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Know Thy Enemy

Published 2 September 2015|
Samurai

Know Thy Enemy

A Look at the Tiles and Tactics of Samurai



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“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.”
–Sun Tzu, The Art of War

In July, we announced the upcoming return of the classic board game Samurai, the beloved tile-placement game by Reiner Knizia. In Samurai, two to four players assume the roles of ambitious daimyo and vie for control of feudal Japan by establishing their leadership among the nation’s militaries, its farmers and merchants, and its religious leaders. All of this is accomplished through the strategic placement of the twenty tiles with which you start your game, and if you hope to rise above your rivals, you will want to begin by learning your tiles.

Accordingly, your tiles are the subject of today’s preview, along with the different tactics they permit. Notably, these tactics may vary considerably as your game scales from two players to four.



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Fall Like a Thunderbolt

“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
–Sun Tzu, The Art of War

As described in the game’s announcement and on its website, there are three castes in Samurai—religion, commerce, and military—each of which is represented by a number of sculpted caste pieces that you and your opponents place atop the game’s settlement spaces and seek to influence to your cause.



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You influence these pieces to your cause by surrounding them with more matching influence than any of your opponents, and this influence all comes from your tiles. Of your twenty tiles, eighteen provide a measure of influence, ranging from one to four.

Nine of your tiles count their influence only toward one of the game’s three different castes. These caste-specific tiles feature an image of one of the sculpted caste pieces on their left sides and the numerical value of their influence on their right side. They are divided evenly between the game’s three castes and boast relatively high influence values of two, three, and four.



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In addition to these caste-specific tiles, you have nine wild tiles that can apply their influence toward any adjacent caste piece. These include five samurai tiles that range in influence from one to three. Three ship tiles boast the red “fast” icon, meaning they don’t count to your limit of one tile placement per round, but they can play only to water spaces. Finally, you have one “fast” ronin tile, and while your ronin offers only a single point of influence, its tactical value is peerless due to the way it allows you to quickly swoop in and surround a critical settlement.



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The trick to the game, then, is to play these tiles in such an order as to ensure that you’ll have the most matching influence whenever the last land space adjacent to a settlement is occupied and its caste pieces are captured.



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The green player places a three-influence religion tile next to the red player’s two-influence religion tile, occupying the last land space adjacent to a settlement containing a religion piece, and surrounding it.

You don’t want to open with a show of strength, only to falter in the final legs. You want to hold your hand for the decisive blow, then fall like a thunderbolt, establishing a presence that no rival can match.

The Way of the Warrior

“In fighting and in everyday life you should be determined though calm. Meet the situation without tenseness yet not recklessly, your spirit settled yet unbiased. An elevated spirit is weak and a low spirit is weak. Do not let the enemy see your spirit.”
–Miyamoto Musashi

Although the basic principles of Samurai are simple enough, they lead to games that are full of layered tactics and strategies. After all, the game’s settlements are only surrounded and their caste pieces captured when the last adjacent land space is occupied, and since most settlements are adjacent to three or more land spaces, that means that your early efforts to surround a settlement and influence its caste pieces only make the settlement and its pieces more vulnerable to your opponents and their efforts.

In a two-player game, you can use this vulnerability to your advantage by deliberately revealing weaknesses in one area in order to distract your opponent from your true intentions. For example, if you open a lead in one caste by two or more figures, you can afford to allow your opponent to capture a piece from that caste, knowing that he needs to capture two before he even contests it. Alternatively, if you don’t see yourself capable of contesting your opponent’s lead in a caste, you may sacrifice your attempts at its pieces in order to focus on winning the two remaining castes. If you find yourself in either situation, you might place a weak, two-influence religion-specific tile in one of the two land spaces surrounding a small settlement with a religion caste piece in order to encourage your opponent to place a religion-specific tile in the remaining land space to surround the settlement and capture its piece.



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The red player places a two-influence religion tile next to a settlement with a religion caste piece, hoping to draw out the blue player’s three or four-influence religion tile.

If your ploy is successful, however, you’ll have lured your opponent into placing a religion-specific caste tile into a space adjoining a settlement with two caste pieces—one commerce and one military. Thus, your opponent will have helped you surround the settlement you were hoping to capture, and he would have done so without placing any influence toward the commerce and military pieces.



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The blue player places a three-influence religion tile in the adjacent land space, surrounding the settlement, and winning its religion caste piece.

In turn, you can follow up with a swift deployment of your ronin and a samurai to close off the final two squares and take the pieces that you had truly desired.



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The red player responds to the blue player’s capture of the religion tile by playing his ronin and a two-influence samurai to capture the commerce and military caste pieces he had been targeting.

As you increase the number of players from two to three or four, you lose the ability to respond to your opponents’ plays one-for-one. Accordingly, there’s more risk with every tile you place, and the game’s tensions are further elevated. For example, if you don’t place a tile in one of the six spaces adjacent to Edo and its all-important three caste pieces at the start of the game, there’s a small chance that your opponents could conspire to surround it and capture its pieces before you take another turn.

However, should you decide to place a tile next to Edo, you only increase the odds that your opponents will maneuver to capture it before you can bid another point of influence toward its caste pieces. Thus, you might shy away from placing tiles adjacent to Edo until you have a better understanding of how your opponents intend to use their ronin tiles.

Or you might force your opponents to bid for pieces by placing a four-influence military tile between Edo and a settlement with a lone military caste piece. If you can both launch a succesful bid for Edo’s military caste piece and spur one of your opponents to play a ronin to win one or both of Edo’s other caste pieces, that might be enough of a victory to suit your long-term goals.



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The blue player places her four-influence military tile between Edo and a settlement with a military caste piece. While she may not be able to win either of Edo’s religion or commerce caste pieces, her bid puts her in good position to seize leadership of the military caste.

Action Tiles

“Thus the highest form of generalship is to balk the enemy’s plans, the next best is to prevent the junction of the enemy’s forces, the next in order is to attack the enemy’s army in the field, and the worst policy of all is to besiege walled cities.”
–Sun Tzu, The Art of War

In addition to your eighteen influence-providing tiles, your Samurai tiles include two action tiles—the switch tile and the move tile. In the hands of a clever daimyo, both of these tiles can greatly disrupt your enemies’ plans. Instead of mustering influence, these tiles reshape the field of battle.

When you play the move tile, you can remove one of your tiles from the gameboard and replace it in another location. You can’t play the move tile to adjust the position of a tile with the “fast” icon, but it does allow you to move a tile away from a settlement and caste piece that you’re concerned your opponent might surround and win on his next turn. Or it can even allow you to replace a high-influence tile with which you surrounded a settlement earlier to win its caste pieces. In this way, your move tile can act like a four-influence tile of any caste you already have down in play.



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Using the move tile, the red player relocates his four-influence religion tile, using it to greatly increase his bid for two religion caste pieces, even after he already used it to win the religion caste piece from another settlement.

The switch tile, meanwhile, enables you to switch the positions of any two caste pieces, so long as the exchange doesn’t result in any settlement having more than one of the same type of caste piece. Additionally, the switch has the “fast” icon, allowing you to play it into some devastating combinations. As an example, you could switch the religion caste piece from one settlement with the commerce caste piece from another settlement. Likely, this results in your opponents having played the wrong caste-specific influence in the tiles they already played adjacent to these settlements.



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The yellow player uses her switch tile to swap the positions of a religion caste piece and a commerce caste piece.



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By adjusting the positions of the commerce and religion caste pieces means, the yellow player devalues the red player’s two-influence commerce tile and the blue player’s three-influence religion tile.

Then you could play your ronin and a samurai to close off the spaces between the caste pieces, winning them both with a mere two influence.



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Since the blue player’s three-influence tile no longer applies toward the settlement’s tiles, the yellow player seizes upon the opportunity to play her ronin tile, followed by a samurai tile worth one influence, to surround the settlement and capture both of its tiles.

Deceive Your Enemies

“All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. Hold out baits to entice the enemy. Feign disorder, and crush him.”
–Sun Tzu, The Art of War

If you don’t pay attention, you might think that because Samurai utilizes a short set of straightforward rules it is somehow a simple game. If you don’t pay attention, you’ll likely lose. The victorious daimyo will be the one who understands the game’s tiles and the hidden potential within each. Accordingly, he will use tiles to lure foes into positions of weakness, to feign weakness, to posture with false strength, and to cut deep when the time for the sword blow has arrived.

There are layers upon layers of possibilities to explore, and that is what has made Samurai a Euro Classic and a favorite of gamers around the world. What will you do with the game and its tiles? Your chance to experiment is nearly here. Samurai is on its way, so head to your local retailer to pre-order your copy today!

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Alive vs. Undead

Published 2 September 2015|
BattleLore Second Edition

Alive vs. Undead

Combating the Undead Faction in BattleLore



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Armies of vengeful and brutal Undead are about to join the fray in BattleLore Second Edition! Soon two expansions, Terrors of the Mists and Heralds of Dreadfall, will bring a total of nine types of units to the battlefield, along with new lore decks and scenarios.  The Undead offer any who command them innovative tactical possibilities, but their arrival in Terrinoth also means that the Daqan and Uthuk Y’llan are about to face incredible new challenges. 

In earlier previews we introduced the units of Terrors of the Mists and those of Heralds of Dreadfall, as well as some of the new scenarios featured in these expansions. Today’s preview looks at what the Daqan and Uthuk Y’llan can do in the fact of such a terrifying, unnatural, and unprecedented threat. In addition, we’ve made the rulesheets for both Army Pack expansions available in the support section of the BattleLore Second Edition minisite. Even better, you will be able to test out your own strategies for fighting—or commanding—the Undead in advance of the official release. Wrath of the Undead preview events are taking place at local game stores across the United States over the next couple of weeks, and you can find out more information about those events here.



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Keep Your Distance

The very touch of an Undead hand can corrupt living cells, causing them to disintegrate and torturing the spirit that inhabits them. Worse can befall those who approach the Undead—they may become blighted and weakened by a

Barrow Wyrm’s

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breath, or possessed by a disembodied

Wraith

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. A

Death Knight

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can charge up to a unit of armored guards or demon-blooded Uthuk infantry and, with the dark force of his immortal will, stop them in their tracks so that they cannot retreat. The best defense against the Undead is to keep your distance from them.

This means that your deployment might include more Ranged units than if facing another faction, perhaps even more archers than melee infantry.

Yeoman Archers

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and

Viper Legions

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, included in the Core Set Daqan and Uthuk Y’llan factions respectively, can thin out oncoming hordes of

Reanimates

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and

Bone Horrors

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before they engage with any melee forces you have deployed. The

Siege Golem

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of Hernfar Guardians is a particularly powerful unit against the Undead since it can fire farther than any other unit and, with a

result, damage units adjacent to your target. On the Uthuk Y’llan side, the

Grotesque

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of Warband of Scorn become crucial. Their Bone Blast ability enables these Melee troops to make ranged attacks instead of advancing, and thus eliminate enemy units that have been forced to retreat.



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The deadliest Ranged troops against the Undead, however, aren’t archers or artillery, but the Caster units of Hernfar Guardians and Warband of Scorn: the

Greyhaven Battlemages

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and

Blood Sisters

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. They have a higher combat value than the Viper Legion and the Yeoman Archers, and are the only type of unit that can attack spectral, ethereal Wraiths with full force. If you choose not to deploy any Caster units, you risk being not only overrun by these ghastly creatures, but exposing your units to possession and an untimely, cruel demise. Of course, the Undead have their own mages:

Necromancers

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, who use their powers to manipulate the hordes of shambling, skeletal minions. If your opponent deploys a Necromancers unit, strive to eliminate it as soon as possible. By doing so, you’ll render any Reanimates and Bone Horrors on the field more vulnerable and less powerful.

Call in the Cavalry

With archers and mages occupying somewhat fixed positions at a distance from the shambling Undead lines, you’ll want a smaller set of Cavalry units that can rush past those positions and engage in carefully timed and targeted melee skirmishes. Paired units of the Daqan army’s

Riverwatch Riders

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make an excellent strike force that nothing can counter-attack. Together, each unit will have a higher combat value, so that these horsemen chiefly characterized by their speed able to take down even the most powerful units like the

Banshee

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, or a trio of Death Knights. If commanding the Daqan, you might even deploy the

Citadel Lancers

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of Hernfar Guardians alongside your Riverwatch Riders: with a combat value of three and the ability to damage supported units with

results, they can easily mow down Bone Horrors and Reanimates, as well as fearlessly stand face to face with Death Knights and howling

Barghests

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.

The Uthuk Y’llan

Flesh Ripper Brutes

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have always been one of the fiercest, most effective units in BattleLore Second Edition, and the arrival of the Undead does not diminish their strength. Their Bloodthirst ability is particularly effective against Reanimates, whose combat value depends on their numbers. Flesh Ripper Brutes can also be dispatched to pursue and wear down the Banshee of Terrors of the Mists over the course of two or three determined assaults.



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Take Flight

The Daqan have an incredible weapon against the Undead that Uthuk Y’llan lack: the majestic, soaring

Roc Warrior

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. Overall, the Undead armies are best suited to melee combat, with only three exceptions: Necromancers,

Skeleton Archers

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, and the Barrow Wyrm. The Roc Warrior, however, is best fought with Ranged units, which might be entirely absent from an Undead deployment. In addition, Mobility allows the Roc Warrior to attack and immediately flee before the next round. Moreover, should the Barrow Wyrm take the field, the Roc Warrior is the Daqan unit best able to damage it, despite the Undead dragon’s higher combat value.

Warfare Transformed

The tactics that you relied upon in your battles against the Daqan or Uthuk Y’llan factions may not be so successful against the shambling, blight-bearing, and horrifying forces of the Undead. Armies that won countless fights may now be easily defeated, and units that you may have underutilized in the past are now in a position to singlehandedly grant you victory. Not only has a new faction joined the relentless war for the realm of Terrinoth, but their weapons and abilities are about to transform warfare as you know it. Only the most innovative, devious, and brazen commanders will be able to triumph in these new battles. Only those who do not fear defeat or death will be able to conquer the Undead.

Pre-order Terrors of the Mists and Heralds of Dreadfall from your local retailer today!

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Make the Jump

Published 3 September 2015|
Star Wars: The Card Game

Make the Jump

Jump to Lightspeed Is Now Available for Star Wars™: The Card Game

“Remember, a Jedi’s strength flows from the Force. But beware. Anger, fear, aggression. The dark side are they. Once you start down the dark path, forever it will dominate your destiny.”
–Yoda, Star Wars: Return of the Jedi

Throughout the Rogue Squadron cycle for Star Wars™: The Card Game, we’ve explored the massive cruisers, nimble starfighters, and the aces that pilot these ships. Whether you command a fleet of capital ships or fly in a single X-wing, there’s no denying that these starships have made a tremendous impact on the face of the galaxy and a key part of that impact lies in the development of the hyperdrive and capability for hyperspace travel. Now, you can make your own Jump to Lightspeed at your local United States retailer or online through our webstore.

Jump to Lightspeed is the final Force Pack in the Rogue Squadron cycle for Star Wars: The Card Game. Like the other Force Packs in this cycle, it features a focus on starships of all types and the ace pilots who fly them. Within the ten objective sets (two copies each of five distinct sets) included in this expansion, you’ll find iconic characters and vehicles such as Han Solo, the Millennium Falcon, Guri, Tycho Celchu, and Wes Janson. Take the pilot’s seat, punch in the coordinates, and jump to lightspeed!

 

Awake from Darkness

Much of the galaxy is mapped by hyperspace lanes that designate safe routes for travel, but even more of the galaxy is unmapped and unexplored: the so-called  Unknown Regions. There, the Imperials discovered a dark side Force user held in stasis for the last 25,000 years. Now, you can bring

Arden Lyn

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(Jump to Lightspeed, 830) out of the past to serve the Emperor in your games of Star Wars: The Card Game.

 

Arden Lyn is a powerful unit seemingly built for defense. She boasts significant unit damage, as well as four Force icons for holding the Force. You can certainly pay four resources to play Arden Lyn if you wish, but if you can find her in your deck at the right time, you may get her for free. Arden Lyn’s ability reads, “While it is not the draw phase, this unit gains: ‘Reaction: After this unit is discarded from your hand or deck, put it into play.” Gaining Arden Lyn for free gives you a significant economic advantage over your opponent, but you’ll need to find ways to discard her from your hand in order to trigger this Reaction

Fortunately, this objective set is full of ways to bring Arden Lyn into play for free, beginning with the objective,

The Reawakening

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(Jump to Lightspeed, 829). The Reawakening offers an ability that can prove quite useful: after you win a Force struggle, you may look at the top two cards of any player’s deck, discard one of those cards, and return the  other to the top of the deck. You may use The Reawakening on your opponent’s deck to discard his most powerful cards, or you may trigger it on your own deck to discard less useful cards or search for Arden Lyn. Either way, The Reawakening offers a useful effect for the dark side to control what will enter the game in future turns. 

 

You’ll find another reason to discard cards from your deck with the two copies of

Give in to Your Anger

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(Jump to Lightspeed, 832) included in this objective set. You can play this event as an Action to discard the top card of your deck. Then, you may deal an amount of damage equal to the discarded card’s Force icons to an enemy Character or Creature! Even if you only discard a

Dark Side Apprentice

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(Jump to Lightspeed, 33), a single damage is plenty to destroy a pesky

Dagobah Nudj

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(Join Us or Die, 569). If you’re luck enough to discard Arden Lyn herself, you can deal four damage to a target unit and bring Arden Lyn into play for free!

Finally, this objective set offers an enhancement that can keep your most powerful units alive in the heat of battle. You can enhance one of your Force User or Force Sensitive units with

Return to Darkness

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(Jump to Lightspeed, 831). Then, when the enhanced unit would leave play, you can return it to the top of your deck. Imagine the power of bringing

Darth Vader

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(Core Set, 35) back into play after your opponent expends the effort to finally kill him. Even if you don’t play the unit, you’ve most likely gained a high-Force-icon unit to your hand for future edge battles.

Out of the Unknown

Arden Lyn returns to the known galaxy, even as Han Solo flies the Millennium Falcon on a smuggling run and the Rebellion’s ace pilots fight for freedom across the galaxy. Gather your best pilots and scramble your fighters: the final Force Pack in the Rogue Squadron cycle is now available!

Pick up your copy of Jump to Lightspeed at your local United States retailer today.

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The Future Is Now

Published 3 September 2015|
Android: Netrunner LCG

The Future Is Now

The Universe of Tomorrow Is Now Available for Android: Netrunner



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“Hello, and welcome to the Universe of Tomorrow! You could live for five-hundred years and not see all of the attractions I can tell you about.”
–Tour Guide

The tech of the future is on display today at The Universe of Tomorrow!

The Universe of Tomorrow is the sixth and final Data Pack in the SanSan Cycle for Android: Netrunner, and it is now available at retailers throughout the United States and online via our webstore. Availability in other regions may vary.

Sprawling along the western California coastline from its northern edge in San Fransisco to a southern border at San Diego, SanSan is one of the largest American megacities and the number one place for all the top tech.



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Throughout the SanSan Cycle, we’ve seen this megacity and its diverse neighborhoods brought to life as each Data Pack has focused on the meatspace, culture, themes, and assets of a different region.

  • The Valley introduced us to the bleeding edge biogenetics being researched and discovered up in Biotech Valley, home to many of the world’s leading biotech firms, as well as Jinteki’s massive J-Plex.
  • From the Valley, our tour led us south to Breaker Bay, where the students and faculty at the University of the Californias at Breaker Bay are continually testing the limits of technology, finding clever ways to make new uses of it, and pushing it forward.
  • Next, we explored the rise of the “chromehead” culture in Chrome City, where fashion follows the functionality of a wide range of cybernetics.
  • Where the “Big One” caused the San Andreas fault to fall away from America’s western coast, The Underway opened up and became home to an eclectic blend of entrepreneurs and cultures. It also became a hotbed of criminal violence, ruled in effect by the members of the street gang Los Muertos.
  • Most recently, our tour led us to the star-studded streets of Old Hollywood, where NBN’s Haarpsichord Studios are hastily making sensies and promoting the meteoric rise of their newest stars.

Now, at the end of our tour, we head toward the edges of the East California desert, where the world’s largest Corps put their upcoming tech on display at The Universe of Tomorrow expo.

Straight from R&D to You

Lying near the heart of the expo is the

Worlds Plaza

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(The Universe of Tomorrow, 116), which features a beautiful holosculpture by Martian artist Zhang Yi Flower that depicts the solar system’s three inhabited worlds. It is a breathtaking piece of art and an apt representation of the expo’s aims toward the advancement of humanity.

Though it began as a temporary system, the expo has become a massive, important fixture in the southern California landscape, and even despite the Weyland Consortium’s insistance that the expo’s infrastructure should benefit from the very best, most efficient, and most reliable technologies, the

Expo Grid

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(The Universe of Tomorrow, 119) still consumes a phenomenal amount of energy. Of course, if you’re in the Weyland Consortium, that’s not all bad, as you then own most the companies that support the expo’s energy use.

The expo grounds, themselves, are vast. So are the crowds that travel to the expo to witness its marvels and explore the latest innovations. Naturally, then, all the major Corps take pains to ensure their presence is well noted, and each is represented in Android: Netrunner by a new, five-influence asset. Like the Worlds Plaza, each of these assets helps define the faction that owns it. After all, five influence is a hefty price for any Corp to pay to rent such an asset, meaning these assets are most likely to appear in-faction.

  • The Haas-Bioroid counterpart to Worlds Plaza is the

    Cybernetics Court

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    (The Universe of Tomorrow, 109), which with its seven plasteel-encased floors of attractions can nearly double as a secondary Corporate HQ. Here, Haas-Bioroid houses thousands of cybernetics implants and puts them on display. In the game, this zero-cost asset increases your maximum hand size by four, allowing you to draw more of your assets and agendas into HQ, then secure them behind your ice.

  • Jinteki, meanwhile, gains theGenetics Pavilion

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    (The Universe of Tomorrow, 113), which we first saw when the Data Pack was first announced. With the cap it places upon the Runner’s draw each turn, the Genetics Pavilion forces aggressive Runners to rethink their strategy of running first and drawing second. Any early hit from a

    Komainu

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    (Honor and Profit, 17) or

    Snare!

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    (Core Set, 70) could easily set up a lethal strike by a

    Ronin

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    (Future Proof, 112).

  • While most megacorps do best to keep their proprietary data securely under wraps, NBN is frequently in the business of making certain their projects not only see the light of day, but every light, everywhere. After all, inFranchise City

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    (The Universe of Tomorrow, 114), NBN oversees the

    Product Placement

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    (The Universe of Tomorrow, 115) of more than 20,000 brands, all of which are owned by fewer than one-hundred corps. Should a Runner steal an agenda related to any of these products, then, NBN can simply cash-in, paying three to rez and score Franchise City for an agenda point.

Of course, these valuable assets only benefit you while they’re in play. To dig them out of your deck, then, you might consider running one or more copies of the new agenda,

The Future is Now

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(The Universe of Tomorrow, 120). While this agenda bears a fairly mundane ratio of one agenda point to three advancement, it introduces a powerful, universal “scrying” effect, allowing you to search through your Corp deck for whichever card you need most.

Against

MaxX

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(Order and Chaos, 29),

Exile

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(Creation and Control, 30), or any Shaper running

Clone Chips

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(Creation and Control, 38), you might dig up a copy of

Blacklist

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(Breaker Bay, 36). Or, perhaps, if you’re playing as Weyland, you’ll simply use it to draw more quickly into your lethal combination of

SEA Source

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(Core Set, 86) and

Scorched Earth

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(Core Set, 69). The options are limited only by the cards you build into your deck.

Tomorrow’s Cyberstruggles Begin Today

In addition to its new, five-influence assets, The Universe of Tomorrow introduces two new identities,

Laramy Fisk

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(The Universe of Tomorrow, 104) and

Chronos Protocol

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(The Universe of Tomorrow, 111). You’ll also find new events, programs, and hardware for the Runner, plus team sponsorships, public relations efforts, and a tour guide to lead you through it all.

Look for the newest tech at your local retailer. The Universe of Tomorrow is now available throughout the United States. Availability in other regions may vary.

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The Will of the Empire

Published 10 August 2015|
X-Wing

The Will of the Empire

A Preview of the Imperial Raider Expansion Pack for X-Wing™



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“The regional governors now have direct control over their territories. Fear will keep the local systems in line.”
–Grand Moff Tarkin

The Imperial Raider Expansion Pack for X-Wing is now less than a week away!

That means Imperial players everywhere will soon be able to field this new huge ship in their Epic Play battles, and you can launch into those battles with the missions from the expansion’s Raider-focused campaign, The Will of the Empire.

In our earlier previews, we looked more closely at the Raider-class corvette, the ways that the expansion enhances the TIE Advanced, and the fantastic possibilities that look to enter the game with the

Emperor Palpatine

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crew upgrade. Today, we look at how The Will of the Empire binds these elements together, even as it allows you to put your Raider through its paces in an escalating, objective-driven series of Epic missions.



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Focus on the Mission

A hologram of the crew chief flickers to life on the deck of an Imperial Raider-class corvette. As his apparition renders, he snaps a salute.
“Captain, we have unloaded the shipment of TIE Advanced from Tempest Squadron. They are fully fueled and ready for your inspection.”

–from Mission R1: Test Flight

The Will of the Empire campaign follows the captain of a Raider-class corvette charged with testing the prototype TIE Advanced in the wild, lawless sectors of the Outer Rim. It consists of five different missions, but you won’t play through all of them in a single campaign. As the Raider’s crew seeks to recover from an early Rebel ambush, the results of one mission influence the next, and the situation becomes increasingly desperate for either the Rebels or Imperials.

Additionally, all the expansion’s missions offer a nice change of pace from the game’s standard conflicts. Each introduces its own unique objectives and set of rules. Simultaneously, you need to record all the casualties you suffer in a match, so you can’t afford to recklessly deploy your best pilots or shuttle Emperor Palpatine about the table without a proper escort. The resulting experience is one that moves away from the game’s standard dogfights to approximate the flow of an ongoing war, one in which your forces are deployed to engage the enemy for a few critical skirmishes.



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For example, in Mission R1: Test Flight, even while the Imperial player seeks to destroy all the Rebellion’s ships, the Rebel player merely needs to fly a single Rebel ship back to base after destroying one of the scenario’s prototype TIE Advanced; recovering information about the Empire’s new starfighter is revealed to be more important than risking Rebel lives in a protracted firefight.

Of course, the Empire can also profit from a victory in the first mission, as special rules for keeping track of your ships’ kills set up additional deployment possibilities in the second misison.

Mission R1: Keeping Score: When a Rebel ship is destroyed by an attack, mark on the Campaign Progress which ship destroyed that Rebel ship. If either the Raider or the Tempest Squadron Pilots destroy 2 or more Rebel ships, they will receive a bonus during the next mission.

Mission R2: “Depending on the outcome of the previous mission, the Imperial player may choose one of the following upgrades to equip at no squad point cost: If the Raider destroyed two or more ships, then the Raider may equip an additional Ion Cannon Battery upgrade card to its aft section. If the Tempest Squadron Pilots destroyed two or more ships, each TIE Advanced fielded may equip the TIE/x1 Title card and any 1 

Upgrade card.”

Naturally, while the missions feature different deployment restrictions, each of them requires that the Imperial player field a Raider-class corvette, and most also require a TIE Advanced. Accordingly, the campaign is a good way to get a handle on the options provided by the new TIE Advanced pilots, its new upgrades, and the Raider, and one of the most important decisions you’ll make as the Imperial player at the beginning of the campaign is which of the three Raider Title upgrades you’ll select. Each offers a different tactical advantage.

Assailer



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With a primary weapon that can target foes up to Range “4,” boasts an attack value of “4,” and can fire as many as two times each round, the Raider hits harder and earlier than any other ship in the game. The Assailer Title helps you capitalize on this early advantage by minimizing the damage you take during long-range exchanges. Although the Raider doesn’t have any agility, it gains a defense die against any attack made at Range “3” or greater and against any attack fired across an asteroid. Against such attacks, the Assailer nearly doubles your evade results, so long as you have assigned a reinforce token to the section of the Raider your opponent happens to be targeting. This buys you time to utilize the Raider’s impressive armament to annihilate your foes!

Instigator



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The Instigator Title, on the other hand, is all about the recover action. It reads, “After you perform a recover action, recover 1 additional shield.” While the recover action normally requires you to spend all the energy tokens from the Raider’s aft section to recover an equal or lesser number of shields, it becomes more economical with the addition of a

Shield Technician

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. Because the Shield Technician allows you to choose the amount of energy you’d like to spend for your recover action, he makes it an action you can perform more frequently – and still have energy left to fire weapons, like your

Ion Cannon Battery

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or your

Quad Laser Cannons

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. This makes the Instigator a good Title choice if you think you want to fire at enemy ships early and often. In such circumstances, you’ll need the energy tokens on your aft, but you’ll also be happy for the chance to improve your recover actions. Since the Raider doesn’t have any agility dice, your opponent’s bound to start eating through your shields.

Impetuous



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The Impetuous is the most aggressive of your Raider’s possible Titles. There’s no mistaking what it’s all about. Each time your Raider performs an attack that destroys an enemy ship, the Impetuous can acquire a target lock. Accordingly, if you’re flying the Impetuous into battle, you’re probably operating under the assumption that the best defense is a good offense, and you’ll likely want to load your Raider with as many weapons as possible, providing you with the best possible chances of ripping apart enemy craft. You may also want to load up with

Tibanna Gas Supplies

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so that you can fire your primary weapon twice and then follow up those devastating shots with up to three

Single Turbolasers

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or Quad Laser Cannons. After all, the Raider-class corvette was designed as an anti-fighter craft, and this is a Title that aptly reinforces that fact.

Epic Clashes

Whether you start off by flying your Raider through the missions of The Will of the Empire campaign or in the standalone mission, Pursuit, the Imperial Raider Expansion Pack offers you a wide range of scenarios that highlight the strengths of the Raider and your TIE Advanced. Moreover, they all culminate in the epic clash of your Raider-class corvette and its support against a Rebel squadron backed up by a CR90 Corellian corvette.

This is what so many of you have long awaited! As Rebel and Imperial huge ships collide, starfighters veer out of their path and lash laser fire against each other in fast-paced dogfights. The galaxy’s greatest pilots rely upon all their talents and all their tricks, and the fates of millions hang in the balance.



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Your X-Wing Epic battles are about to get a whole lot hotter… The Imperial Raider Expansion Pack arrives at retailers later this week!

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Under the Pyramids

Published 10 August 2015|
Eldritch Horror

Under the Pyramids

Discover Egypt’s Dark Secrets in a New Expansion for Eldritch Horror



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I saw the horror and unwholesome antiquity of Egypt, and the grisly alliance it has always had with the tombs and temples of the dead. I saw phantom processions of priests with the heads of bulls, falcons, cats, and ibises; phantom processions marching interminably through subterraneous labyrinths and offering unnamable sacrifices to indescribable gods… And behind it all I saw the ineffable malignity of primordial necromancy, black and amorphous, and fumbling greedily after me in the darkness…
   –H.P. Lovecraft and Harry Houdini, Under the Pyramids

Fantasy Flight Games is proud to announce the upcoming release of Under the Pyramids, a side board expansion for the cooperative Lovecraftian board game, Eldritch Horror.

In the chaotic streets of Cairo, saddled camels stand in front of parked roadsters. Arab merchants are bartering with British officers and Hungarian archeologists, while Bedouins find refreshment at cafes after spending months wandering in the Sahara. Just outside the city limits flows the wide, shimmering Nile River and only twenty miles away, the Great Sphinx patiently guards a famous trio of Old Kingdom pyramids. And only a few hundred feet from the entrance to the Cairo bazaar, a group of black-robed Cultists chants solemnly in a mysterious and archaic language, summoning back to life the cruelest Pharaoh of all time.



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Under the Pyramids invites you to discover Egypt’s secrets as you battle against the Dark Pharoah’s return. A new side board opens up six Egyptian locations, from bustling cities to legendary archeological sites. Six preludes introduce challenging new horrors, including a lethal, unnatural epidemic and the ghostly return of a fallen investigator. Eight more investigators enter the international fight against evil, armed with mysterious Relics and powerful Glamour Spells that can actually

alter fate

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. You’ll need a strong and well-equipped team to take on the terrible Ancient Ones who have slept silently for millennia in Egypt’s sands, but now threaten to awake.

Ancient Kingdom, Modern Conflicts

Everywhere in Egypt ancient and modern come together. Military speed boats dart back and forth over the massive stone ruins of the Alexandria lighthouse. Academics and tourists toting cigarettes and cameras throng around the pharaoh Akhenaten’s sandstone palace at Tel El-Amarna by the Nile. As the midday calls to prayer ring out over Cairo, Egyptian separatists clash with Imperial officers and bureaucrats feud over rightful ownership of the Rosetta Stone.  Amidst all this, you and your fellow investigators are undertaking a secretive struggle against the Ancient Ones.



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You may see the

face of a cat goddess

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in the stars or

foresee your own death

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in the misshapen shadow of the Bent Pyramid. Your search for clues will lead you down the length of the Nile to the Sudanese border and from the shores of the Mediterranean deep into the drifting Saharan sands. You may also discover that your friend Erich Weiss has been

framed in the theft

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of a priceless pharaonic amulet. The Museum Heist Adventures launch you on a chase across Egypt to catch the actual thief, retrieve the amulet, and clear Mr. Weiss’s name.

Nomads and Scholars

Since long before the historical era, nomads have roamed across Egypt’s deserts, stopping at secret oases on the way to trade in Cairo or rest on the banks of the Nile. All eight investigators of Under the Pyramids are also nomads, each for their own individual reasons. Hank Samson, for instance, left his family farm in Texas in search of his long-lost father. Sister Mary found her calling in eradicating demonic presences throughout Africa.



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Many of the new investigators are scholars as well. Mandy Thompson and Dr. Harvey Walters have traveled to Egypt to do first-hand research into psychic abnormalities and arcane texts. The archeologist

Monterey Jack

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particularly unites research and restlessness. As a child he traveled the world alongside his father – but recently the aging man was found murdered. Jack has now undertaken a new investigation, seeking information about his father’s death in the ruins of ancient Egyptian temples and the labyrinthine Cairo streets. He carries with him a

Treasure Map

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given to him by his father and has an uncanny ability to spot valuable Relics like

Canopic Jars

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in the least likely places.

The Dark Pharoah’s Return

The mysteries surrounding the Dark Pharaoh may prove inscrutable even to an Egpytologist like Monterey Jack or a linguistic scholar like Mandy Thompson. Little is known about the ancient king known as Nephren-ka. He was a mighty sorcerer who worshipped Nyarlathotep and a bloodthirsty tyrant who enslaved thousands and sacrificed countless innocent people to his evil god. Some Egyptologists believe that his rule ended the Third Dynasty of the Old Kingdom; others say he lived during the Twentieth Dynasty. Some say he was buried beneath the Bent Pyramid and covered the walls of his tomb with prophecies; some say he was actually a flesh-and-blood avatar of Nyarlathotep and his remains vanished. His true believers say that his return is imminent. All the evidence that you can find supports their claim. 

To keep the Dark Pharoah from enslaving Egypt once more, you and your fellow investigators will have to solve three mysteries. You may have to banish a tempestuous and lethal Black Wind from the Nile Delta, or even fight the reawakened Greak Sphinx of Giza. Nephren-ka’s history itself is a mystery much harder to solve than it may sound. After he was deposed in a democratic uprising and buried alive, the Egyptian people erased virtually all sculptural, pictorial, and hieroglyphic records about the Dark Pharaoh,

striking him from recorded history

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. Such was their desire to purge his terrible and bloody reign from their memories.



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The Horrors of the Gift of the Nile

In these times of deceptive international calm, archeologists and explorers from across the world are pouring into Egypt, scouring her temples, tombs, and pyramids for artifacts and mystical knowledge. Your search, however, is vastly more important than all their scholarly excavations, for yours alone can save humanity. The harsh Egyptian climate will challenge your strength, the hieroglpyhic inscriptions will challenge your knowledge of lore, and the chaos of urban bazaars will test your powers of observation. You’ll need lots of influence to navigate the local and Imperial bureaucracies and a streadfast will to gaze upon the Egypt’s ancient horrors. Only by facing these challenges and solving the mysteries of this truly ancient civlization can you safeguard the future of humanity.

Under the Pyramids will be available in the fourth quarter of 2015. Meanwhile, the Strange Remnants expansion is now available at your local retailer and in our online store. Find more information about Eldritch Horror and its expansions here!

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Enemies Without

Published 7 August 2015

|
Dark Heresy 2nd Ed.

Enemies Without

Announcing a New Supplement for Dark Heresy Second Edition

“There is no end to the abomination of the alien. Do not allow any guise of sentience to stay your hand – there can be no hesitation when the survival of humanity as a species is at stake.”
   
–Inquisitor Kartize, Ordo Xenos

Fantasy Flight Games is proud to announce Enemies Without, a new supplement for Dark Heresy Second Edition!

New threats gnaw incessantly at the borders of the Imperium. Despite countless righteous Wars of Purgation, the xenos threat grows in the Askellon sector. Unthinking Orks ravage countless worlds. The enigmatic Eldar slay innocents without reason or mercy. Dark Eldar take slaves to a fate worse than death, while the monstrous Tyranids devour a path wherever their Hive Fleets roam. These hideous xenos are an affront to the Emperor’s rule, and no true servant of the Imperium can rest while even one remains within the sector.

Against these terrifying aliens, these unfeeling and monstrous beings, there stands only the bright shield of the Ordo Xenos. These noble hunters of the Inquisition safeguard the worlds of the Imperium, protecting thousands of human lives from horrors as obscene and perfidious as any daemon spawned from the Warp. Now, with the Enemies Without supplement for Dark Heresy Second Edition, you and your fellow Acolytes can take your places as members of the Ordo Xenos and stand against the heresy brought by these aliens from their strange stars.

Scorn the Alien

In Enemies Without, you’ll find a host of details on the xenos species inherent to the Askellon sector. Whether you’re turning aside a host of blood-hungry Orks, defending humanity against Kroot expansionism, or batting the biologically-engineered killing machines of the Tyranids, Enemies Without gives Game Masters the information they need to bring these xenos species to life in any investigation.

It’s not just the living alien races that pose a threat to the Imperium’s safety though. The Askellon sector is old, almost beyond measure, and riddled with the remains of lost civilizations and forgotten xenos cultures. Even when their occupants are long dead, the cities and holy places of these deceased xenos can prove deadly. Dark relics and proscribed artefacts from these ancient   places may spread heresy and corruption, even while arcane texts open the door to the spread of Chaos. These same relics have inspired a massive underworld business – the Faceless Trade. Members of the Faceless Trade acquire and sell these xenos artefacts, spreading heresy into the cities of the Imperium as surely as any vile cult. You and the other Acolytes of the Ordo Xenos must find and stop the Faceless Trade wherever it manifests – in addition to destroying all traces of the xenos races in the Askellon sector.

For the more radical Acolytes among you, an expanded armory offers a host of xenos weaponry for you to examine, research, and perhaps use against its owners. Alongside digi-weapons and Desoleum Power Blades, you’ll find Shuriken Catapults, Kroot rifles, and a collection of weapons made by no xenos yet known in the Askellon sector. The most radical Acolytes may even fight fire with fire by hiring bands of xenos mercenaries to combat greater threats!

Equipped for Battle

Enemies Without brings more than an advancing tide of foul xenos to test your resolve. It also equips the warriors of your ordo with new vehicles for any situation. For the first time, you can pilot aerospace vehicles to engage in aerial combat, long-range reconnaissance, or transport to voidships. In addition, you may drive off-road in an Aelurus Heavy Trike or attack the foes of the Imperium in a heavily armoured Sentinel walker. 

Naturally, with a focus on new and powerful vehicles, you or one of your fellow Acolytes may want to focus his service on driving, maintaining, and fighting in vehicles. To this end, Enemies Without introduces a new role for Acolytes to take: the Ace. As the Ace, you’re an unparalleled pilot – more at home in the cockpit of a vehicle than outside. Whether you’re tracking a Dark Eldar raiding party at high speed or gunning down swarms of Tyranids, the Ace can be a crucial addition to any group of Acolytes. 

Mankind Shall Rule Alone

With a new role, new home worlds, new backgrounds, and an armoury full of new weapons – both Imperial and xenos in origin – your Acolytes will be well-equipped to battle the countless threats that assault the borders of the Imperium. Your quest will not be easy. For every wicked xenos creature slain in glorious battle, three more slip past your defenses into the undefended regions of the Askellon sector. Your vigilance must be constant; your justice must be merciless. 

Join the Ordo Xenos. Look for Enemies Without at your local retailer in the fourth quarter of 2015.

The Tourney Begins

Published 7 August 2015|
A Game of Thrones LCG 2nd Ed.

The Tourney Begins

Two New A Game of Thrones: The Card Game Playmats Are Now Available

What Lord Eddard means to say,” Lord Renly announced, “is that His Grace instructs us to stage a great tournament in honor of his appointment as the Hand of the King.”
–George R.R. Martin, A Game of Thrones

Fantasy Flight Games is proud to announce two new playmats for A Game of Thrones: The Card Game, the Stormborn Playmat and the Knights of the Realm Playmat!

A limited amount of A Game of Thrones: The Card Game Second Edition saw its public debut at Gen Con Indy 2015. Now, as we approach the general release of A Game of Thrones: The Card Game, you can prepare for to enter the game of thrones with two new playmats specially designed for our newest LCG®. These playmats are now available for order online through our webstore.

 

Enter the World of Westeros

Many playmats offer a high-quality play surface for your cards with evocative art to draw you deeper into the world of the game. These playmats go one step further. We first introduced these playmats at Gen Con Indy for our demo games of A Game of Thrones: The Card Game, and they received such an overwhelmingly positive response that we decided to release them to the general public. These playmats help keep your play space neat and organized by offering designated places for your plot deck, main deck, dead and discard piles, alongside the characters and locations you currently have in play. Whether you’re a brand-new player or a long-time veteran of A Game of Thrones: The Card Game, you can benefit from the clear gameplay templates that these playmats offer.

In addition to the focus these playmats place on usability, they also feature beautiful, thematic art to draw you deeper into the world of A Song of Ice and Fire. Two unique playmat designs are available:

The Stormborn Playmat is the one originally used for demo games at Gen Con Indy, prominently featuring artwork of Daenerys Targaryen surrounded by her dragons. No matter which faction you play, you can be proud to know that the Mother of Dragons is watching over your characters and locations.

The Knights of the Realm Playmat shows the legendary Tourney of the Hand in progress. From the knights jousting to the Red Keep towering over King’s Landing, this playmat brings a tournament spirit to any deck, whether you’re playing casually or at our World Championships!

Take Up Your Blade

The world of A Song of Ice and Fire – filled with battles, intrigues, backstabbing, and desperate gambles for power – is at your fingertips. Organize your play area and lead your faction proudly when you order these two A Game of Thrones: The Card Game playmats today! 

Discuss this article
in our forums!

 

Exposure and Overexposure

Published 6 August 2015

|
Android: Netrunner LCG

Exposure and Overexposure

Old Hollywood Is Now Available for Android: Netrunner



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“All the world’s a stage,
And all the men and women merely players.”

     –William Shakespeare

From the seedy, gang-infested depths of The Underway, the SanSan Cycle for Android: Netrunner carries you to the airy, glittering heights of society… Old Hollywood is now available at retailers throughout the U.S. and online on our webstore!

As the SanSan Cycle continues to explore the different boroughs, cultures, and color of the American megacity responsible for much of the world’s top tech, Old Hollywood reminds us that no matter what the future brings, there will always be room for fame, celebrities, hero-worship, and scandal. With its sixty new cards (three copies each of twenty different cards), Old Hollywood depicts a vertiginous juxtaposition of the borough’s ultra-famous and ultra-wealthy celebrities alongside their drug dealers, backroom muscle, paparazzi, and vanity projects.

Meanwhile, though all of the game’s Corps and Runners have their interests in the fame and fortune, it is NBN that dominates the headlines in this Data Pack. As Old Hollywood capitalizes upon the public’s appetite for entertainment, the media giant gains a new identity,

Haarpsichord Studios

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(Old Hollywood, 92), two new agendas, an asset, an operation, and a region upgrade.



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Victims of Fame

There’s no better place to play the fame game than in Old Hollywood. It’s a city that’s built on reputations, and the more time you spend there, the more you become the person that people think you are.

Sometimes, that’s good. Fame can bring riches, after all. The world may regard you as the chiseled and stoic hero of the latest

Explode-a-Palooza

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(Old Hollywood, 94), projecting something of the character onto you as a person and professional, and that attention may give your career a welcome boost. But it’s also possible the world chooses to see you as a talentless hack or as a wanna-be actress whose ego has gotten ahead of her as she works on her pet

Vanity Project

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(Old Hollywood, 100).

Image is everything, but it’s not always under your control. The biggest names are brands whose careers are often managed from the shadows, and if you’re hoping to take a turn in the limelight, it can pay to get the backing of a media-savvy megacorp like NBN. NBN pretty much rules the whole

Old Hollywood Grid

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(Old Hollywood, 97), and although the Corp’s influence is by no means uncontested, no one has more contacts or knows the business better.

From

Casting Calls

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(Old Hollywood, 96) to

Early Premieres

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(Old Hollywood, 95), NBN has a proven history of working the system to ensure its efforts always gain maximum attention, and if your work is good for NBN, then NBN can be good to you. The Corp may give you the chance to advance your career with a role in some

Award Bait

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sensie (Old Hollywood, 93).

Still, you have to be careful what you wish for. There’s a darker side of fame. Your life is not your own. Once you’re famous on the Net, you’re famous everywhere. The

Paparazzi

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(Old Hollywood, 87) feel entitled to a pound of your flesh.

Film Critics

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(Old Hollywood, 86) tear you apart, responding to your performances as though they were personal attacks upon their character. And if your career trajectory ever turns downward, the Corps may remind you that you owe them, and they may make you

An Offer You Can’t Refuse

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(Old Hollywood, 91).

There may still be some genuine people in Old Hollywood, but there are far more who have carefully and deliberately constructed their personae and navigated their careers to support the fiction of their personalities. There are even bioroid stars like

Ronald Five

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(Old Hollywood, 88) who gain fame from the minor scandals they spark by mysteriously disappearing… right on schedule.

It’s Time for Your Cameo

Image is everything in Old Hollywood, so which is the path you’ll follow? Do you want the fame, the fortune, and the envy of others? Or do you feel more comfortable jacked into the Net, sifting through your virtual resources, trying to expose those stars as phonies? Claiming everything they do is just a rehash of the work that came before them and spewing your venom all over the Net?

In Old Hollywood, all the world’s a stage, and everyone’s a player. It’s just a matter of the role you choose.

Control your data, and seize control of your image. Old Hollywood is now available at retailers throughout the U.S. and in our webstore. Availability in other regions may vary.

Unleash the Creatures

Published 6 August 2015

|
BattleLore Second Edition

Unleash the Creatures

Two BattleLore Reinforcement Packs Are Now Available

Terrifying beasts from the darkest reaches of Terrinoth have lumbered forth from their lairs to join your armies! You may enlist the fearsome strength of a brutish Mountain Giant. You may unleash a Great Dragon to fly above the battlefield and breathe fire on your foes. Now, you can bring bestial fury to your games of BattleLore Second Edition with the Mountain Giant Reinforcement Pack and the Great Dragon Reinforcement Pack, now available at local retailers throughout the United States and online through our webstore!

Unlike the units available to the Daqan Lords, Uthuk Y’llan, or Undead factions, the Mountain Giant and Great Dragon are too wild to be contained to a single army. Any army may take advantage of these figures, and these Reinforcement Packs offer an unparalleled opportunity to modify and customize your armies.

In addition to a detailed plastic figure, each of these Reinforcement Packs offers an entirely new pre-built scenario, which changes the fundamental rules of the game and offering you a chance to experience completely unique games. Alongside this new scenario, each figure pack offers three new lore cards to customize your lore deck and add powerful new tactics to your lore card repertoire. With new lore cards, new scenarios, and new creatures for any army, these Reinforcement Packs change the face of your BattleLore games forever. 

Descend from the Mountains

You can loose the fury of a

Mountain Giant

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upon your foes with the aid of the Mountain Giant Reinforcement Pack. This gigantic warrior seldom descends from the mountain fastnesses of Terrinoth, but on the battlefield, he’s a dangerous combatant. The heavy swings of his club can force even the doughtiest units to retreat, and if a cautious opponent decides to stay at long range, the Mountain Giant can throw massive boulders to bombard your foes from afar.

The lore cards included in the Mountain Giant Reinforcement Pack only enhance the brute force of this unit.

Crushing Force

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reduces a strong building to nothing more than rubble littering the battlefield, while

Shortcut

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allows you to forge a path through the forest and offers extra movement when you enter a forest hex during a unit’s movement. Finally, you may play

Brute Strength

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to massive increase the power of your non-infantry units during an attack. With these lore cards in your lore deck, a Mountain Giant could prove to be unstoppable.

You’ll also have the opportunity to play The Sound of Thunder, a pre-built scenario designed to showcase the power of the Mountain Giant. In this scenario, the Mountain Giant has joined the Uthuk Y’llan for a midnight raid to free some captured warriors. The Daqan Lords must struggle to keep the location of these prisoners a secret, even as the Mountain Giant reduces their encampment to dust and rubble!

A Towering Inferno

You’ll also have the chance to loose billows of flame upon your enemies with the aid of a

Great Dragon

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. The Great Dragon flies high above the battlefield, and its Mighty ability allows it to reroll any heroic results that it receives during combat! What’s more, you can draw lines of fire across the field with Flame Breath and damage an enemy unit adjacent to your target. Whether you dive-bomb a unit or blow fire across multiple units, the Great Dragon is a force to be reckoned with.

Three new lore cards give a fiery influence to any lore deck when you include the Great Dragon as part of your army. You may use

Nowhere to Run

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to wreak havoc on units that supports each other, or you can play

Nowhere to Hide

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to ignore terrain effects for your attack. Alternatively, your Great Dragon could start a devastating

Firestorm

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, setting fire to entire sections of the battlefield.

Finally, this Reinforcement Pack introduces the Into the Fire pre-built scenario, which dramatically changes the standard rules of BattleLore. In this scenario, both you and your opponent begin on the same side of the battlefield, and you’re both trying to be the first to bring down a massive Great Dragon and claim its hoard of treasure. Only one side can be victorious in this epic contest, and you’ll need to fight both your opponent and the dragon itself.

Terrifying Combatants

With the Mountain Giant Reinforcement Pack and the Great Dragon Reinforcement Pack, new Legend units enter the battlefield. Now, you can command these legendary beasts, whether you play the Daqan Lords, the Uthuk Y’llan, or the Undead. Check back for more previews of the upcoming Undead expansions, Heralds of Dreadfall and Terrors in the Mists!

Pick up the Mountain Giant Reinforcement Pack and the Great Dragon Reinforcement Pack at your local United States retailer today.