collection is now available at your local retailer! Pick up your copy today.


...


Source: Claim the Crown (http://www.fantasyflightgames.com/edge_news.asp?eidn=4918)


Title: FFG:Infused by the Warp
Post by: RSSFeeder on 12 July 2014, 18:30:03
Infused by the Warp

Preview the Chaos Faction from Warhammer 40,000: Conquest


Beyond the boundaries of physical space, unrestricted by time or causality, there is a dimension utterly incomprehensible to mortal minds. It lies on the other side of nightmares, infinite in scope but without form or structure. The denizens of such a realm are terrible beyond all Humanity’s collective imagination.


The Imperium of Man, dark powers of Chaos, and xenos beyond number engage in the battle for the Traxis sector. In Warhammer 40,000: Conquest, you have the opportunity to determine the outcome of these battles, claiming planets and establishing the utter dominion of your faction.


In our series of previews for Warhammer 40,000: Conquest thus far, we’ve examined the process of deploying armies, winning the command struggle, and engaging in battle, including an example of a battle. Since then, we’ve begun our previews of individual factions within the game, starting with Space Marines and continuing to the Astra Militarum and Orks.


Today, however, we pass into the Immaterium, braving unspeakable horrors and atrocities to explore the terrifying powers of the Warp. The Chaos Gods are restless, and their corrupting influence is spreading into the Traxis sector. Preview the Chaos faction below!



A Sorcerer’s Power


In the Core Set for Warhammer 40,000: Conquest, the Chaos warlord is Zarathur, High Sorcerer (Core Set, 4). This fearsome Psyker of Tzeentch is a master of dark magics and sorcery and his powerful Interrupt brings your armies to new heights. Whenever damage is assigned to an enemy unit at the same planet as Zarathur, his Interrupt triggers, and the assigned damage is increased by one. Damage increased by one point can easily make the difference for destroying a unit, and dealing damage directly to enemy armies is Chaos’s specialty, maximizing the power of this ability even more.


You’ll find plenty of ways to incinerate your enemies in Zarathur’s signature squad. The squad begins with four copies of a Daemon, Zarathur’s Flamers (Core Set, 77). In addition to any damage this army does in battle, you can sacrifice this unit to deal two damage to any non-warlord unit at the same planet. If Zarathur is at the planet when his Flamers are sacrificed, this damage becomes even greater, and since you can sacrifice the unit at Action speed, you may even attack and sacrifice the unit before your opponent strikes back.


Zarathur’s signature squad also includes two copies of the event, Infernal Gateway (Core Set, 79). As a Combat Action, you may play this event to put a Chaos unit with printed cost three or lower into play at a planet. If that unit is still in play at the end of the phase, you must sacrifice it, but if you’re planning to sacrifice the unit anyways, you’re just getting another unit for a discount. By using the Infernal Gateway, you can get armies like Zarathur’s Flamers into combat and causing damage quicker than ever, and you also gain the element of surprise, allowing you to potentially lure your opponent into a trap.


The next card in the signature squad is the Shrine of Warpflame (Core Set, 78), a support with a powerful Reaction. After an enemy unit is destroyed, you may exhaust the Shrine of Warpflame to return the topmost Tzeentch card from your discard pile to your hand. Since both Zarathur’s Flamers and the Infernal Gateway events have the Tzeentch trait, you’ll be able to recur either of them after use, as well as any other Tzeentch cards in your deck.


Mark of Chaos (Core Set, 80) is the final card in the signature squad, and it offers another way to spread damage directly to your opponent’s armies. This card may be attached to any army unit, and bears the text, “Interrupt: When attached unit leaves play, deal 1 damage to each enemy unit at this planet.” Obviously, you’ll want to be able to control when this attachment triggers, so one of the best uses is to attach Mark of Chaos to Zarathur’s Flamers. Since you can sacrifice the Flamers whenever you choose, you may activate the Mark of Chaos at the most opportune moment, causing widespread damage that becomes even more powerful with the presence of Zarathur.


The Immaterium’s Corruption


Even beyond Zarathur’s signature squad, the faction of Chaos provides you with ways to corrupt and vanquish your opponent’s army units. The Soul Grinder (Core Set, 91) is a powerful Daemon, deadly in combat, but its most potent application may lie in the command struggle. If you can win a command struggle at the Soul Grinder’s planet, your opponent must sacrifice a non-warlord unit at that planet. Winning command struggles with the Soul Grinder offers you an excellent way to destroy your opponent’s units before the opening salvos of battle.


The Warpstorm (Core Set, 93) event gives you another way to target your opponent’s army units. During the combat phase, you may play this card to deal two damage to every unit without attachments at a planet or headquarters. Whether you use this unit to clear a planet of armies or strike at the heart of your opponent’s headquarters, the Warpstorm is sure to create a swath of destruction through your foes.


A more targeted event is Tzeentch’s Firestorm (Core Set, 94). This event has the variable cost ‘X’ and by paying X resources, you may deal X damage to a target non-warlord unit. As a way to remove a threat to your conquest, Tzeentch’s Firestorm is unparalleled. Even better, this event has the Tzeentch trait, meaning you can recur it with the Shrine of Warpflame.


A final card that deals damage directly to your opponent’s army units is the Tzeentch-traited Dire Mutation (Core Set, 97) attachment. By attaching this card to one of your opponent’s armies, you force that unit to take one damage whenever it exhausts. In addition, this attachment possesses the Ambush keyword, meaning that you may deploy it during the combat phase rather than the deployment phase, reducing your opponent’s ability to play around it. Unless your opponent can find some way to avoid your punishing events and abilities, he will quickly fall to Chaos.


The Allure of Chaos


Devote yourself to the power of Chaos and draw upon the magic of the Warp to destroy any army that stands in your way. Will you accept the corruption of the Immaterium, or will you stand against it? Make your choice and preorder Warhammer 40,000: Conquest today!


...


Source: Infused by the Warp (http://www.fantasyflightgames.com/edge_news.asp?eidn=4919)


Title: FFG:The Howl of Blackmane
Post by: RSSFeeder on 14 July 2014, 21:30:03
The Howl of Blackmane

Announcing the First War Pack in the Warlord Cycle for Warhammer 40,000: Conquest

“So long as there remains one who still rages in the name of justice and truth, the galaxy shall yet know hope.”
    –Ragnar Blackmane

Fantasy Flight Games is proud to announce The Howl of Blackmane, the first War Pack in the Warlord cycle for Warhammer 40,000: Conquest!

The Howl of Blackmane introduces sixty new cards to expand your battles in the grim and gritty future of Warhammer 40,000: Conquest. You’ll find a battle-ready new Space Marine warlord with his eight-card signature squad offering new ideas for conquering the Traxis sector. Additionally, you’ll find three copies each of seventeen different cards that invite you to join the ranks of the Inquisition, experiment with heretical technology, or embark upon a sector-spanning Waaagh!

As the first pack of the Warlord cycle, The Howl of Blackmane brings your warlords to the forefront of your battles in the Traxis sector. New warlords are introduced in every War Pack, leading bloodthirsty armies, and bringing new strategies for achieving victory.  You’ll find more than new warlords, however. Other cards introduced in The Howl of Blackmane and throughout the cycle put the focus directly on your warlord, whether by granting benefits to your other forces, orchestrating army movements, or exhausting to trigger powerful tactics.

In addition to powerful new warlords, the Warlord cycle introduces our new LCG® packaging to Warhammer 40,000: Conquest War Packs! This packaging is molded plastic, but every War Pack still contains the full complement of sixty cards.

Throughout the War Packs of the Warlord cycle, every faction receives a new warlord, ranging from an Imperial Inquisitor to an Eldar Phoenix Lord, and each of these new champions encourages the exploration of a new style of play.

For more on The Howl of Blackmane and the main themes of the Warlord cycle, we turn to developer Brad Andres.

Developer Brad Andres on the Warlord Cycle

Throughout the Warlord cycle, we explored the impact of warlords upon the game. These powerful warriors and leaders are the lifeblood of Conquest, and the design of a new warlord meant defining how the warlord would play the game.

Throughout the cycle, we needed to answer questions ranging from, “How will this warlord try to win?” to “What makes this warlord unique compared to others in the same faction?” Each warlord and its signature squad brings a new deck type to the table, ripe for expansion with the addition of other cards in the cycle.

The first of these new warlords is the Wolf Lord, Ragnar Blackmane (The Howl of Blackmane, 1). Ragnar is designed to hunt down your opponent’s warlord by engaging it in battle as much as possible. The strategy of hunting is a perfect thematic fit for the Space Wolves; these Space Marines were engineered to murder empires and tear apart anyone that stands in the way of the Imperium. Ragnar’s signature unit, the Blackmane Sentinel (The Howl of Blackmane, 2), continues the theme of hunting down your rivals. A Blackmane Sentinel is a fearsome unit that can move from anywhere on the board to corner a warlord wherever Ragnar tracks it. Even if you can’t guess the location of your opponent’s warlord on the first try, Blackmane’s Hunt (The Howl of Blackmane, 5) allows you to follow your rival’s warlord to an adjacent planet, completing your hunt and meeting it in battle.

Confronting your opponent head-on brings you face-to-face with danger, but the Weapon Frostfang (The Howl of Blackmane, 3) can drastically increase one unit’s attack power and hit points, helping you win a showdown with a rival warlord. And when your opponent tries to flee from your ravening wolves, a Morkai Rune Priest punishes your opponent for thinking he might escape unscathed.

Ragnar is only the first of many familiar warlords to be found in this cycle. You can look forward to seeing Inquisitors, Ethereals, and Greater Daemons in battle. Each new warlord brings a new deck type and play experience for players to explore.

The Warlord cycle doesn’t just introduce new warlords. It features a host of supporting cards that make the strategic use of your warlord more critical than ever. Cards like Muster the Guard (The Howl of Blackmane, 7) require you to exhaust your warlord as part of the ability cost, offering a huge benefit in return. Other cards, such as the Bork’an Recruits,become stronger while in the presence of a warlord, making the decision of where to commit a warlord even more consequential.

The Howl of Blackmane and the other War Packs in the Warlord cycle introduce a host of new warlords and abilities to Warhammer 40,000: Conquest, bombarding the Traxis sector with powerful new abilities, strategies, and combinations. These cards were designed to make your war for galactic dominance more intense than ever, and I hope you have as much fun playing it as I did designing it!

What Is a War Pack?

Warhammer 40,000: Conquest is a Living Card Game®, meaning that rather than collectible randomized booster packs, it receives monthly expansions known as War Packs. Each War Pack contains sixty cards, offering a full playset of each unit, attachment, event, and support card within.

Each War Pack expands the Warhammer 40,000 universe within Conquest, offering new deck-building options with a fixed distribution model, allowing players to focus on building decks and playing games, rather than chasing rare cards. The Howl of Blackmane is the first War Pack for Warhammer 40,000: Conquest.

Hunt Among the Stars

Begin your wild hunt across the galaxy with Ragnar Blackmane and the other cards from The Howl of Blackmane War Pack. Whether you employ Blackmane’s aggressive tactics, revel in the torture of the Dark Eldar, or harness the powerful technology of the Tau empire, you’ll find new units, attachments, supports, and events to use throughout your battles in the Traxis sector.

Look for The Howl of Blackmane to arrive at your local retailer in the fourth quarter of 2014!

...


Source: The Howl of Blackmane (http://www.fantasyflightgames.com/edge_news.asp?eidn=4912)


Title: FFG:Ready for Takeoff
Post by: RSSFeeder on 15 July 2014, 06:00:03
Ready for Takeoff

Announcing the First Force Pack in the Rogue Squadron Cycle

“We’ll have to destroy them ship to ship. Get the crews to their fighters.”
    –Darth Vader, Star Wars: A New Hope

Fantasy Flight Games is proud to announce Ready for Takeoff, the first Force Pack in the upcoming Rogue Squadron cycle for Star Wars™: The Card Game!

The battles of the Star Wars saga are fought on planets and in space. On solid ground, heroes like Han Solo and Leia Organa exchange blaster fire with nameless troopers, but in the freezing void of space, other heroes pilot starfighters through fierce combat and breakneck contests of skill and nerve. The fearless men and women of the Galactic Empire, the Rebel Alliance, and others develop new starfighters continually and pilot these experimental spaceships in battle.

As the first Force Pack in the Rogue Squadron cycle, Ready for Takeoff brings these interstellar battles to the forefront, as Vehicles and Pilots clash in the vacuum of outer space. With a new fate card, iconic starship pilots like Lando Calrissian and “Mauler” Mithel, and new mechanics for piloting your Vehicles, Ready for Takeoff has plenty to offer, whether you fly for Rogue Squadron or Black Squadron. This Force Pack contains ten new objective sets (two copies each of five unique sets) and in Ready for Takeoff, you’ll get your first taste of piloting each faction’s iconic starships.

In addition to a fleet of new starships and pilots, the Rogue Squadron cycle introduces new packaging for Star Wars: The Card Game Force Packs! The packaging will be changing from cardboard to plastic, but every Force Pack still contains the full complement of ten new objective sets.

Get to Your Ships!

Even the most awe-inspiring ships still benefit from the best pilots, and Ready for Takeoff introduces a new keyword to ensure that your cutting-edge fighters and starships have ace pilots. Units that have the pilot (X) keyword may be played from hand as a Pilot enhancement attached to a friendly Vehicle unit by paying resources equal to X – the unit’s pilot cost.

For example, Derek “Hobbie” Klivian (Ready for Takeoff, 699) possesses the pilot (1) keyword. By paying one resource, you may attach "Hobbie" to any friendly Vehicle unit. The attached Vehicle is considered to be “piloted,” and "Hobbie" is “piloting” the Vehicle. Piloting your Vehicles is critical, since many new units feature powerful abilities that only activate while they are piloted or piloting. Of course, you are never required to use a unit as a pilot, and you may play “Hobbie” as a unit by paying his resource cost.

Today, we’ll look at an upcoming objective set from Ready for Takeoff that highlights some of the themes you’ll unveil within the Rogue Squadron cycle.

Earn Your Bloodstripes

In Ready for Takeoff, you’ll get your first look at the unique Pilots and Vehicles in the upcoming Rogue Squadron cycle. The Imperial Navy is well known for pouring limitless resources into the Pilots of the Flight Academy and the Fighters they fly. These pilots’ expertise begins with The Empire’s Elite (Ready for Takeoff, 713) objective. When this objective is in play, you gain access to a powerful Interrupt that triggers when a piloted Fighter unit you control would leave play. Instead of being discarded, both the Fighter and the attached Pilot enhancement are returned to your hand, allowing you to return your most feared Fighters, such as “Backstabber” (Core Set, 13) or a TIE Attack Squadron (Core Set, 147) to the table.

The sight of a TIE interceptor sporting bloodstripes can strike fear into the heart of any Rebel pilot. You can bring the notorious starfighters of the 181st Imperial Fighter Wing into play with two copies of the 181st TIE Interceptor (Ready for Takeoff, 715). This unit can effectively support attack or defense, but it’s best at winning the Force to the dark side. While the 181st TIE Interceptor is piloted, its Pilot enhancement contributes its Force icons to your side during the Force struggle, allowing you to gain a bonus without even committing a unit.

In the Flight Academy (Ready for Takeoff, 716), the Imperial Navy possesses a highly efficient means of bringing new Pilots into play. This enhancement provides you with a resource, but it also reduces by one the cost and pilot cost of the first Pilot unit you play each turn. Being able to play Pilots at a discount gets your ships piloted and special abilities activated faster than ever.

You gain another way to bring your Pilots into play with the Stay on Target (Ready for Takeoff, 712) fate card, one of two new fate cards in this cycle. This fate card contributes two Force icons to your edge battle, but it also allows you to put a Pilot card into play from your hand or discard pile as an enhancement on a target friendly Vehicle unit. Not only does this allow you to escape paying the unit’s pilot cost, it lets you bring a Pilot into play in the midst of battle, potentially activating powerful abilities and swinging the balance of the conflict in your favor.

Of course, The Empire’s Elite wouldn’t be complete without a peerless Pilot to lead the squadron, and it gains such a unit in Baron Fel (Ready for Takeoff, 714). This unit bears the pilot (2) keyword, so by paying two resources, you may attach him to any friendly Vehicle. Baron Fel is at his best, however, in the cockpit of a Fighter. While Baron Fel pilots a Fighter unit, every friendly Fighter unit gains elite and edge (1), making any Fighter group a force to be reckoned with. In addition, Baron Fel possesses three Force icons, meaning that if he pilots one of the 181st TIE Interceptors, the Imperial Navy gains a three Force icon bonus to the Force struggle!

Coordinate Fleet Movement

More awaits within the Rogue Squadron cycle than Imperial Fighter squadrons. In this cycle, the Imperial Navy and Rebel Alliance take the spotlight, but every faction receives plenty of powerful new units, enhancements, and events, along with two new fate cards introduced in this cycle. New versions of iconic characters and ships abound, ranging from Darth Vader and Luke Skywalker to the Millennium Falcon and Slave I. Every faction receives new tactics utilizing new and upcoming cards, including the ones described below.

The Rebel Alliance uses the Capital Ship Independence to lead their entire navy in battle, while the Sith Fighter Delta One effortlessly incapacitates unpiloted Vehicle units. On the outskirts of the galaxy, Smuggling Freighters fly relentlessly past enemy shields and blockades. The Jedi may uncover a Lost Master among the forests of Kashyyyk, still maintaining his commitment to the Force, and if a Scum and Villainy pilot is ever forced to Bail Out, you can be sure you’ll face the pilot again on the ground. In the Rogue Squadron cycle, the skill of your best Pilots and Vehicles is on full display, offering countless new strategies for your decks in Star Wars: The Card Game.

Launch Your Starships

Are you prepared to pilot your starfighters to glory? Your intense dogfights, fleet combat, and hyperspace travel begin with the Ready for Takeoff Force Pack in the Rogue Squadron cycle. Look for the Ready for Takeoff Force Pack at your local retailer in the fourth quarter of 2014!

...


Source: Ready for Takeoff (http://www.fantasyflightgames.com/edge_news.asp?eidn=4920)


Title: FFG:Vibrant Settings and Mass Combats
Post by: RSSFeeder on 15 July 2014, 14:30:04
Vibrant Settings and Mass Combats

A Preview of the Age of Rebellion Adventure, Onslaught at Arda I


“Right now I feel like I could take on the whole Empire myself.”

    –Dak Ralter


Onslaught at Arda I is the first book-length adventure supplement for the Star Wars®: Age of Rebellion™ Roleplaying Game, set shortly after the Battle of Yavin, during a time in which the Empire has responded to the destruction of the Death Star by tightening its grip on the surrounding systems.


Throughout the adventure, players assume the roles of new Rebel recruits stationed at the secret base on Arda I, and when Imperial Star Destroyers appear in orbit, they must work together to both defend their base from a massed Imperial onslaught and root out the traitor that exposed them.


Touching upon many of the core Age of Rebellion themes, Onslaught at Arda I partners the heroes’ desperate struggles with uneasy alliances and massed battles against an overwhelming enemy. In today’s preview, adventure writer Jeff Hall and lead developer Katrina Ostrander look at the ways that Onslaught at Arda I blends these themes into a true Star Wars experience, as well as the ways its Mass Combat rules can transform your Age of Rebellion adventures into truly epic experiences.



Adventure Writer Jeff Hall on Onslaught at Arda I


Getting to work on the first full-length adventure for Age of Rebellion was a dream come true. The concept I was given to work with hit on all of the hallmarks that would make it feel like something that belonged alongside the classic Star Wars movies: action, intrigue, and heroism, all at a breakneck pace.


My job was to bring all these things to life, and a big part of that was making sure that the adventure’s settings were rich and textured.


Arda I


The adventure begins on the world of Arda I, an Outer Rim planet previously mentioned only in passing. This was both exciting and daunting; apart from some stunning artwork that FFG planned to use in the book, I had no real constraints on what the planet was like. This meant I could really dive into its design.


However, because the planet had little established background, I had to work even harder to make it feel like a living, breathing world in the Star Wars universe. I think the work paid off, though, and there are many different nuggets that I believe players will enjoy as they explore Arda I before they are thrust deeper into the action!




The Imperial fleet approaches Arda I.


Jagomir


The adventure begins on Arda I, but its action doesn’t end there. From the Ardan Cross, the PCs head to a new Rebel base on the swamp world of Jagomir and then to the Imperial World of Ord Radama.


Designing Jagomir was a fun challenge as I wanted to make sure it was a unique swamp planet and not a clone of Dagobah. Creating a distinct landscape amid the swamp was key, and the sweeping vistas of Jagomir make a fantastic setting for players who want to use them as a long term base for their Rebels. 


Ord Radama


The adventure also offers the PCs a chance to explore Ord Radama, an ancient world held firmly by the Empire and that has a sinister past as a former Sith World. Friends are few and far between on Ord Radama, and the PCs would be wise to make more use of their skills than their blasters if they venture that deep into Imperial territory. Of course, as with Jagomir, Ord Radama presents many avenues that can lead to an even longer campaign.




The capital city of Livien Magnus on Ord Radama has known a number of masters, having belonged to the Sith Empire, the Republic, the Separatists, and now the Galactic Empire.


Lead Developer Katrina Ostrander on Creating New Rules for Epic Battles


One of our goals while designing the Age of Rebellion roleplaying game was to make it the best possible Rebellion experience. And part of that meant that we’d need some way to recreate the epic scale of Star Wars combat between the Rebellion and the Empire.


To facilitate these, Onslaught at Arda I introduces rules for mass combat that allow Game Masters to depict the ebb and flow of combat without getting bogged down in endless dice rolls. Additionally, we added an Action Tracker to the adventure that helps maintain the frantic pacing of a race against time while Imperial forces are waiting for the heroes at every turn. These elements help make Onslaught at Arda I the epic experience we envisioned, but they also provide GMs the means to greatly expand their Age of Rebellion adventures and campaigns.


We wanted to make sure that the Mass Combat rules were both easy to use and could emulate different types of battles at a wide variety of scales. To that end, we developed a dice pool that draws upon a combination of some of the variables most likely to tip the scales of victory: the leadership and tactical skills of the commanders on both sides, as well as the size and training of the forces. Additionally, the narrative dice system allows the GM to assign Boost () or Setback () dice as circumstances dictate, such as the penalty you incur when fog veils the movements of your enemy’s forces or the advantage that comes with fighting on your home turf.


This dice pool allows the GM to quickly determine whether the heroes or their allies successfully achieve their objectives for a specified segment of a battle. For example, the roll may determine whether or not you successfully hold a line against an enemy assault or advance into enemy territory. Meanwhile, the dice pool also allows the GM to determine the magnitude of that success (such as whether it’s a fiercely contested battle or a rout), as well as what positive or negative side effects result.


Below are a few examples of how to spend Advantage, Triumph, Threat, and Despair in Mass Combat:



In Onslaught at Arda I, the Mass Combat mechanics allow the GM to help the players envision a vivid and dynamic encounter during the titular Imperial onslaught, and they directly influence the outcome of the battle. However, these rules are easy to incorporate into your own Age of Rebellion campaigns whenever Imperial and Rebellion forces clash!


Pre-Order Your Copy Today


Filled with action, intrigue, and heroism all presented at a breakneck pace, Onslaught at Arda I serves as an exciting and rewarding introduction to the Age of Rebellion experience. More than that, its ninety-six pages also contain a wealth of setting information and Mass Combat rules that expand your Star Wars roleplaying universe.


Head to your local retailer to pre-order your copy today!


Next: We take another look at using Onslaught at Arda I as part of an extended campaign.

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Source: Vibrant Settings and Mass Combats (http://www.fantasyflightgames.com/edge_news.asp?eidn=4921)


Title: FFG:The Howl of Blackmane
Post by: RSSFeeder on 15 July 2014, 23:00:06
The Howl of Blackmane

Announcing the First War Pack in the Warlord Cycle for Warhammer 40,000: Conquest

“So long as there remains one who still rages in the name of justice and truth, the galaxy shall yet know hope.”
    –Ragnar Blackmane

Fantasy Flight Games is proud to announce The Howl of Blackmane, the first War Pack in the Warlord cycle for Warhammer 40,000: Conquest!

The Howl of Blackmane introduces sixty new cards to expand your battles in the grim and gritty future of Warhammer 40,000: Conquest. You’ll find a battle-ready new Space Marine warlord with his eight-card signature squad offering new ideas for conquering the Traxis sector. Additionally, you’ll find three copies each of seventeen different cards that invite you to join the ranks of the Inquisition, experiment with heretical technology, or embark upon a sector-spanning Waaagh!

As the first pack of the Warlord cycle, The Howl of Blackmane brings your warlords to the forefront of your battles in the Traxis sector. New warlords are introduced in every War Pack, leading bloodthirsty armies, and bringing new strategies for achieving victory.  You’ll find more than new warlords, however. Other cards introduced in The Howl of Blackmane and throughout the cycle put the focus directly on your warlord, whether by granting benefits to your other forces, orchestrating army movements, or exhausting to trigger powerful tactics.

In addition to powerful new warlords, the Warlord cycle introduces our new LCG® packaging to Warhammer 40,000: Conquest War Packs! This packaging is molded plastic, but every War Pack still contains the full complement of sixty cards.

Throughout the War Packs of the Warlord cycle, every faction receives a new warlord, ranging from an Imperial Inquisitor to an Eldar Phoenix Lord, and each of these new champions encourages the exploration of a new style of play.

For more on The Howl of Blackmane and the main themes of the Warlord cycle, we turn to developer Brad Andres.

Developer Brad Andres on the Warlord Cycle

Throughout the Warlord cycle, we explored the impact of warlords upon the game. These powerful warriors and leaders are the lifeblood of Conquest, and the design of a new warlord meant defining how the warlord would play the game.

Throughout the cycle, we needed to answer questions ranging from, “How will this warlord try to win?” to “What makes this warlord unique compared to others in the same faction?” Each warlord and its signature squad brings a new deck type to the table, ripe for expansion with the addition of other cards in the cycle.

The first of these new warlords is the Wolf Lord, Ragnar Blackmane (The Howl of Blackmane, 1). Ragnar is designed to hunt down your opponent’s warlord by engaging it in battle as much as possible. The strategy of hunting is a perfect thematic fit for the Space Wolves; these Space Marines were engineered to murder empires and tear apart anyone that stands in the way of the Imperium. Ragnar’s signature unit, the Blackmane Sentinel (The Howl of Blackmane, 2), continues the theme of hunting down your rivals. A Blackmane Sentinel is a fearsome unit that can move from anywhere on the board to corner a warlord wherever Ragnar tracks it. Even if you can’t guess the location of your opponent’s warlord on the first try, Blackmane’s Hunt (The Howl of Blackmane, 5) allows you to follow your rival’s warlord to an adjacent planet, completing your hunt and meeting it in battle.

Confronting your opponent head-on brings you face-to-face with danger, but the Weapon Frostfang (The Howl of Blackmane, 3) can drastically increase one unit’s attack power and hit points, helping you win a showdown with a rival warlord. And when your opponent tries to flee from your ravening wolves, a Morkai Rune Priest punishes your opponent for thinking he might escape unscathed.

Ragnar is only the first of many familiar warlords to be found in this cycle. You can look forward to seeing Inquisitors, Ethereals, and Greater Daemons in battle. Each new warlord brings a new deck type and play experience for players to explore.

The Warlord cycle doesn’t just introduce new warlords. It features a host of supporting cards that make the strategic use of your warlord more critical than ever. Cards like Muster the Guard (The Howl of Blackmane, 7) require you to exhaust your warlord as part of the ability cost, offering a huge benefit in return. Other cards, such as the Bork’an Recruits,become stronger while in the presence of a warlord, making the decision of where to commit a warlord even more consequential.

The Howl of Blackmane and the other War Packs in the Warlord cycle introduce a host of new warlords and abilities to Warhammer 40,000: Conquest, bombarding the Traxis sector with powerful new abilities, strategies, and combinations. These cards were designed to make your war for galactic dominance more intense than ever, and I hope you have as much fun playing it as I did designing it!

What Is a War Pack?

Warhammer 40,000: Conquest is a Living Card Game®, meaning that rather than collectible randomized booster packs, it receives monthly expansions known as War Packs. Each War Pack contains sixty cards, offering a full playset of each unit, attachment, event, and support card within.

Each War Pack expands the Warhammer 40,000 universe within Conquest, offering new deck-building options with a fixed distribution model, allowing players to focus on building decks and playing games, rather than chasing rare cards. The Howl of Blackmane is the first War Pack for Warhammer 40,000: Conquest.

Hunt Among the Stars

Begin your wild hunt across the galaxy with Ragnar Blackmane and the other cards from The Howl of Blackmane War Pack. Whether you employ Blackmane’s aggressive tactics, revel in the torture of the Dark Eldar, or harness the powerful technology of the Tau empire, you’ll find new units, attachments, supports, and events to use throughout your battles in the Traxis sector.

Look for The Howl of Blackmane to arrive at your local retailer in the fourth quarter of 2014!

...


Source: The Howl of Blackmane (http://www.fantasyflightgames.com/edge_news.asp?eidn=4912)


Title: FFG:Ready for Takeoff
Post by: RSSFeeder on 16 July 2014, 07:30:25
Ready for Takeoff

Announcing the First Force Pack in the Rogue Squadron Cycle

“We’ll have to destroy them ship to ship. Get the crews to their fighters.”
    –Darth Vader, Star Wars: A New Hope

Fantasy Flight Games is proud to announce Ready for Takeoff, the first Force Pack in the upcoming Rogue Squadron cycle for Star Wars™: The Card Game!

The battles of the Star Wars saga are fought on planets and in space. On solid ground, heroes like Han Solo and Leia Organa exchange blaster fire with nameless troopers, but in the freezing void of space, other heroes pilot starfighters through fierce combat and breakneck contests of skill and nerve. The fearless men and women of the Galactic Empire, the Rebel Alliance, and others develop new starfighters continually and pilot these experimental spaceships in battle.

As the first Force Pack in the Rogue Squadron cycle, Ready for Takeoff brings these interstellar battles to the forefront, as Vehicles and Pilots clash in the vacuum of outer space. With a new fate card, iconic starship pilots like Lando Calrissian and “Mauler” Mithel, and new mechanics for piloting your Vehicles, Ready for Takeoff has plenty to offer, whether you fly for Rogue Squadron or Black Squadron. This Force Pack contains ten new objective sets (two copies each of five unique sets) and in Ready for Takeoff, you’ll get your first taste of piloting each faction’s iconic starships.

In addition to a fleet of new starships and pilots, the Rogue Squadron cycle introduces new packaging for Star Wars: The Card Game Force Packs! The packaging will be changing from cardboard to plastic, but every Force Pack still contains the full complement of ten new objective sets.

Get to Your Ships!

Even the most awe-inspiring ships still benefit from the best pilots, and Ready for Takeoff introduces a new keyword to ensure that your cutting-edge fighters and starships have ace pilots. Units that have the pilot (X) keyword may be played from hand as a Pilot enhancement attached to a friendly Vehicle unit by paying resources equal to X – the unit’s pilot cost.

For example, Derek “Hobbie” Klivian (Ready for Takeoff, 699) possesses the pilot (1) keyword. By paying one resource, you may attach "Hobbie" to any friendly Vehicle unit. The attached Vehicle is considered to be “piloted,” and "Hobbie" is “piloting” the Vehicle. Piloting your Vehicles is critical, since many new units feature powerful abilities that only activate while they are piloted or piloting. Of course, you are never required to use a unit as a pilot, and you may play “Hobbie” as a unit by paying his resource cost.

Today, we’ll look at an upcoming objective set from Ready for Takeoff that highlights some of the themes you’ll unveil within the Rogue Squadron cycle.

Earn Your Bloodstripes

In Ready for Takeoff, you’ll get your first look at the unique Pilots and Vehicles in the upcoming Rogue Squadron cycle. The Imperial Navy is well known for pouring limitless resources into the Pilots of the Flight Academy and the Fighters they fly. These pilots’ expertise begins with The Empire’s Elite (Ready for Takeoff, 713) objective. When this objective is in play, you gain access to a powerful Interrupt that triggers when a piloted Fighter unit you control would leave play. Instead of being discarded, both the Fighter and the attached Pilot enhancement are returned to your hand, allowing you to return your most feared Fighters, such as “Backstabber” (Core Set, 13) or a TIE Attack Squadron (Core Set, 147) to the table.

The sight of a TIE interceptor sporting bloodstripes can strike fear into the heart of any Rebel pilot. You can bring the notorious starfighters of the 181st Imperial Fighter Wing into play with two copies of the 181st TIE Interceptor (Ready for Takeoff, 715). This unit can effectively support attack or defense, but it’s best at winning the Force to the dark side. While the 181st TIE Interceptor is piloted, its Pilot enhancement contributes its Force icons to your side during the Force struggle, allowing you to gain a bonus without even committing a unit.

In the Flight Academy (Ready for Takeoff, 716), the Imperial Navy possesses a highly efficient means of bringing new Pilots into play. This enhancement provides you with a resource, but it also reduces by one the cost and pilot cost of the first Pilot unit you play each turn. Being able to play Pilots at a discount gets your ships piloted and special abilities activated faster than ever.

You gain another way to bring your Pilots into play with the Stay on Target (Ready for Takeoff, 712) fate card, one of two new fate cards in this cycle. This fate card contributes two Force icons to your edge battle, but it also allows you to put a Pilot card into play from your hand or discard pile as an enhancement on a target friendly Vehicle unit. Not only does this allow you to escape paying the unit’s pilot cost, it lets you bring a Pilot into play in the midst of battle, potentially activating powerful abilities and swinging the balance of the conflict in your favor.

Of course, The Empire’s Elite wouldn’t be complete without a peerless Pilot to lead the squadron, and it gains such a unit in Baron Fel (Ready for Takeoff, 714). This unit bears the pilot (2) keyword, so by paying two resources, you may attach him to any friendly Vehicle. Baron Fel is at his best, however, in the cockpit of a Fighter. While Baron Fel pilots a Fighter unit, every friendly Fighter unit gains elite and edge (1), making any Fighter group a force to be reckoned with. In addition, Baron Fel possesses three Force icons, meaning that if he pilots one of the 181st TIE Interceptors, the Imperial Navy gains a three Force icon bonus to the Force struggle!

Coordinate Fleet Movement

More awaits within the Rogue Squadron cycle than Imperial Fighter squadrons. In this cycle, the Imperial Navy and Rebel Alliance take the spotlight, but every faction receives plenty of powerful new units, enhancements, and events, along with two new fate cards introduced in this cycle. New versions of iconic characters and ships abound, ranging from Darth Vader and Luke Skywalker to the Millennium Falcon and Slave I. Every faction receives new tactics utilizing new and upcoming cards, including the ones described below.

The Rebel Alliance uses the Capital Ship Independence to lead their entire navy in battle, while the Sith Fighter Delta One effortlessly incapacitates unpiloted Vehicle units. On the outskirts of the galaxy, Smuggling Freighters fly relentlessly past enemy shields and blockades. The Jedi may uncover a Lost Master among the forests of Kashyyyk, still maintaining his commitment to the Force, and if a Scum and Villainy pilot is ever forced to Bail Out, you can be sure you’ll face the pilot again on the ground. In the Rogue Squadron cycle, the skill of your best Pilots and Vehicles is on full display, offering countless new strategies for your decks in Star Wars: The Card Game.

Launch Your Starships

Are you prepared to pilot your starfighters to glory? Your intense dogfights, fleet combat, and hyperspace travel begin with the Ready for Takeoff Force Pack in the Rogue Squadron cycle. Look for the Ready for Takeoff Force Pack at your local retailer in the fourth quarter of 2014!

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Source: Ready for Takeoff (http://www.fantasyflightgames.com/edge_news.asp?eidn=4920)


Title: FFG:The Valemen
Post by: RSSFeeder on 16 July 2014, 16:00:03
The Valemen

Announcing the Third Chapter Pack in the Wardens Cycle


“It would gladden my heart if I could assure you that the Sand Snakes were alone in wanting war, but I will not tell you lies, ser.”

   –George R.R. Martin, A Feast for Crows


Fantasy Flight Games is proud to announce The Valemen, the third Chapter Pack in the Wardens cycle for A Game of Thrones: The Card Game!


In the struggle to claim the Iron Throne, even those who wait at the periphery of the struggle can have potent effects on the outcome of your battles and intrigues. The Valemen continues the major themes of the Wardens cycle, enhancing the power of trait-based decks, exploring the powerful “limited response” mechanic, and granting more support for some of the game’s most expensive and recognizable characters.


You may choose to ride the plains of the Dothraki sea with a horde of Dothraki, defend the Baratheon kings with the Rainbow Guard, or reinforce your walls with the soldiers of House Tully. No matter whom you support in A Game of Thrones: The Card Game, you’ll find the cards you need in The Valemen Chapter Pack.



A Viper in the Rocks


In addition, this Chapter Pack provides cards that offer more support for the Sand Snakes  of Dorne – the illegitimate daughters of Oberyn Martell, the Red Viper. Alone, the Sand Snakes can be overwhelmed, but when combined, there are few who can rival their thirst for vengeance.


In A Game of Thrones: The Card Game, you can only trigger one Limited Response each turn. The Valemen Chapter Pack opens new choices for you, providing a Sand Snake with a powerful Limited Response in the person of Nymeria Sand (The Valemen, 48). Nymeria bears the text: “Limited Response: After a Sand Snake character you control is killed, choose and kill a character with an equal or lower printed cost. (Limit 1 limited response per round.)” Nymeria Sand allows you to claim revenge for every Sand Snake death. By choosing and killing a Sand Snake for military claim when Nymeria Sand is in play, you can ensure that your opponent’s characters pay the price for earning the Sand Snakes’ enmity.


Of course, Nymeria’s Limited Response requires a Sand Snake to be killed before it can activate. Thankfully, House Martell and the Sand Snakes gain a way to cheat death in the Red Mountain Keep (The Valemen, 51). During the dominance phase, you may kneel Red Mountain Keep to shuffle one of your Sand Snake characters back into your deck from your dead pile, allowing you to play more copies of that character, ensuring the Sand Snakes never stay gone for long.


Decks built around the Sand Snakes trait gain another tool for revenge in An Opening Gambit (The Valemen, 49). You may play this event immediately after you lose a challenge to choose a participating Sand Snake character you control. That character gains a power, and if that was the first challenge initiated during the phase, you may stand the character and draw a card! By strategically losing the first challenge of the challenges phase, you can take revenge and easily gain an advantage in power, standing characters, and cards in hand.


Exact Your Revenge


Whether you take revenge with the Sand Snakes of Dorne, raid and pillage with the clansmen of the Vale, or plot alongside iconic characters such as Euron Crow’s Eye and Ser Ilyn Payne, you’ll find the cards that will bring you to the Iron Throne within The Valemen Chapter Pack.


Look for The Valemen at your local retailer in the fourth quarter of 2014!


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Source: The Valemen (http://www.fantasyflightgames.com/edge_news.asp?eidn=4922)


Title: FFG:Dungeon Inferno
Post by: RSSFeeder on 17 July 2014, 00:00:13
Dungeon Inferno

Preview the New Fire at Will Expansion for Dungeon Fighter


So you made it out of the dungeon alive, did you? Well done! You must truly be a hero. Actually, you look a little cold. Why don’t you come into this cave and warm up by the fire? You know, it’s good that you’re here. This cave has a relatively minor monster infestation that needs to be dealt with. Do you have any experience in fighting goblins, dragons or flame-snorting Bullrogs?


Recently, we announced Fire at Will and The Big Wave, the new element-themed expansions for Dungeon Fighter, a humorous dexterity-based board game in which players take on the role of heroes fighting their way through a dungeon filled with horrid yet quirky monsters. In Fire at Will, the heroes explore a cavern beneath the fire mountains, combat flame-breathing monsters, and learn fire elemental magic.


Fire can be both your friend and your foe, so it’s best to learn something about it before facing the flames. Today, we’ll take a closer look at how the Fire at Will expansion plays with fire.You will learn how burn tokens can set monsters and heroes ablaze, discover how the new fire element die is used in game play, and get to know the special abilities of the new heroine, Melissa, The Fire Sorceress.



Let It Burn


In the base game of Dungeon Fighter, you can only wound a monster by landing the die on the target – not always an easy feat in this dexterity game. In Fire at Will, you can use burn tokens to torch monsters. Some equipment and power cards allow you to place a specific number of burn tokens on a monster card. Then, at the beginning of each player’s turn, you take away a burn token and deal the monster one point of damage in addition to any damage dealt in an attack. The weakest monsters are doomed the moment they start to burn; stronger ones can continue to fight even while on fire.


Heroes can go up in flames, too – after all, fire doesn’t care who it burns. Some monsters, such as the Smoked Zombie, give burn tokens to heroes. Like monsters, heroes burn gradually. If you receive burn tokens, at the beginning of every player’s turn you will remove one token from your hero sheet and suffer one point of damage, until the tokens are gone.



Fire at Will also includes an eight-sided fire element die that helps reduce monsters to ash. This die deals damage or activates a special ability whether it lands on the target board or not. But you can’t just open fire at random: only certain rooms, pieces of equipment, and monsters allow you to throw this die. During a fight at the Fire Altar, the first player, and only the first player, must throw the element die. If you’re lucky, it will land on a +3 side, adding three points of damage in addition to any damage dealt by where the die lands. If that serious blow doesn’t kill the monster, the next player chooses from the colored hero dice as they would normally.



She’s On Fire


Fire at Will introduces you to a new heroine: Melissa, The Fire Sorceress. As that casual smirk on her face suggests, she can play with the most dangerous fires without getting burned. Since she’s an expert in fire magic, you’ll likely want her in any party of heroes journeying through the fire mountains. Her Agile Instincts ability, when activated, prevents her from suffering damage if you throw a miss. Activating her Sworn Enemy ability allows her to deal four points of additional damage to any demon she fights.


Melissa also uniquely possesses the Fire Sacrifice ability. It allows you to place three burn tokens on a monster, but only if the group’s leader is willing to suffer one point of damage. Sometimes the best way to be a hero is to take one for the team, but you must decide for yourself whether fire magic is worth the sacrifice.




A New Flame


Fire at Will also features several new monsters, new equipment cards, game board templates and power cards. There are even new fire-themed ways of throwing the dice, such as the lighter shot, in which you flick the die with your thumb as if you were igniting a lighter, and the firewall shot, in which you bounce the die over the firewall prop as if over a tennis net – just be careful that the die doesn’t touch the firewall and get scorched!


The pyrotechnics of Fire at Will are sure to ignite your hunger for dungeon-fighting adventure. Pre-order Fire at Will and the other new  Dungeon Fighter expansion, The Big Wave, from your local retailer today!


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Source: Dungeon Inferno (http://www.fantasyflightgames.com/edge_news.asp?eidn=4923)


Title: FFG:Civilization Doesn't Happen by Accident
Post by: RSSFeeder on 17 July 2014, 08:30:03
Civilization Doesn't Happen by Accident

A Preview of the Character Options Available in Far Horizons

Civilization doesn’t happen by accident. It’s hard work.

Accordingly, many people find it difficult to understand the colonist’s desire to brave remote areas and dangerous conditions in order to establish settlements on new worlds. When they could live on any of tens of thousands of civilized worlds, what exactly draws them to forge ahead with yet another settlement on a world that is most likely to be unremarkable or inhospitable?

This is a question that runs throughout Far Horizons, the Colonist sourcebook for the Star Wars®: Edge of the Empire™ Roleplaying Game.

Of course, there are as many specific reasons for colonists to pursue new settlements as there are colonists, but the larger reasons tend to fit into categories that are ages-old. Colonists willing to brave the dangers of the wilds often wish to break with current society or government, establish civilizations based on specific ideals, or exploit new resources.

Despite their best intentions, not all colonists are able to enjoy peaceful and profitable lives on their adopted homeworlds. Some become swept up in events and find themselves caught in interplanetary adventures. In such situations, colonists do well to draw upon their considerable courage and talents. Although anyone can become a colonist, the best are typically smart, ambitious, tough, and willing to brave the unknown. These are the characters you’ll find given more attention in Far Horizons.

For more about what Far Horizons offers these characters, we turn to lead developer Sam Stewart.


 Colonists extend civilization to the farthest reaches of the Star Wars galaxy.

Lead Developer Sam Stewart on the Colonists of Far Horizons

In our announcement of Far Horizons, we looked at how the sourcebook fleshes out the Colonist career with three new specializations: the Performer, the Entrepreneur, and the Marshal. However, the book offers much, much more for both your Colonist characters and any GM looking to write these characters into a truly engaging campaign that plays to their strengths and interests. Among the first new options Far Horizons offers your Colonists are two new signature abilities. Signature abilities are powerful, advanced abilities that are available only to a specific career. Specializations can be taken by any character, but signature abilities are exclusive to the careers to which they’re tied.

“Appropriately, the Colonist’s two signature abilities play to some of this career’s greatest strengths, and the Colonists who take them become even better at drawing upon the knowledge and skills that allow them to thrive on some of the galaxy’s wildest and most dangerous planets.

“The first is called Insightful Revelation. As befits the career with the Scholar specialization, Insightful Revelation allows characters to really put their Knowledge skills to use; a character with Insightful Revelation can make a single check to reveal vital information about his or her situation that he or she couldn’t normally uncover.

“This is great deal more potent than a normal Knowledge skill check, because it’s specifically intended to reveal relevant information that would otherwise be outside your character’s frame of reference. In complex negotiations with a Hutt Crime Lord? Use Insightful Revelation to find out that his new slave is actually a Rebel agent, and make a deal with her instead. Captured by the Empire? Turns out the lieutenant heading up your prison detail is secretly Force-sensitive, and desperate to hide it from his superiors. Who knew? Well, you did, thanks to Insightful Revelation.
 


 A human Politico has an Insightful Revelation about the Rodians with whom she’s in negotiations.

“Playing alongside these sudden epiphanies, we have Unmatched Expertise. Perhaps more than any other characters, Colonists such as Doctors, Scholars, and Performers are defined by their jobs and specializations. Accordingly, it’s appropriate that Unmatched Expertise rewards them for their dedication and helps make them the very best at what they do.

“Specifically, Unmatched Expertise allows the most talented Colonists to decrease the difficulty of all career skill checks by one for an entire encounter. Nobody out-talks a Politico, out-medics a Doctor, or out-deals an Entrepreneur!”

New Species

Far Horizons also introduces three new playable species: Arcona, Gran, and Chevin. These species offer you some interesting choices when you build your character. While you can use them with any career, each species works especially well as a Colonist.


 From left to right: Arcona, Gran, and Chevin.

“The Arcona are reptilian, community-oriented individuals from a dry desert planet. They have formidable wills, and their unique heat vision abilities allow them to read others’ moods, giving them a decided edge in negotiations. However, they have one dangerous weakness as a species; an Arcona can become fatally addicted to sodium chloride. To an Arcona, simple purified salt is more powerful than the strongest spice, and whenever these sociable aliens imbibe, they risk dooming themselves to slow and painful deaths.

“Meanwhile, the Gran first debuted in the Star Wars®: Age of Rebellion Roleplaying Game, but they’re back in Far Horizons because of their powerful personalities. Nobody gabs like a Gran, and their ability to talk the ears off a gundark makes them great Entrepreneurs, Performers, and Politicos.

“Finally, we have the Chevin. The Chevin are a species of cunning and dangerous merchants, nomads, and slavers from Vinsoth. Chevin may look clumsy, but you would be unwise to underestimate the resilience of their rock hard skin or their innate physical strength. However, as Far Horizons reveals, their real strength lies in their mercantile and mercenary minds. Chevin can find the advantage in nearly every situation, and exploit it for their benefit. And while many Chevin are known to be vicious slavers, there exist a significant number of Chevin who have turned their back on this deplorable practice and set out to try and change their society. A hard-nosed Chevin who turns away from slavery in preference for justice can make a formidable Marshal.”

Skills and Talents for Every Occassion

Isolation from the galaxy at large demands that colonists refine their intelligence, skills, and self-reliance. Simultaneously, the often challenging circumstances of their lives demand that they grow adaptable and resilient.

Accordingly, Colonists are some of the most reliable adventurers in Edge of the Empire. When they’re swept along by currents of events that carries them into adventures that may span the galaxy, you can rely upon them to make good use of all the skills and tools at their disposal.

Far Horizons allows you to prepare your Colonist for more of anything and everything with more talents, careers, and signature abilities. Of course, a good Colonist also knows when to share with others for the good of the homestead, and Far Horizons includes a wealth of material that any Edge of the Empire character can use.


 Few may understand the Colonist’s desire to settle some of the galaxy’s most dangerous and most remote planets, but many have benefitted from their successes.

In upcoming previews, we’ll look at some of the sourcebook’s new gear and at how Game Masters can use the book to craft dynamic and dramatic campaigns centered around a colonist’s homestead.

For now, be sure to book your ticket to the next remote planet… Head to your local retailer today to pre-order your copy of Far Horizons!

...


Source: Civilization Doesn't Happen by Accident (http://www.fantasyflightgames.com/edge_news.asp?eidn=4924)


Title: FFG:Let the Matchups Begin
Post by: RSSFeeder on 17 July 2014, 17:00:03
Let the Matchups Begin

Foul Play Is Now Available for Blood Bowl: Team Manager


The Foul Play expansion for Blood Bowl: Team Manager is now available at your local retailer and online through our webstore!


A new season begins for Blood Bowl: Team Manager, and you’ll uncover more opportunities for trickery and low-down, backstabbing moves than ever. The Putrid Players’ Guild joins the Team Managers’ Union, bringing with it three entirely new teams and unprecedented levels of cheating. A fifth player may now join your games of Blood Bowl: Team Manager, and no matter how many players you have in a game, the new fouling skill is sure to upset opposing managers’ plans.


Putrid Players


In our first preview of the Foul Play expansion, we revealed some of the key players that you can expect to see in the three new teams of the Putrid Players’ Guild. The followers of Nurgle spread disease wherever they play, choking other teams and lowering Star Power with disease tokens. On the other side of the field, the goblins set the standard for sheer craziness in a Blood Bowl matchup. With plenty of flying bombs, chainsaws, and pogo sticks, the goblins offer a multitude of ways to get the better of your opponent. The final team to join the Team Managers’ Union is the Chaos Dwarfs, and they bear grudges like none other. Tackling a Chaos Dwarf just makes him more angry and more likely to exact vengeance.



Each of these teams also features the new fouling skill, which allows you to look at a Player card in your opponent’s hand and choose to discard it or not. If you reveal a powerful Star Player from your opponent’s hand, you can discard it, and your opponent draws a replacement card, but if you pull a lowly Guardsman, you can return it to your opponent’s hand, keeping him from drawing a better card to replace it.


The Penalties of Corruption


As we explored in our second preview, you’ll find more than three new teams in Foul Play. The Team Managers’ Union makes new efforts to crack down on cheating, resulting in penalties issued to managers. A thrown elbow at the wrong time might result in a player’s removal from your roster, while roughing the ref may cause you to lose fans. Fortunately for players intent on getting ahead through nefarious tactics, a corrupt ref also makes his first appearance in this season of Blood Bowl: Team Manager. This ref moves from matchup to matchup, helping you and your players cheat by giving you advance knowledge of cheating tokens.



In addition, for the first time in the history of Blood Bowl: Team Manager, you’ll find stadiums in which to play your matchups. Every stadium has its own special rules that govern how you play there, but rules are meant to be broken in Blood Bowl! You always have the option to cheat by breaking a stadium’s restrictions, but doing so incurs a penalty, which may cost you fans, upgrade cards, or players.


Ready for the Big Leagues


Nurglings, goblins, and Chaos Dwarfs burst onto the scene of Blood Bowl: Team Manager in this expansion, bringing more cheating and fouling in their wake. Play a game in a brand-new stadium, escape penalties with the help of the corrupt ref, or learn the trademark tactics of new teams. Download the rules from the support page, and pick up your copy of Foul Play at your local retailer today!


...


Source: Let the Matchups Begin (http://www.fantasyflightgames.com/edge_news.asp?eidn=4925)


Title: FFG:Torture and Fear
Post by: RSSFeeder on 18 July 2014, 01:30:03
Torture and Fear

Preview the Dark Eldar Faction from Warhammer 40,000: Conquest


The Dark Eldar exemplify everything that is wanton and cruel in the ancient race they descend from. Fiercely intelligent and devious to a fault, these piratical raiders revel in pain. Feeding upon the suffering of others is the only way they can stave off the slow death of their own souls.


The Traxis sector is wracked by war as mighty armies face each other, battling feverishly for control and domination. Warhammer 40,000: Conquest puts you in command of these forces, leading a warlord and his entourage into battle after battle. As you engage in combat for crucial planets, you must simultaneously plan for future conquests, balancing your armies across the Traxis sector.


At the beginning of our series of previews for Warhammer 40,000: Conquest, we focused on gameplay, exploring the deployment of armies, the command struggle, and combat at planets. We also looked at a detailed example of a battle, before moving into the various factions and their distinct play styles. Before now, we’ve looked at Space Marines, the Astra Militarum, Orks, and Chaos, but now we turn to the raiding parties of the Dark Eldar!



The Way of the Wych


Dark Eldar raiding parties flow outwards from Commorragh, the Dark City, finding prey wherever they can. The lucky ones are slain by the pirates; those unlucky enough to be taken prisoner are dragged into the coliseums of the Dark Eldar. The leader of the Dark Eldar raids in the Traxis sector is a deadly Wych, Packmaster Kith (Core Set, 5). Although this feared warrior can acquit herself perfectly in combat, she never travels too far without her pets – the Khymerae. These token units are put into play by Kith’s Reaction, which allows you to put a Khymera token into play at a planet whenever Packmaster Kith commits to that planet.


Khymerae are born of the Warp, and these nightmarish creatures can quickly rend your opponent’s forces to shreds. You’ll want to maximize your number of these beasts, and fortunately, Packmaster Kith’s signature squad has numerous options for gaining more Khymerae and taking advantage of the ones you have. The signature squad begins with four copies of Kith’s Khymeramasters (Core Set, 100). Whenever these units enter play, you may put a Khymera token into play at the same planet, increasing your numbers and terrifying your foes.


Your Khymera tokens are most powerful in a pack, but your methods for bringing Khymerae into play may leave them spread across the sector. Thankfully, you have a means to bring them together in the Khymera Den (Core Set, 101). You may exhaust this support card to move any number of Khymera tokens to any planet. Triggering this support will not only unify your Khymerae, but because you can exhaust this support as an Action, you can wait to see where your opponent’s forces will move before you commit your Khymera tokens.


You’ll also find one copy of the Agonizer of Bren (Core Set, 103) attachment in Packmaster Kith’s signature squad, allowing you to capitalize even further off your numbers of Khymera tokens. This attachment is attached to an army unit, and it gives that unit +1 ATK for each Khymera token you control, increasing your attack power even as the Khymerae you lead grow more numerous.


The signature squad concludes with two copies of the Pact of the Haemonculi (Core Set, 102). By playing this even during the deployment phase, you may sacrifice a unit to discard a random card from your opponent’s hand, before drawing two cards yourself. At first glance, this card might not seem to have much to do with Khymera tokens, but to gain the effects of Pact of the Haemonculi, you must sacrifice a unit. Khymera tokens cost you nothing to bring into play in the first place, and they certainly offer a tempting unit to sacrifice.


The Knife that Cuts Unseen


The Dark Eldar, like the Khymerae, are most deadly in combat because of their speed and adaptability. You’ll find ways to suddenly gain an advantage over your opponent throughout the Dark Eldar forces beyond Packmaster Kith’s signature squad. One such unit is the Vile Raider (Core Set, 110). This army possesses the Mobile keyword, allowing it to move to an adjacent planet at the beginning of the combat phase. By committing the Vile Raider to one planet, you can take advantage of its two command icons, before moving it to an adjacent planet to partake in battle.


Another dangerous Vehicle is the Black Heart Ravager (Core Set, 111). This army bears the Flying keyword, meaning that it takes half damage from non-Flying unit, which makes it difficult to destroy. The Black Heart Ravager also has an important Reaction that allows you to rout a non-warlord unit after damaging it with the Black Heart Ravager. A routed unit is returned exhausted to its owner’s headquarters, and by using the Black Heart Ravager, you can quickly cause your opponent’s most powerful units to turn tail and run. The event card Archon’s Terror (Core Set, 117) offers you another option for routing your opponent’s army, by allowing you to rout a non-unique unit during the combat phase. Applied correctly, routing can quickly diminish  an enemy army.


A final tool for neutralizing the armies of your foes lies in the bowels of the Twisted Laboratory (Core Set, 122). As an Action, you may exhaust this support to blank a target army’s text box for one phase. Since the true potential of most units lies in their special abilities, negating those powers is a sure way to bring your enemies to heel. Whether you crush your foes beneath packs of slavering Khymerae or run circles around them with your mobile armies, your Dark Eldar forces make an excellent spearhead for your efforts in the Traxis sector.


Terror and Pain


The pirate fleets of the Dark Eldar are ready for you to lead them in raids and assaults on the planets of the Traxis sector. The warriors of the Dark City may sweep over all in their way, but they won’t get there without a fight. Prepare to lead your armies to war! Preorder Warhammer 40,000: Conquest today.


...


Source: Torture and Fear (http://www.fantasyflightgames.com/edge_news.asp?eidn=4926)


Title: FFG:Rebellion Day
Post by: RSSFeeder on 18 July 2014, 18:30:06
Rebellion Day

Announcing a Global Event for STAR WARS (R): Age of Rebellion (TM)


“Count me in.”

    –Leia Organa



   
       
           
       
   

           
               
                   
                       
                   
               
           

                       

Are You a Retailer?


                       

Apply today to host a Rebellion Day event! 


                       



                       


                       

           

The Rebel Alliance needs all the heroes it can get. Will you be one of them?


This September 13th is Rebellion Day, and it’s your opportunity to celebrate Star Wars roleplaying by participating in the dramatic, introductory Star Wars®: Age of Rebellion™ adventure, Rescue at Glare Peak.


Designed for two to five players (one of whom assumes the role of Game Master), Rescue at Glare Peak challenges you and your friends to complete a daring rescue mission while the fate of the galaxy hangs in the balance.


What Is Rebellion Day?


Taking place worldwide on September 13th, FFG’s Rebellion Day is a special event designed to build upon the burgeoning excitement and community for the Star Wars: Age of Rebellion Roleplaying Game.


Only a limited number of kits are available, so retailers should apply today. This global event will provide players an engaging way to explore the Age of Rebellion Roleplaying Game, even as they strike a blow for galactic freedom!


The highlight of Rebellion Day is Rescue at Glare Peak, a special introductory Age of Rebellion adventure designed specifically for the event.



On Rebellion Day, you and your friends will assume the roles of heroic Rebel agents who must work together to rescue a pair of Rebel pilots who have crash-landed on the planet Trivar II.


Four different pre-generated characters introduce several of the many careers, specializations, skills, and talents of Age of Rebellion. Choose from an Ithorian Engineer, a Bothan Spy, a Human Commander, and a Duros Soldier. You’ll need to make use of the tricks, talents, and technology these characters possess in order to succeed at your mission.


The Rebellion Day Game Kit


The Rebellion Day Game Kit comes with everything retailers need to run this unique Star Wars adventure:



       
  • One 48-page adventure booklet containing the adventure Rescue at Glare Peak and a full set of fast-play rules to get you quickly into the action

  •    
  • Three sets each of four different Rebel character sheets

  •    
  • One set of custom Star Wars Roleplaying Dice

  •    
  • Three copies of a player handout, featuring three full-color maps of the adventure’s key locations, to help players better visualize their characters’ surroundings

  •    
  • One promotional poster with bold, Rebellion-themed art to advertise your event



What Is Star Wars: Age of Rebellion?


Age of Rebellion is the second of three epic, fully cross-compatible Star Wars roleplaying systems by Fantasy Flight Games. It thrusts players directly into the ongoing Galactic Civil War between the evil Empire and the rag-tag Rebel Alliance. Woefully outnumbered and outgunned by the Empire and its vast military might, player characters may undertake any of a wide variety of missions. They may perform reconnaissance, engage in guerrilla warfare, or recruit citizens from across the galaxy.


At the core of FFG’s Star Wars roleplaying mechanics are its custom dice. Designed to enhance a heavily narrative roleplaying system, these dice combine symbols for success and failure with symbols for “threat” and “advantage.” As a result, players may succeed at their actions but still earn “threat,” or fail but still “advantages.” These results encourage stunning plot twists, and every roll of the dice encourages additional storytelling.


How Do You Get Involved?



All applications are due by Wednesday, August 6th at 23:59 CST, though we strongly encourage interested retailers to apply as soon as possible. Our number of Rebellion Day Game Kits are limited.


If you are approved to host a Rebellion Day event, we will send instructions for ordering your event kit. We’ll post a list of participating retailers in a few weeks.


What Can Players Do?


If you’re an Age of Rebellion player, be sure to contact your favorite local gaming store about this exciting event. Then be sure to check our website in late August for the full list of participating retailers in order to make your plans to attend.


In the meantime, you can watch our Age of Rebellion website for more news and previews.


Join the Rebel Alliance


Retailers, remember that we have a limited number of Rebellion Day Game Kits, and the sign up for this exclusive introductory event closes on Wednesday, August 6th. Submit your application today to take your stand for galactic freedom on Rebellion Day!

...


Source: Rebellion Day (http://www.fantasyflightgames.com/edge_news.asp?eidn=4927)


Title: FFG:Heroic Endeavors
Post by: RSSFeeder on 19 July 2014, 03:00:04
Heroic Endeavors

Preview Two New Heroes and Hero Classes from Manor of Ravens


In the forests near Greyhaven, there lies a haunted manor. By day, bandits raid the house for moldering treasures and arcane artifacts. By night, terrifying wraiths wisp through the halls, devouring the soul of any adventurer foolish enough to enter. As if these fearsome guardians were not enough, a magical construct stalks the halls of the mansion, searching for trespassers.


Manor of Ravens, an upcoming expansion for Descent: Journeys in the Dark Second Edition, dares any hero to enter the haunted mansion and brave the dangers within. In our last preview, we looked at bandits and wraiths, the two new monster groups that serve the overlord in Manor of Ravens.


Today, we’ll examine the heroes who face these threats: Alys Raine and Thaiden Mistpeak.



Marshal of the Realm


By her eighth birthday, Alys Raine could recite the entirety of the Common Law in one sitting and had begun memorizing the seven treaties associated with it. Preferring her studies to long hours of combat training, her dream of becoming a Marshal kept her moving forward. Now a rising star among her comrades, Alys Raine drives fear into the hearts of the unjust throughout Terrinoth. As a Marshal of the Citadel, Alys brings justice wherever it is needed, serving as both judge and executioner.


Alys Raine proves herself a powerful addition to your hero party as you seek to uncover the mystery of at the heart of the manor. She is completely devoted to her duties as a Marshal, and her hero ability and heroic feat give you the tools to trigger Class cards whenever you need them. Alys’s hero ability allows you to recover fatigue whenever an adjacent hero takes one or more damage, giving you the energy you need to enact justice on the evildoer.



Alys’s heroic feat lets you use your powerful Class cards more than once per turn. By activating Alys’s heroic feat during any player’s turn, you may refresh all of your exhausted cards and recover two fatigue, freeing you to exercise your power once more.


The Power of Law


The Marshal hero class puts the judicial power of the Citadel behind your quests, inviting any Warrior can punish the overlord for his flagrant disregard for the law. The Marshal hero class begins with the Retribution card. By exhausting this card when a nearby monster attacks another hero, you can force that monster to take damage as its just desserts. Vigilant Watch allows you to punish monsters for leaving your presence, whereas I am the Law allows you to attack a monster that attacked you, possibly inflicting a condition on the monster as well!



Some of the Marshal’s other Class cards punish the overlord for using his Overlord cards against the heroes. Zealous Fire can be exhausted when the overlord plays an Overlord card, allowing you to recover a fatigue. To make matters worse for the overlord, when Zealous Fire refreshes, you may deal a damage to a nearby monster. The By the Book card gives you a chance to cancel an Overlord card, returning it to the Overlord deck without effect.


A Hunter in the Wild


Alys Raine is aided in her investigations by Thaiden Mistpeak, a Scout with an uncanny knack for finding what others cannot. He led his clan through the Crags of the Forgotten, rescued his love from the center of the Gray Wastes, and recovered his grandmother’s hairpin from a very large haystack… or so it is said. He never planned to use his talents to avenge the deaths of his loved ones. But when his family’s murderers were never found, he took matters into his own hands. He has never spoken of that fateful journey, but from that day on, Thaiden Mistpeak was a changed man. All that remained was his skill, and his passion for the hunt.


Thaiden is an expert at surviving in the wilds, and his hero ability and heroic feat give him some of the tricks he may need to get the upper hand on the overlord’s monsters. By using Thaiden’s hero ability, you may cancel your attack and search an adjacent search token instead. By using this ability when an attack would miss or fail to cause damage, you can salvage what would have been a wasted action.



Thaiden’s heroic feat gives you a way to escape any monsters that happen to get too close. When a monster enters a space adjacent to you, you may trigger Thaiden’s heroic feat to immobilize the monster and immediately move up to three spaces! By using the heroic feat at the right time, you can neutralize a monster and prepare for Thaiden’s attack on his next turn.


Tracking Your Quarry


Monsters throughout Terrinoth would be wise to fear any Scout trained as a Bounty Hunter. Bounty Hunters excel at tracking a single monster before moving in for the kill. A Bounty Hunter’s Class cards make his hunts even more deadly.


Bounty Hunters start gameplay with the Chosen Target card, which they can exhaust to track a monster in their line of sight. Each of your attacks against the tracked monster gain an additional damage, which lets you take it down faster than ever. Other Class cards give you more benefits for hunting a tracked monster. Not so Fast reduces your target’s movement points and gives you movement points, whereas Evil Eye allows you to give your tracked monster the Doomed condition.



A key aspect of your hunts is waiting for the opportune moment to strike. Other Bounty Hunter Class cards reward you for doing just that. Lie in Wait takes an action to exhaust, but when it refreshes it gives you a bonus attack action with an additional power die! Undercover, on the other hand, invites you to enhance your defense for a turn before breaking out of hiding and gaining three movement points on your next turn.


Into the Manor


The mystery of the haunted manor awaits you and your fellow heroes within the Manor of Ravens expansion. Alys Raine and Thaiden Mistpeak may give you the strength to cross the mansion’s threshold, but can you withstand the horrors within?


Preorder Manor of Ravens at your local retailer today!


...


Source: Heroic Endeavors (http://www.fantasyflightgames.com/edge_news.asp?eidn=4928)


Title: FFG:Heroic Endeavors
Post by: RSSFeeder on 21 July 2014, 14:30:03
Heroic Endeavors

Preview Two New Heroes and Hero Classes from Manor of Ravens

In the forests near Greyhaven, there lies a haunted manor. By day, bandits raid the house for moldering treasures and arcane artifacts. By night, terrifying wraiths wisp through the halls, devouring the soul of any adventurer foolish enough to enter. As if these fearsome guardians were not enough, a magical construct stalks the halls of the mansion, searching for trespassers.

Manor of Ravens, an upcoming expansion for Descent: Journeys in the Dark Second Edition, dares any hero to enter the haunted mansion and brave the dangers within. In our last preview, we looked at bandits and wraiths, the two new monster groups that serve the overlord in Manor of Ravens.

Today, we’ll examine the heroes who face these threats: Alys Raine and Thaiden Mistpeak.

Marshal of the Realm

By her eighth birthday, Alys Raine could recite the entirety of the Common Law in one sitting and had begun memorizing the seven treaties associated with it. Preferring her studies to long hours of combat training, her dream of becoming a Marshal kept her moving forward. Now a rising star among her comrades, Alys Raine drives fear into the hearts of the unjust throughout Terrinoth. As a Marshal of the Citadel, Alys brings justice wherever it is needed, serving as both judge and executioner.

Alys Raine proves herself a powerful addition to your hero party as you seek to uncover the mystery at the heart of the manor. She is completely devoted to her duties as a Marshal, and her hero ability and heroic feat give you the tools to trigger Class cards whenever you need them. Alys’s hero ability allows you to recover fatigue whenever an adjacent hero takes one or more damage, giving you the energy you need to enact justice on the evildoer.

Alys’s heroic feat lets you use your powerful Class cards more than once per turn. By activating Alys’s heroic feat during any player’s turn, you may refresh all of your exhausted cards and recover two fatigue, freeing you to exercise your power once more.

The Power of Law

The Marshal hero class puts the judicial power of the Citadel behind your quests, inviting any Warrior to punish the overlord for his flagrant disregard for the law. The Marshal hero class begins with the Retribution card. By exhausting this card when a nearby monster attacks another hero, you can force that monster to take damage as its just desserts. Vigilant Watch allows you to punish monsters for leaving your presence, whereas I am the Law allows you to attack a monster that attacked you, possibly inflicting a condition on the monster as well!

Some of the Marshal’s other Class cards punish the overlord for using his Overlord cards against the heroes. Zealous Fire can be exhausted when the overlord plays an Overlord card, allowing you to recover a fatigue. To make matters worse for the overlord, when Zealous Fire refreshes, you may deal a damage to a nearby monster. The By the Book card gives you a chance to cancel an Overlord card, returning it to the Overlord deck without effect.

A Hunter in the Wild

Alys Raine is aided in her investigations by Thaiden Mistpeak, a Scout with an uncanny knack for finding what others cannot. He led his clan through the Crags of the Forgotten, rescued his love from the center of the Gray Wastes, and recovered his grandmother’s hairpin from a very large haystack… or so it is said. He never planned to use his talents to avenge the deaths of his loved ones. But when his family’s murderers were never found, he took matters into his own hands. He has never spoken of that fateful journey, but from that day on, Thaiden Mistpeak was a changed man. All that remained was his skill, and his passion for the hunt.

Thaiden is an expert at surviving in the wilds, and his hero ability and heroic feat give him some of the tricks he may need to get the upper hand on the overlord’s monsters. By using Thaiden’s hero ability, you may cancel your attack and search an adjacent search token instead. By using this ability when an attack would miss or fail to cause damage, you can salvage what would have been a wasted action.

Thaiden’s heroic feat gives you a way to escape any monsters that happen to get too close. When a monster enters a space adjacent to you, you may trigger Thaiden’s heroic feat to immobilize the monster and immediately move up to three spaces! By using the heroic feat at the right time, you can neutralize a monster and prepare for Thaiden’s attack on his next turn.

Tracking Your Quarry

Monsters throughout Terrinoth would be wise to fear any Scout trained as a Bounty Hunter. Bounty Hunters excel at tracking a single monster before moving in for the kill. A Bounty Hunter’s Class cards make his hunts even more deadly.

Bounty Hunters start gameplay with the Chosen Target card, which they can exhaust to track a monster in their line of sight. Each of your attacks against the tracked monster gain an additional damage, which lets you take it down faster than ever. Other Class cards give you more benefits for hunting a tracked monster. Not so Fast reduces your target’s movement points and gives you movement points, whereas Evil Eye allows you to give your tracked monster the Doomed condition.

A key aspect of your hunts is waiting for the opportune moment to strike. Other Bounty Hunter Class cards reward you for doing just that. Lie in Wait takes an action to exhaust, but when it refreshes it gives you a bonus attack action with an additional power die! Undercover, on the other hand, invites you to enhance your defense for a turn before breaking out of hiding and gaining three movement points on your next turn.

Into the Manor

The mystery of the haunted manor awaits you and your fellow heroes within the Manor of Ravens expansion. Alys Raine and Thaiden Mistpeak may give you the strength to cross the mansion’s threshold, but can you withstand the horrors within?

Preorder Manor of Ravens at your local retailer today!

...


Source: Heroic Endeavors (http://www.fantasyflightgames.com/edge_news.asp?eidn=4928)


Title: FFG:Prepare for Battle
Post by: RSSFeeder on 21 July 2014, 23:00:03
Prepare for Battle

New FAQ and Tournament Rules are Available for A Game of Thrones: The Card Game

The 2014 A Game of Thrones: The Card Game National Championship season has begun, and it’s time to once again update the rules governing battle. How must armies approach each other? What famous warriors are allowed on the battlefield? Are there those who have earned a black mark?
 

Knowledge before battle is just as important as your armor, so make sure to read the new FAQ (pdf,  15.3 MB) and Tournament Rules (pdf,  1.4 MB) before heading out to a tournament.
 


 Click on the above thumbnails to download the FAQ (left) and Tournament Rules (right)
 

These changes will go into effect on August 1st, 2014.

A Word from the Developers

Hello A Game of Thrones players!

With the 2014 National Championship season fast approaching, we have been hard at work on the newest FAQ and Tournament Rules update. For errata and rulings, this update offers two new items. The first is an addition to entry 3.6, which now establishes that when a player is choosing targets for an effect that he or she has triggered, targets that can lead to a successful resolution of the effect must be chosen.

The second addition was made to address some confusion over when and how the deadly keyword resolves. To clean up this situation we have added a “resolve deadly” step to the challenge resolution framework action window to formally establish that deadly resolves as a framework step after renown has been awarded. An additional clarification on this point can be found in the Q&A section of the FAQ, on page 26.

In evaluating the metagame and the restricted list, we took a long look at the data reported on Regional Championships around the world, looked closely at numerous tournament reports, and examined the emerging metagame with playtesters.

One of the most common trends during Regionals season was an abundance of River plot decks. To check this flood, we have added Crossing the Mummer’s Ford (Spoils of War, 20) to the restricted list, with the intent of increasing the opportunity cost of running the River plot deck for card advantage, and thereby increasing the amount of plot diversity in the metagame.

Regional results also suggested that House Martell was performing slightly ahead of where they should be in relation to the other Houses, and that House Baratheon was slightly behind the curve. To combat these tendencies, we have restricted Bloodthirst (A Hidden Agenda, 119) (which tends to encourage unpopular character-light strategies) and the new Arianne Martell (The Kingsguard, 47), while simultaneously removing Melisandre’s Scheme (Reach of the Kraken, 9) from the list to assist House Baratheon.

Some ingenious combo decks following a pattern of self-discard followed by recurring combo cards from the discard and/or dead piles also started to make waves late in the season. To challenge this approach we have added two of the more popular facilitators, Desperate Measures (The Captain’s Command, 99) and Blessed by the Maiden (A Journey’s End, 118), to the restricted list.

When evaluating the emerging metagame, there were concerns that a couple decks—Conquest (Spoils of War, 1) rush with The Art of Seduction (Lions of the Rock, 52) and Greyjoy longships building a wall of STR with Naval Escort (A Sword in the Darkness, 48)—could be quite difficult to contend with in the new environment, and we have taken precautionary measures on each of those deck types.

We also discussed the possibility of removing the Fury plots from the list and came to the conclusion that the Furies did not have to be “all or nothing” with regard to their restricted status. And so Fury of the Lion (Ancient Enemies, 26), Fury of the Stag (Ancient Enemies, 27), and Fury of the Sun (Ancient Enemies, 30) are being removed from the list, while the other three Furies remain restricted at this time.

For the melee environment, we have added the aforementioned Desperate Measures (The Captain’s Command, 99) and Blessed by the Maiden (A Journey’s End, 118) to the list, as well as To the Spears (Princes of the Sun, 60), which was becoming more and more a staple card in the format.

As a whole, the changes to the restricted list were made to make the environment as engaging and enjoyable as possible for the National Championship season.

The Question and Answer section in the FAQ provides clarification entries on a number of topics the community has been asking about lately. Does Longship Maiden’s Bane (A Hidden Agenda, 105) retain the immunity granted by the House of Dreams (A Roll of the Dice, 119) agenda while the Longship is functioning as a character? Can you save a card that is being killed or discarded to pay a cost? Can 0 be chosen when interpreting “any number” abilities, and does a resolution of such an ability on 0 entities constitute a successful resolution? The answers to these questions, and others, can be found on pages 28-29.

Finally, regarding the Tournament Rules, we have added a special note to the card legality section stating that the A Dire Message chapter pack will not be legal for the 2014 North American Melee and Joust Championships.

Good luck to all players competing in all upcoming Regional and National Championship events, and to those coming to Gen Con, we’re looking forward to seeing you at the show!

Nate French & Damon Stone
Fantasy Flight Games

 

Thanks Nate and Damon!
 

Don’t let yourself be pulled into a fight without preparing first. Download the new FAQ and Tournament Rules today so you’ll be ready when it’s time to ride into battle.

...


Source: Prepare for Battle (http://www.fantasyflightgames.com/edge_news.asp?eidn=4929)


Title: FFG:Surf's Up
Post by: RSSFeeder on 22 July 2014, 07:30:03
Surf's Up

Preview The Big Wave, an Expansion for Dungeon Fighter

If you continue on this road, it leads you straight through swamps of certain, unavoidable death. Fortunately, there’s a shortcut that descends deep beneath the ocean surface through the clammy caves and exits on a sunny, sandy beach – easy peasy. Just watch out for the Black Lagoon Creature. He’s been a bit cranky lately. Be careful not to disturb the dragon, either. The locals say too that an ancient, tentacled, sea monster dwells in the caves, but that’s probably an empty myth…

Recently, we announced Fire at Will and The Big Wave, two element-themed expansions for Dungeon Fighter, the dexterity-based board game in which players battle their way though a winding dungeon filled with horrible (and horribly quirky) monsters. The first preview focused on Fire at Will, taking a look at that expansion’s burn tokens, fire element die, and flame-kindling new hero Melissa, The Fire Sorceress.

Today we’ll dip our toes into The Big Wave. You’ll find out more about the expansion’s new hero, Jack Parrot, peek into some of the underwater rooms that lie on your path through the caves, and learn about the slippery water element dice.

Avast, Me Hearties!

Whether you’re fighting sea creatures or desert-dwelling beasts, you’ll want the pirate Jack Parrot in your group of heroes. His swashbuckling and seafaring skills will help you coast through peril. Being a pirate, he’s a bit underhanded and dishonest, but you can always trust a dishonest man– to be dishonest. His Pickpocket ability allows you to add two gold pieces to your chest, although Jack probably won’t reveal how he acquired this treasure. Jack also knows how to fight: his Piercing Damage ability allows him to deal a monster two extra damage when the die lands on the target board.

Jack’s pet parrot is always on his shoulder, and just as a parrot mimics speech, Jack mimics other heroes. When his Mimic ability is activated during a fight, he can copy any special ability belonging to another hero in the party. Just spend an experience point at the beginning of the turn when you want to use the copied skill. Thanks to this ability, Jack Parrot is a true Jack-of-all-trades who you’d want to fight alongside in any dungeon.

Water, Water Everywhere

The Big Wave includes a new dungeon sheet, making the underwater caves different from any dungeon you’ve fought in before. Many rooms in the caves involve new water-themed dice throws, which can transform even the tamest sea creatures into formidable opponents.

As you can see, the right-hand path through the dungeon leads to a training room, where heroes gain three experience points from defeating the room’s resident monster. The next room, however, is flooded. To defeat the monster that swims in the rising waters, you’ll have to make a puddle shot. Placing the puddle prop in between yourself and the target board, you must bounce the die in the dry land middle of the puddle. If the die hits the puddle itself, it is considered lost in the water, and the throw counts as a miss.

On the left-hand path is the waterfall room, where you must roll the die down the length of the waterfall prop before bouncing it off the table. The next room is the Water Shrine. There, the kindly spirits of the vasty deep permit you to throw the three small, turquoise, water element dice at the start of your battle. The dice must be thrown all at once, and, like sea spray, they tend to scatter unpredictably. Any dice that land off of the target count as misses; any that land on the target deal damage according to the normal rules. If all three count as a hit or a miss, you can activate one of your hero’s special abilities – which may turn the tide in your favor. 

The Next Wave

The Big Wave brings in a mob of new monsters, including the legendary and slimy Black Lagoon Creature. The shops are stocked with water-friendly equipment such as Siren Soup. Oxygen tokens, which show how much air a hero has left, can take your breath away and knock your sea legs right out from under you. Fortunately, the new major healing template creates a spring of healing waters right on the target board. But watch out for the slime template, which causes the die to randomly slip and slide around. The heroes may make it out of the caves and onto the sunny beach, or they may have their brains eaten by Waterlogged Zombies. Either way, you and your friends are sure to soak up the fun.

Now that this preview has whet your appetite, pre-order The Big Wave from your local retailer today. You can also check out the Dungeon Fighter minisite for more details.

...


Source: Surf's Up (http://www.fantasyflightgames.com/edge_news.asp?eidn=4930)


Title: FFG:Study the Code
Post by: RSSFeeder on 22 July 2014, 16:00:03
Study the Code

New FAQ and Tournament Rules are Available for Android: Netrunner

The 2014 Android: Netrunner National Championship season is under way! Runners and Corporations are constantly reshaping the Network and exploring what is possible within digital space. But how does one learn the strategies and tricks for navigating the innumerable ICE and programs that lay within that world?

Be ready for the next tournament you attend by checking out the new FAQ (pdf, 13.8  MB) and Tournament Rules (pdf, 6.1  MB).

These changes will go into effect on August 1st, 2014.

A Word from the Developer

Greetings Android: Netrunner players!

In this FAQ update you will find many clarifications, covering cards released through Honor and Profit. There is one new errata: the word “additional” has been removed from e3 Feedback Implants. The card still functions in the way that you would expect, but this errata helps clarify the meaning of the word “additional” on other cards.

In the Tournament Rules, the "weak-side wins" tiebreaker has been removed. This tiebreaker was not breaking many ties, and so strength of schedule is now the primary tiebreaker. We have been pleased with the positive response to the double-elimination brackets, so those remain unchanged.

Hope to see you at Gen Con, and good luck with your agendas!

Lukas Litzsinger
 Lead Designer

Thanks Lukas!

Don’t become one of the countless Runners who get lost in the Network. Learn your way around cyberspace with the new FAQ and Tournament Rules and become an expert in the nuances of the net.

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Source: Study the Code (http://www.fantasyflightgames.com/edge_news.asp?eidn=4931)


Title: FFG:Holding the Darkness at Bay
Post by: RSSFeeder on 23 July 2014, 00:30:03
Holding the Darkness at Bay

No Updates to the FAQ and Tournament Rules for Call of Cthulhu: The Card Game


During the last update in April, Call of Cthulhu: The Card Game’s FAQ included a number of large changes. The metagame has been varied and interesting since then, and FFG has decided to let the format to continue evolving. There will be no changes to the Call of Cthulhu: The Card Game FAQ and Tournament Rules at this time.


You can find the current versions of the FAQ (pdf,  12 MB) and Tournament Rules (pdf,  3 MB) in their usual spot on the Call of Cthulhu: The Card Game website.





While no changes were made this time around, it never hurts to reacquaint yourself with the finer details of the rules. Download the FAQ and Tournament Rules today and refresh your knowledge of the game.


...


Source: Holding the Darkness at Bay (http://www.fantasyflightgames.com/edge_news.asp?eidn=4932)


Title: FFG:North American Championship Prizes
Post by: RSSFeeder on 23 July 2014, 09:00:03
North American Championship Prizes

Details on Our Major Tournaments at Gen Con Indy 2014

Gen Con Indy 2014 is less than a month away, and with it, North American Championships! While many of our tournaments are getting close to selling out, there’s still time to find your spot and compete for the title of North American Champion in the game of your choice. (Initial flights of Android: Netrunner and X-Wing™ are sold out, but each game has a second flight on Friday open to players with a generic ticket.)

What Games Have a North American Championship?

While many players will come to our North American Championships with the ultimate goal of winning and attaining the valuable bye at the 2014 World Championship, there are many exclusive prizes that will be awarded for other competitors, including participation prizes for everyone. Click on the list below to jump to the game of your choice and see what prizes will be given away.

A Game of Thrones: The Card Game North American Joust Championship Prizes

         
  • Champion: The winner receives a North American Joust Championship trophy.
  •      
  • Top Two: The top two players each receive one backpack with printed A Game of Thrones art.
  •      
  • Top Sixteen: The top sixteen players each receive one North American Championship playmat.
  •      
  • Top Thirty-Two: The top thirty-two players each receive one set of acrylic House Martell power tokens.
  •      
  • All Participants: Each player receives one alternate art Berric Dondarrion card.
  •      
  • Completion Prize: Each player who plays all rounds of the tournament will receive a second copy of the alternate art Berric Dondarrion card.

Note: The overall champion for the Joust and Melee Championships receives a special trophy and a first-round bye at the 2014 A Game of Thrones: The Card Game Joust World Championship.

A Game of Thrones: The Card Game North American Melee Championship Prizes

         
  • Champion: The winner receives a North American Melee Championship trophy.
  •      
  • Top Four: The top four players each receive one backpack with A Game of Thrones art.
  •      
  • Top Sixteen: The top sixteen players each receive one North American Championship playmat.
  •      
  • Top Thirty-Two: The top thirty-two players each receive one set of acrylic House Martell power tokens.
  •      
  • All Participants: Each player receives one alternate art Berric Dondarrion card.
  •      
  • Completion Prize: Each player who plays all rounds of the tournament will receive a second copy of the alternate art Berric Dondarrion card.

Note: The overall champion for the Joust and Melee Championships receives a special trophy and a first-round bye at the 2014 A Game of Thrones: The Card Game Joust World Championship.

Android: Netrunner North American Championship Prizes

         
  • Champion: The winner receives a North American Championship trophy and a first-round bye at the 2014 Android: Netrunner World Championship.
  •      
  • Top Two: The top two players each receive one backpack with Android: Netrunner art.
  •      
  • Top Eight: The top eight players each receive one North American Championship playmat.
  •      
  • Top Sixty-Four: The top sixty-four players each receive one set of acrylic agenda counters.
  •      
  • All Participants: Each player receives one alternate art Noise identity card.
  •      
  • Completion Prize: Each player who plays all rounds of the tournament will receive a second copy of the alternate art Noise identity card.

Note: All participation and completion prizes will be awarded to players during the Thursday and Friday flights. All other prizes will be awarded to players that make the final rounds on Saturday.

Call of Cthulhu: The Card Game National Championship Prizes

         
  • Champion: The winner receives a North American Championship trophy and a first-round bye at the 2014 Call of Cthulhu: The Card Game World Championship.
  •      
  • Top Two: The top two players each receive one backpack with Call of Cthulhu: The Card Game art.
  •      
  • Top Eight: The top eight players each receive one North American Championship playmat.
  •      
  • Top Sixteen: The top sixteen players each receive one set of wooden elder sign domain markers.
  •      
  • All Participants: Each player receives one alternate art Deep One Assault card.
  •      
  • Completion Prize: Each player who plays all rounds of the tournament will receive a second copy of the alternate art Deep One Assault card.

Star Wars™: The Card Game National Championship Prizes

         
  • Champion: The winner receives a North American Championship trophy and a first-round bye at the 2014 Star Wars: The Card Game World Championship.
  •      
  • Top Two: The top two players each receive one backpack with Star Wars: The Card Game art.
  •      
  • Top Sixteen: The top sixteen players each receive one North American Championship playmat.
  •      
  • Top Thirty-Two: The top thirty-two players each receive one set of acrylic force dedication tokens.
  •      
  • All Participants: Each player receives one alternate art Yoda card.
  •      
  • Completion Prize: Each player who plays all rounds of the tournament will receive a second copy of the alternate art Yoda card.

Warhammer: Diskwars National Championship Prizes

         
  • Champion: The winner receives a North American Championship trophy and a first-round bye at the 2014 Warhammer: Diskwars World Championship.
  •      
  • Top Two: The top two players each receive one backpack with Warhammer: Diskwars art.
  •      
  • Top Eight: The top eight players each receive one wooden initiative hammer.
  •      
  • Top Sixteen: The top sixteen players each receive one acrylic range ruler.
  •      
  • All Participants: Each player receives one alternate art Speed of Asuryan card.
  •      
  • Completion Prize: Each player who plays all rounds of the tournament will receive a second copy of the alternate art Speed of Asuryan card.

X-Wing™ National Championship Prizes

         
  • Champion: The winner receives a North American Championship trophy and a first-round bye at the 2014 X-Wing™ World Championship.
  •      
  • Top Two: The top two players each receive one backpack with Star Wars: X-Wing™ art.
  •      
  • Top Eight: The top eight players each receive one set of North American Championship acrylic movement templates.
  •      
  • Top Sixty-Four: The top sixty-four players each receive one set of acrylic target lock tokens.
  •      
  • All Participants: Each player receives one alternate art Chewbacca pilot card.
  •      
  • Completion Prize: Each player who plays all rounds of the tournament will receive a second copy of the alternate art Chewbacca pilot card.

Note: All participation and completion prizes will be awarded to players during the Thursday and Friday flights. All other prizes will be awarded to players that make the final rounds on Saturday.

Join Us at Gen Con

While our North American Championships are the highlight of Organized Play at Gen Con, we are running countless other FFG events over the course of Gen Con’s four jam-packed days. Check the schedule and make sure you don’t miss out playing your favorite games!

...


Source: North American Championship Prizes (http://www.fantasyflightgames.com/edge_news.asp?eidn=4933)


Title: FFG:Join Us at PAX
Post by: RSSFeeder on 23 July 2014, 17:30:02
Join Us at PAX

Meet FFG at PAX Prime 2014, August 29-Sept 1


Fantasy Flight Games is coming to PAX Prime 2014 at the end of August! FFG staff will be at PAX Prime 2014 to run demos, talk to fans, and run tournaments. Join one of our tournaments, stop by our room for board games and demos, or just come on by and say hello.


FFG Will be at PAX Prime All Four Days


FFG will be in room 212 of the Washington Convention Center, where FFG staff and volunteers will be set up to run demos of many of our most popular board and card games, including some upcoming releases. Stop by and learn how to play a game you’ve had your eye on for a while or be one of the first to learn a game not yet released! FFG staff will be present throughout each day if you just want to stop by and say hello. We will also be running tournaments in the Seattle Ballroom on the 4th floor of the Motif Seattle Hotel (formerly known as the Red Lion Hotel on Fifth Ave) on Friday and Saturday.


We will be demoing FFG classics, such as A Game of Thrones: The Board Game Second Edition, X-Wing™, Descent: Journeys in the Dark Second Edition, and Android: Netrunner. If you already know how to play a game but want to share it with your friends, you can visit the PAX board game library and check out one of our many games there. We will also have brand new games available to demo, including The Witcher Adventure Game and Warhammer 40,000: Conquest. There may even be a surprise or two thrown in!


Speaking of surprises, PAX would not be the experience it is without pins, and FFG is joining in on the fun this year. Supplies will be extremely limited, however, so we cannot guarantee everyone who visits our room will receive one. Stop by early in the weekend to increase your chances of receiving a pin.


PAX Tournaments


We will be running a 64-person X-Wing tournament Friday, August 29th, starting at 11 am, and a 128-person Android: Netrunner tournament on Saturday, August 30th, starting at 11 am. Signups for both tournaments start at 10 am the day of the tournament at PAX Tabletop Tournaments HQ, in the Emerald Ballroom on the 3rd floor of the Motif Seattle Hotel (formerly known as the Red Lion Hotel on Fifth Ave).


For PAX Prime our tournament structure will be different than usual. Each tournament will be split into eight pods: eight players per pod for X-Wing and 16 players per pod for Android: Netrunner. Pod play will last three rounds for X-Wing and four rounds for Android: Netrunner. After all rounds are finished, the winner of each pod will continue on to play in single elimination rounds for X-Wing or double elimination for Android: Netrunner.


All players will receive a participation prize. Additional prizes will be awarded to the top two players in each pod, as well as a special prize for the winner of the entire tournament.



Meet FFG


Whether you’re interested in learning an FFG game, checking out an as-yet-unreleased game, playing in a tournament, or just talking with FFG staff, take a few moments from your PAX experience and stop on by. We’d love to see you!


...


Source: Join Us at PAX (http://www.fantasyflightgames.com/edge_news.asp?eidn=4934)


Title: FFG:Join Us at PAX
Post by: RSSFeeder on 24 July 2014, 02:00:03
Join Us at PAX

Meet FFG at PAX Prime 2014, August 29-Sept 1

Fantasy Flight Games is coming to PAX Prime 2014 at the end of August! FFG staff will be at PAX Prime 2014 to run demos, talk to fans, and run tournaments. Join one of our tournaments, stop by our room for board games and demos, or just come on by and say hello.

FFG Will be at PAX Prime All Four Days

FFG will be in room 212 of the Washington Convention Center, where FFG staff and volunteers will be set up to run demos of many of our most popular board and card games, including some upcoming releases. Stop by and learn how to play a game you’ve had your eye on for a while or be one of the first to learn a game not yet released! FFG staff will be present throughout each day if you just want to stop by and say hello. We will also be running tournaments in the Seattle Ballroom on the 4th floor of the Motif Seattle Hotel (formerly known as the Red Lion Hotel on Fifth Ave) on Friday and Saturday.

We will be demoing FFG classics, such as A Game of Thrones: The Board Game Second Edition, X-Wing™, Descent: Journeys in the Dark Second Edition, and Android: Netrunner. If you already know how to play a game but want to share it with your friends, you can visit the PAX board game library and check out one of our many games there. We will also have brand new games available to demo, including The Witcher Adventure Game and Warhammer 40,000: Conquest. There may even be a surprise or two thrown in!

Speaking of surprises, PAX would not be the experience it is without pins, and FFG is joining in on the fun this year. Supplies will be extremely limited, however, so we cannot guarantee everyone who visits our room will receive one. Stop by early in the weekend to increase your chances of receiving a pin.

PAX Tournaments

We will be running a 64-person X-Wing tournament Friday, August 29th, starting at 11 am, and a 128-person Android: Netrunner tournament on Saturday, August 30th, starting at 11 am. Signups for both tournaments start at 10 am the day of the tournament at PAX Tabletop Tournaments HQ, in the Emerald Ballroom on the 3rd floor of the Motif Seattle Hotel (formerly known as the Red Lion Hotel on Fifth Ave).

For PAX Prime our tournament structure will be different than usual. Each tournament will be split into eight pods: eight players per pod for X-Wing and 16 players per pod for Android: Netrunner. Pod play will last three rounds for X-Wing and four rounds for Android: Netrunner. After all rounds are finished, the winner of each pod will continue on to play in single elimination rounds for X-Wing or double elimination for Android: Netrunner.

All players will receive a participation prize. Additional prizes will be awarded to the top two players in each pod, as well as a special prize for the winner of the entire tournament.

Meet FFG

Whether you’re interested in learning an FFG game, checking out an as-yet-unreleased game, playing in a tournament, or just talking with FFG staff, take a few moments from your PAX experience and stop on by. We’d love to see you!

...


Source: Join Us at PAX (http://www.fantasyflightgames.com/edge_news.asp?eidn=4935)


Title: FFG:CosmicCon
Post by: RSSFeeder on 24 July 2014, 10:30:03
CosmicCon

This September 19 - 21, Join a Celebration of All Cosmic Encounter Fans

This September 19 – 21, CosmicCon is a celebration of all Cosmic Encounter fans!

Presented by Future Pastimes and taking place at the Fantasy Flight Games Center in Roseville, MN, CosmicCon is your opportunity to enjoy a full weekend of Cosmic Encounter with the game’s original designers and the fan designers responsible for the game’s fifth expansion, Cosmic Dominion. Design. Connect. Play. Display. Win!

Connect with a Cosmic Community

At CosmicCon, you’ll have the opportunity to hobnob with many of the galaxy’s brightest stars.

The game’s original designers Bill Eberle and Peter Olotka will be playing the game throughout the weekend, they’ll explain how they approach game design, and they’ll discuss upcoming expansions and other game ideas.

The fan designers of Cosmic Dominion will also be on hand throughout the weekend, as will former Fantasy Flight Games designers – and Cosmic Encounter fans – Kevin Wilson and Jay Little.

Moreover, Tom Vasel of Dice Tower will be interviewing gamers through the convention, and a number of other Cosmic Encounter fans will check in via Skype. These include Hugo award-winning author David Brin and Richard Garfield, the designer of Magic: The Gathering.

Games and Contests

Of course, you’ll have plenty of opportunities to play Cosmic Encounter all throughout CosmicCon. The convention will incorporate all five of the game’s expansions, including Cosmic Dominion, and run the gamut from the Newbie Table, where you can learn to play, to the Cosmic Encounter tournament, in which you can try to establish your dominance as the best Cosmic Encounter player in the world.

The fun and games of CosmicCon aren’t just limited to its tables of Cosmic Encounter, however. The convention will also feature an Alien Design contest and a collection Home Brew Cosmic Encounter creations, which will be featured in the Gaming Center’s glass display cases. Prizes will be awarded to the winners of the Alien Design contest and the best Home Brew creations!

Make Your Travel Plans Today

Throughout the convention, you’ll be able to take advantage of the Fantasy Flight Games Center’s well-lit gaming space, full-service café, and full retail store, where you can pick up all your favorite Cosmic Encounter expansions or browse for new titles.

CosmicCon runs this September 19–21 in Roseville, MN. Tickets are available via the CosmicCon website on Eventbee. Make your travel plans today!

...


Source: CosmicCon (http://www.fantasyflightgames.com/edge_news.asp?eidn=4936)


Title: FFG:Enter the Dragon's Lair
Post by: RSSFeeder on 24 July 2014, 19:00:03
Enter the Dragon's Lair

The Forgotten Souls Co-op Descent Adventure Is Now Available


Forgotten Souls, a cooperative adventure for Descent: Journeys in the Dark Second Edition, is now available via FFG’s in-house manufacturing!


Previously announced in January for Organized Play, Forgotten Souls is a new cooperative adventure, allowing up to four heroes to play a fully cooperative variant of Descent: Journeys in the Dark. In a normal game of Descent, one player takes the role of overlord, commanding monsters and the forces of evil in the game. Up to four players combat the power of the overlord by playing heroes who gain experience and new items over the course of a campaign.


Forgotten Souls changes the normal structure of Descent by emulating a mini campaign in a completely cooperative atmosphere. Although this expansion does not replace the normal game of Descent, it offers a variant for you and your friends to explore an expanding dungeon, passing tests and battling fierce monsters. Encounters and monsters are controlled by decks of cards, rather than the overlord in Forgotten Souls. You’ll also grab loot and experience as you face down a series of encounters, culminating in a battle in the heart of the dragon’s lair. Enter the darkness within Forgotten Souls!


Important: The rules for the Forgotten Souls expansion are not included in the box. The rules (pdf, 17.2 MB) are available for free download by clicking the thumbnail to the right or from the Descent: Journeys in the Dark Second Edition support page.


Into the Dark


Forgotten Souls enables you and up to three friends to experience a mini campaign in one night. You and your friends follow a twisted path, working through the rooms of the dragon’s lair, passing tests and battling any monsters that stand in your way. New rooms and challenges are revealed from an Exploration deck, meaning you’ll never encounter the same dungeon twice in the Forgotten Souls adventure.


Each room that you encounter carries its own objective that you must complete to move on. You may be required to creep through a room of sleeping barghests, or steal dragon treasure from a trash heap. After you either achieve your goal or fail to reach it, you may open the next door and reveal a new Exploration card for you and your fellow heroes to encounter.


There is no overlord player to command his monsters against you in Forgotten Souls, so your objective also changes. In the cooperative variant of Descent, you and the other heroes win the game if you can make your way through the rooms of the Exploration deck until you reach the final main encounter. If you defeat the final main encounter, you win the game, but you must be careful not to run out of time along the way.


The overlord track replaces the overlord’s objective in cooperative Descent. A fate token and a doom token are placed at opposite ends of the track, and if these tokens ever meet, the heroes lose the game. The doom token advances slowly, but once it advances, it can never return. The fate token, however, fluctuates based on the outcomes of your encounters. For example, if a hero is knocked out, fate advances by one, but successfully completing a main encounter may allow you to reset the fate token.


Hordes of monsters lurk in the shadows of this expansion, eager for the blood of heroes. Monsters in Forgotten Souls and all cooperative Descent adventures are controlled by a deck of monster activation cards that gives the monsters a list of actions each turn during the Overlord phase. Monster activation cards contain different actions for every type of monster, meaning you’ll never know exactly how the monsters will react.


Because cooperative Descent simulates a mini campaign, you’ll also have chances to gain experience and collect new items for your heroes. Experience is granted after completing main encounters, and you immediately have the chance to improve your hero’s skills by purchasing new Class cards. You’ll also obtain new items in Forgotten Souls by filling the loot track. The loot track increases with each monster you kill, and killing larger monsters gives you access to a wider selection of items. Grabbing items as you run and fight allows your heroes to improve their armor and weapons over the course of the Forgotten Souls mini campaign.


For more on the Forgotten Souls expansion, we turn to the developer, Jonathan Bove.


Jonathan Bove on the Forgotten Souls Adventure


Exploration is a huge theme in the Forgotten Souls expansion. The heroes open doors and face new encounters on a constantly expanding map, never knowing what they’ll find in the next room. Not knowing what monsters and challenges await you keeps you on your toes and forces you to strategize constantly. More than once I’ve found myself saying “If the Trash Heap is next, we’re in big trouble!”



The monster activation cards are the heart of the cooperative experience, though. I based the AI system around the idea that monsters should always be doing something, even if their prime goal changes. For example, a ranged monster may be instructed to attack the furthest hero. The monster moves to gain line of sight to that hero, but can’t move far enough. Instead of moving again, it will attack a different hero that is in line of sight. So even though the monster didn’t reach its first goal, it’s still dealing damage to the heroes.



Something else I’m very excited about is the loot system. Each time a hero defeats a monster, tokens are added to the loot track. Once the track reaches a certain threshold, the heroes will draw from the Shop Item deck. Loot is gained immediately, without waiting for a shop phase, so you get to fight, loot, and keep on fighting. Spending XP works the same way: you spend it when you earn it. This makes gameplay in Forgotten Souls very fluid and simulates a mini campaign.


The Adventure Begins


Enter the dragon’s lair in Forgotten Souls, a in-house manufacturing expansion that introduces a fully cooperative variant to Descent: Journeys in the Dark Second Edition for players to enjoy alongside the main game. Gather a hero party of your friends, grab some loot, and prepare for adventure!


Download the rules from the support page, and order your copy of the Forgotten Souls adventure today!


...


Source: Enter the Dragon's Lair (http://www.fantasyflightgames.com/edge_news.asp?eidn=4937)


Title: FFG:Darkness Over the Hill, Nightmares Under the Hill
Post by: RSSFeeder on 25 July 2014, 03:30:04
Darkness Over the Hill, Nightmares Under the Hill

Three New Nightmare Decks Are Now Available for The Lord of the Rings


“Now certainly Bilbo was in what is called a tight place.”

   
–J.R.R. Tolkien, The Hobbit


Three new Nightmare Decks for The Lord of the Rings: The Card Game are now available via FFG’s in-house manufacturing.


While the core game and its standard expansions imagine new and untold stories in Middle-earth, Saga Expansions allow players to participate directly in the events from the beloved fiction of J.R.R. Tolkien. With the game’s first Saga Expansion, The Hobbit: Over Hill and Under Hill you gain the opportunity to steer the fates of Bilbo Baggins, Thorin Oakenshield, and the wizard Gandalf as they begin their famous and fateful journey out of the Shire.


With its three scenarios, The Hobbit: Over Hill and Under Hill brings you as close as you can get to reliving the dramatic events of The Hobbit without finding your name in its pages. Trolls want to eat you. Mountain passes are made more perilous by raging storms. Rampaging giants hurl boulders in your vicinity. Hordes of Goblins swarm around you. And the strange creature known as Gollum lurks deep within a dark and lonely cavern… 


The scenarios of The Hobbit: Over Hill and Under Hill introduce more than enough challenge and peril to renew your appreciation of the intrepid Hobbit, Bilbo Baggins, but now with The Hobbit: Over Hill and Under Hill Nightmare Decks, Bilbo’s situation – and yours – becomes darker and more desperate than ever. Can you help Middle-earth’s unlikeliest hero survive his early travels, even as the shadow of evil looms darker and closer than ever before?



Developer Matt Newman on The Hobbit: Over Hill and Under Hill Nightmare Decks


Now that the Nightmare Decks for The Hobbit: Over Hill and Under Hill are on sale, I thought I would take some time to share the design philosophy behind some of the new challenges and experiences they offer you. As always, each Nightmare Deck is designed to expand on its scenario’s theme as well as increase its difficulty, making for an experience that is fresh, fun, and challenging enough to test even the most veteran players.


We Must Away, Ere Break of Day


The Nightmare version of the opening to The Hobbit cuts out many of the scenario’s easier cards in favor of a more consistently difficult encounter deck. Like Conflict at the Carrock, this scenario presents players with a set of challenging enemies that can be extremely punishing if encountered too early or too late. As many players discovered, the easiest way to defeat this scenario is to encounter its enemies at just the right time. And like the Nightmare version for Conflict at the Carrock, this Nightmare Deck attempts to surprise players with cards that make it very difficult for them to remain at Stage 1B for too long, like Comfortable Light (We Must Away, Ere Break of Day Nightmare Deck, 5) and Mince Them Fine (We Must Away, Ere Break of Day Nightmare Deck, 6).



As a Saga Expansion, The Hobbit: Over Hill and Under Hill focuses on relating events directly from The Hobbit, and that meant, among other things, that we did not want to create new Trolls for this scenario like we did with Conflict at the Carrock. Instead, I opted to change the experience around these Trolls, not only making them more ferocious, but ensuring that you would have no choice but to fight them tooth and nail to survive. In Nightmare mode, you will find your threat rising higher and higher, forcing you to engage all three Trolls before you have the chance to get away. Additionally, a new treachery card, Night Wanes Slow (We Must Away, Ere Break of Day Nightmare Deck, 7), can even trigger when it is discarded from the top of the encounter deck, guaranteeing that you can’t quest through the entire encounter deck in one big push. Together, these new cards truly make this a more consistent and aggressive scenario.


Over the Misty Mountains Grim


In Over the Misty Mountains Grim, players must progress through two separate encounter decks, each of which features its own encounter set and unique challenges. The scenario’s Nightmare Deck contains new cards for both encounter decks – some of which you’ll face in the heights of the Misty Mountains, and others which add new perils to the depths of Goblin-town!


The first half of this scenario is meant to burden your heroes, slowing their progress and raising their threat, so that the enemies in the scenario’s second half can wipe them out in one fell swoop. To that end, new cards like Dim Valley (Over the Misty Mountains Grim, 3) work to drain your resources – especially your precious Baggins resources – and that makes the second half of the scenario all that much harder.


Once they’ve stumbled into Goblin-town, your heroes will encounter a much more imposing version of The Great Goblin (Over the Misty Mountains Grim, 5), and a horde of Goblins that get stronger once he is defeated. The original scenario’s Goblins also get stronger after The Great Goblin is defeated, but unlike in the original scenario, you must now defeat The Great Goblin before you can place any progress on the quest. This means you’re more likely to see many of the scenario’s Goblins enraged and at maximum strength, and you can no longer opt to keep The Great Goblin alive for as long as possible in order to make the scenario easier.


Dungeons Deep and Caverns Dim


I am very excited for players to get their hands on this new Nightmare version of one of my favorite chapters from The Hobbit! My primary goal for the Dungeons Deep and Caverns Dim Nightmare Deck was to make the final battle against the Goblins and Wargs tougher, and to make Gollum more important. One of the ways we did this was to introduce The Lower Gate (Dungeons Deep and Caverns Dim, 2), a new location we get to explore in this Nightmare version. This location slows your progress, holding you in the final battle a little longer, and also symbolizes the strange alliance between the Goblins and Wargs of the Misty Mountains.


Additionally, the Nightmare Deck provides Gollum with new strength with which to chase and harass Bilbo and the rest of our heroes, even long after they’ve escaped. In Nightmare Mode, Gollum cannot take damage from any source, meaning he will continue to fight for Bilbo’s Magic Ring throughout the scenario… and at any cost. Cards like We Hates It! (Dungeons Deep and Caverns Dim, 7) and Where Isss It? (Dungeons Deep and Caverns Dim, 7) also increase the role that Gollum plays in the scenario, and they ensure a difficult and memorable encounter.



I had a lot of fun designing these Nightmare Decks and getting to revisit my favorite chapters from The Hobbit, and I hope that you are just as excited to fight against their hungry Trolls, defeat The Great Goblin, and outwit Gollum once again. Keep those Baggins resources handy – you’re going to need them!


Deeper, Dimmer, and Deadlier Than Ever!


“The hiss was close behind him. He turned now and saw Gollum’s eyes like small green lamps coming up the slope. Terrified, he tried to run faster, but suddenly he struck his toes on a snag in the floor, and fell flat with his little sword under him.”

   
–J.R.R. Tolkien, The Hobbit


Since its release, The Hobbit: Over Hill and Under Hill has entertained players around the world, even as it has challenged them to accompany Bilbo Baggins for the first half of his journeys and through some of the most dramatic events found within first half of The Hobbit. Now, The Hobbit: Over Hill and Under Hill Nightmare Decks will renew your appreciation of the formidable Hobbit’s resolve as they recast your struggles within the deeper shadows of Nightmare Mode.


Can you help Bilbo Baggins survive the heightened challenges of Nightmare Mode? Pick up your copy of The Hobbit: Over Hill and Under Hill Nightmare Decks today!

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Source: Darkness Over the Hill, Nightmares Under the Hill (http://www.fantasyflightgames.com/edge_news.asp?eidn=4938)


Title: FFG:Darkness Over the Hill, Nightmares Under the Hill
Post by: RSSFeeder on 25 July 2014, 12:00:02
Darkness Over the Hill, Nightmares Under the Hill

Three New Nightmare Decks Are Now Available for The Lord of the Rings

“Now certainly Bilbo was in what is called a tight place.”
    
–J.R.R. Tolkien, The Hobbit

Three new Nightmare Decks for The Lord of the Rings: The Card Game are