Check out the last enemy to be revealed in Wander:…

By Red Panda Miniatures

Check out the last enemy to be revealed in Wander: “The Cult of Barnacle Bay”, the terrifying Megalopotomus! He’ll be a big challenge to our adventurers to overcome, especially when he’s spawning crablings and regenerating with every swing!

Make sure to check out our Kickstarter starting on September 5th!

Check out the last enemy to be revealed in Wander:

Original Post


Swayed by the Dark Side

By Fantasy Flight Games

Published 23 August 2017

Star Wars: The Card Game

Swayed by the Dark Side

Announcing the Fourth Force Pack in the Alliances Cycle

“You’re Black Krrsantan. The infamous Wookiee bounty hunter. I’ve heard of you. I know why you were forced to leave Kashyyyk. And how you’ve disgraced your people ever since.”
     –Obi-Wan Kenobi to Black Krrsantan

Fantasy Flight Games is proud to announce the upcoming release of Swayed by the Dark Side, the fourth Force Pack in the Alliances cycle for Star Wars™: The Card Game!

With sixty new cards (divided between two copies each of five different objective sets), Swayed by the Dark Side continues to explore the bonds of friendship, duty, and honor that drive many of the galaxy’s pilots and soldiers, as well as the fear, hope, and greed that compel others to take action.

Among these new objective sets, you’ll find new units and tactics for the Sith, Imperials, Scum, Jedi, and Rebels. You’ll find cards to carry you from the Imperial strongholds of the Core Worlds to the forested moons of the Outer Rim. You’ll find new enhancements, events, and Fate cards that support decks built around multiple affiliations. And you’ll find a number of recognizable, high-impact characters taken straight from the films and Marvel comics, including Biggs Darklighter, the Ewok Logray, and the notorious Wookiee bounty hunter Black Krrsantan!

Unsavory Contracts

After making his debut in Marvel’s Darth Vader comics, Black Krrsantan has quickly become a fan-favorite, and he makes his Star Wars: The Card Game debut in Swayed by the Dark Side.

Tall, dark, and deadly,

the black-furred Wookiee bounty hunter

 (Swayed by the Dark Side, 279-2) has been seen most frequently in tow with the notorious

Doctor Aphra

(Allies of Necessity, 263-2). But their partnership isn’t driven by the sort of loyalty or friendship that has long kept Chewbacca united with Han Solo. The primary bond between Doctor Aphra and Black Krrsantan is a matter of credits. Aphra owes Krrsantan a great number of credits, and the Wookiee has elected to keep her safe in order to guarantee his repayment.

In the comics, the adventures these treasure-seekers share are marked by chaos, cunning, and violence, and Star Wars: The Card Game allows you to explore new adventures for the duo when you play with Doctor Aphra’s objective set,

Rogue Archaeology

(Allies of Necessity, 263-1), and Black Krrsantan’s set,

Unsavory Contracts

(Swayed by the Dark Side, 279-1).

Just as in the comics, Black Krrsantan makes an ideal enforcer to serve alongside Aphra. Even though Aphra’s ability and objective set appear geared more toward realizing the destructive potential of Droids like


(Aggressive Negotiations, 267-2),


(Aggressive Negotiations, 267-3), and


(Solo’s Command, 188-2), they can just as easily contribute to the defensive potential of a dark side deck built around using Black Krrsantan’s Targeted Strike and Tactics icon—as well as those on Aphra and other characters—to establish an unassailable late-game.

In such a partnership, Aphra’s Rogue Archaeology objective can generate valuable shields, even during an engagement—provided you can play a

BX-series Droid Commando

(Allies of Necessity, 263-3). And Black Krrsantan provides the muscle, taking down enemy units with his Targeted Strike and the extra unit damage provided by

Aqualish Arms Dealer

(Swayed by the Dark Side, 279-3) and

Allies of Necessity

(Swayed by the Dark Side, 279-6).

Krrsantan can even enable Doctor Aphra to conduct her Droid


(Aggressive Negotiations, 267-5). Since Krrsantan’s objective set contains a point of Influence on its

Underworld Contact

(Swayed by the Dark Side, 279-4), and since the Underworld Contact is a Mercenary, you could extort the Contact for a point of damage with Unsavory Contacts to remove a focus token and make the resource available to play another event. In this way, you could potentially surprise your opponent with the timely play of an event as disruptive as Reversal of Fate (Edge of Darkness, 81-6) or Springing the Ambush (Lure of the Dark Side, 106-5).

Finally, the Unsavory Contacts objective set contains another pair of cards that lend a great deal of strength to any deck that pairs Black Krrsantan with the members of another affiliation—whether those are Aphra and her Droids or other units like Vader, Stormtroopers, or Star Destroyers.

When you have an engagement with units from at least two different affiliations, the set’s copy of

Allies of Necessity

(Swayed by the Dark Side, 279-6) is, as World Champion Mick Cipra previously noted, effectively as good as both

Heat of Battle

(Core Set, 169) and

Target of Opportunity

(Core Set, 170) combined. Sure, it’s a bit trickier to pull off, but it gives you both the extra unit damage and blast damage you’d normally get out of the other fate cards, and with Black Krrsantan’s Targeted Strike, that extra unit damage is arguably more valuable than the one point of damage you’d apply directly with Heat of Battle.

And the second of these cards,

Alliance of Evil

(Swayed by the Dark Side, 279-5), functions similarly—although at action speed. As with Allies of Necessity, Alliance of Evil forces you to target two of your units that don’t share an affiliation and then grant a bonus to each of them. One gains a point of shielding; the other gains edge (1). And both keep these bonuses until the end of the phase.

The biggest difference between Alliance of Evil and Allies of Necessity, however, may be the fact that the units don’t both have to be part of the same engagement. Accordingly, even though it may feel counter-intuitive to wait until after an edge battle to play Allies of Necessity to give edge (1) to one of your units, you can give it to the unit you’ve held back for a second engagement, especially if you need the point of shielding to keep Black Krrsantan, Aphra, or another key unit from being destroyed or being suppressed by your opponent’s tactics icon.

Wookiee Rage and Rebel Wingmen

With all the tricks and destruction that Black Krrsantan and his Unsavory Contracts bring to the Scum and Villainy affiliation, all the support the Rebel Alliance gains from

Biggs Darklighter

(Swayed by the Dark Side, 276-2) and

Red Three

(Swayed by the Dark Side, 276-3), and all the other options provided in the Force Pack’s other objective sets, Swayed by the Dark Side promises to make it difficult to choose between the affiliations.

So it’s a good thing the Force Pack furthers the Alliances cycle’s efforts to make it easier to play two or more affiliations in the same deck!

Honor the Ewoks and their sacrifices. Advance the Sith agenda under the cover of Night. Terrorize nearby star systems with your Star Destroyers and bombers. The game’s affiliations are no longer as divisive as they once were; the only truly enduring conflict is between the light and dark sides of the Force. Will you stand with the armies of light, or will you be Swayed by the Dark Side?

Swayed by the Dark Side (SWC40) is scheduled to arrive at retailers in the fourth quarter of 2017!

Discuss this article
in our forums!

© & TM Lucasfilm Ltd. Living Card Game, LCG, and the LCG logo are ® of Fantasy Flight Publishing, Inc.


Original Post


Spectres of the Past

By Fantasy Flight Games

Published 23 August 2017

Star Wars: Destiny

Spectres of the Past

Preview the Champions of the Force in Empire at War

“I am no Jedi.”  
   – Ahsoka Tano, Star Wars Rebels

Today we’re previewing the Blue heroes and villains of Empire at War, the newest set of boosters for Star Wars™: Destiny. As characters with a connection to the force, these cards specialize in manipulating dice to get the results you need to bring your enemies to bear.

The Will of the Force

In the years following the rise of Emperor Palpatine, the remnants of the Jedi Order often found purpose in fighting the Empire and in inspiring the burgeoning Rebel Alliance.

Former apprentice of Anakin Skywalker,

Ahsoka Tano

 (Empire at War, 31) received her Jedi training during the tumultuous Clone Wars, and though she eventually left the Order, Ahsoka continued to use the Force as a hero in the early days of the Rebellion.

Ahsoka comes to Destiny costing thirteen points for a normal version, or seventeen for an elite. Ahsoka’s die features two melee sides, a discard side, a shield, and a resource symbol. Ahsoka is an incredibly efficient character, as well—the first time you activate her every turn, you may spend one resource for every die you just rolled to ready her. An additional activation is a powerful tool, essentially letting you reroll all of her dice once they have been resolved.

Ahsoka is a perfect target for a multitude of Blue weapons, including the new

Shoto Lightsaber

 (Empire at War, 51). The Blue weapon features one melee damage symbol, two modified melee damage symbols, a shield symbol, and a resource symbol. While this can greatly increase your damage output, Shoto Lightsaber also features a special ability. After you activate an attached character, if it has another Blue weapon, you may give it one shield or remove one shield from a character. The Shoto Lightsaber is designed to work well on a heavy damage dealing character that already has another Blue weapon attached. If you have two Shoto Lightsabers on a character, they can trigger off each other to either provide or remove two shields. If a Shoto Lightsaber is equipped on Ahsoka, you could even have the opportunity to use the Shoto Lightsaber’s ability multiple times per turn.

In order to get these weapons more consistently,

Lightsaber Pull

 (Empire at War, 130) is a great addition to Blue decks. Lightsaber Pull is a zero-cost event that allows a player to search their deck for a Blue weapon and add it to their hand. This can allow you to consistently play powerful Blue weapons like the Shoto Lightsaber.

As a young Jedi during Order 66,

Kanan Jarrus

 (Empire at War, 33) went into hiding for many years before reemerging during the Rebellion against the Empire as the mentor of Ezra Bridger. Kanan joins Star Wars: Destiny as a Blue hero costing ten points normally or thirteen for an elite version. Kanan has a diversified die, with sides showing ranged damage, melee damage, a focus, a disrupt, and a resource. Furthermore, before you take an action, you may resolve one of his die. This action efficiency allows you to double up on your actions, as you don’t have to use a full action to resolve one of Kanan’s die. Equipping Kanan with a

Force Speed

 (Spirit of Rebellion, 55) can help you get the most out of your turn, resolving Kanan’s die before using the special symbol on Force Speed makes for an action-packed turn.

Blue characters have always been experts at dice manipulation, and Empire at War brings that theme to its extreme.

At Peace

 (Empire at War, 98) is an event that costs two-resources and turns all dice on the field with a blank side to that blank side, including your own. This can be used to your advantage with cards like

No Surrender

 (Empire at War, 132), which lets you reroll a blank die and then resolve it.

Blue heroes can modify their dice further with

Training Remote

 (Empire at War, 35), a support with four modifier sides that can be used to modify any symbol on a Blue character die.  This can give your Blue characters’ die additional value. Blue heroes like

Mace Windu

 (Empire at War, 34) can deal massive damage when guided by the skills learned sparring with a simple training remote.

Ultimate Power

Blue villains revel in their service to the dark side, and with an Empire at War feeding their anger and hatred, Blue villains continue to dominate their foes by manipulating dice and sacrificing their own resources in the pursuit of ultimate power.

One of the Rebels most persistent foes, the

Grand Inquisitor

 (Empire at War, 11) was a former Jedi Temple Guard who turned to the dark side after the rise of Emperor Palpatine. During the early days of the Rebellion, the Grand Inquisitor hunted down surviving Jedi, eventually leading him to cross paths with Kanan Jarrus and Ezra Bridger.

The Grand Inquisitor enters Star Wars: Destiny as a Blue villain costing fourteen points for a normal version, or nineteen for an elite. His die includes two melee damage sides, a focus side, a resource side, and a special symbol. The Inquisitor’s special symbol allows a player to remove a character die showing a blank, then deal two damage to that character. This is an extremely versatile ability that not only allows you to remove a die that may otherwise be rerolled, but also deal damage to a character.


Even if your opponent rolls no blanks, cards like


 (Spirit of Rebellion, 73) allow you to turn an opponent’s die to a blank side, making it a target for the Grand Inquisitor. Of course, one of the best ways to turn a die to a blank is with the

Grand Inquisitor’s Lightsaber

 ( Empire at War, 15), a four cost upgrade. The lightsaber includes three melee damage sides, a shield side, and a special symbol that allows you to turn a character die to a blank before rerolling the Lightsaber’s die into your pool. Not only will this consistently roll melee damage, but the ability to turn a character die to a blank side pairs perfectly with the Inquisitor himself.

Like the Inquisitor, an Empire at War pushed Jedi Master 

Quinlan Vos

 (Empire at War, 8) to the dark side. Quinlan Vos enters Star Wars: Destiny with twelve points for a normal version or fifteen for an elite. His die includes two melee symbols, a discard symbol, a resource symbol, and a special symbol. Vos’ special ability allows you to deal damage to a character equal to the amount the cards in your hand that exceed the cards in your opponent’s.  When combined with cards like

Boundless Ambition

 (Awakenings, 80), you can always make sure you have plenty of cards to fuel Vos’ ability. An elite Quinlan Vos combined with an elite

Asajj Ventress

 (Spirit of Rebellion, 9) can keep your opponents’ hand size low while maximizing damage.

Turning your opponents dice to blanks is a consistent theme for Blue villains, and can often lead to your opponent getting rid of cards to reroll them. While this is a significant advantage, Blue villains now have a powerful tool in

It Will All Be Mine

 (Empire at War, 73), a three-cost event that allows you to turn all of your opponent’s blank dice to a side of your choice, and then resolve them as if they were your own. The more blanks your opponent rolls, and the more blanks you give them through effects like The Grand Inquisitor’s Lightsaber, the more powerful It Will All Be Mine becomes.

Blue villains are also known for sacrificing their own health to dominate their foes.


 (Empire at War, 77) is an upgrade that allows you to deal a damage to the upgraded character every time they activate to deal one damage to another character. Hate allows you to control the flow of the game and ensures your opponent’s characters won’t escape the damage your characters’ deal.

Kill Them All

 (Empire at War, 74) allows you to deal one damage to each non-unique character your opponents have, allowing you to continually damage your opponents’ characters regardless of your dice rolls.

Relics of the Past

Empire at War sees Blue characters expand on their ability to control dice and have complete control of the game through the power of the Force. 

Use the Force and purchase Empire at War (SWD07) from your local retailer in the third quarter of 2017.

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

Original Post


All Right, We’ll Call It a Draw!

By Paizo

We’ve got two new board games now availble for preorder!

The worldwide hit Pandemic—Legacy is back with a vengeance! Pandemic—Legacy : Season 2 takes players on an epic journey filled with dramatic twists and shocking revelations. Initially, it is your task to keep the mainland running by providing the cities on the grid with the supplies they need to fend off the plague. But soon you must venture into the unknown, scouting areas beyond the grid.

Next up, the Splendor: Cities of Splendor Expansion, you’ll leave the comforting familiarity of the European gem trade featured in the Splendor Base Game, and travel east—where new rules and cards invite you to adapt your strategies.

With four expansions in a single box, Cities of Splendor offers you four thrilling new ways to experience the game, opening the door to new levels of replayability without sacrificing any of the original game’s unique elegance.

Take a look at all of the Card & Board Games available here on!

Original Post


In the upcoming issue 8 of Initiative Magazine at page…

By Siren Miniatures

In the upcoming issue 8 of Initiative Magazine at page 56-59 you can find review of our Jungle Fighters. Guys at IM are kind enough that give away our press samples. You can win these models!

If you are a gamer you should definitely check it out. Great source of information and cool gaming tutorials!

In the upcoming issue 8 of Initiative Magazine at page 56-59 you can find review of our Jungle Fighters. Guys at IM are kind enough that give away our press samples. You can win these models! you are a gamer you should definitely check it out. Great source of information and cool gaming tutorials!_0

Original Post


On 23 August 1305, one of the main leaders of…

By Osprey Publishing

On 23 August 1305, one of the main leaders of the Wars of Scottish Independence, William Wallace, is hanged, drawn and quartered for high treason.

Read more about the hunt for William Wallace and how he became an icon of Scottish resistance:

On 23 August 1305, one of the main leaders of…

Original Post


Gen Con Down…We Have A Gen Con Down!

By Mantic Games

So another one bites the dust!  Gen Con 50 is in the books and done.  This was by far the best show Mantic has done to date and it starts and finishes with everyone who came by the booth to say hi to everyone who participated in any or all of the Mantic events we had going on in Hall B.

Monday found us loading up the truck with the usual crew plus a new face….Andy Meechan.

Tuesday saw us trek into the state of Indiana down to the city of Indianapolis for Gen Con 50.  Unloading the truck and getting the booth setup went off without a hitch.  Pre release of Wave 3 for The Walking Dead: All Out War was a big hit as well as the event exclusive Lee and Clementine.

Wednesday was a relaxing day of playing The Walking Dead with the participants of Geek Nation Tours and Kentucky Fried Gamers. There were a total of 4 games running and everyone loved the game with many stopping by on Thursday to grab a copy.  One of the great things with going to Gen Con is our relationship with Geek Nation Tours.  Wednesday night GNT holds an Industry Leader night and we are always invited to have dinner with the GNT guest as well as have Ronnie give a nice speech.  We met the people from WETA Workshop who were also there.  Some of us may or may not have nerded out over them.

Thursday saw the record breaking crowds come crashing through the doors and descended on the Mantic Booth to grab their Lee and Clementine and ‘Eeny, Meeny, Miny, Moe dioramas.

Friday was more of the same and we come to Saturday where Mantic Night was held in the Hall B of the events hall at Gen Con.  Due to unfortunate circumstances we had to hold the annual Mantic get together in the events hall which didn’t stop everyone from coming by.  We had tons of events to do.  We had a big game of Kings of War going on as well as a 10 man game of The Walking Dead coached by Ronnie.  Community Pat was running Star Saga demos, which everyone who played loved and can’t for November to get theirs.  Andy Meechan was busy crushing all new comers in a 750 point game of Kings of War.  John Jack debuted the latest mini game, Dungeon Saga: Bar Brawl.  Jet bike races was also run as well as some Deadzone games  Dreadball 2 was play tested also.  All in all Mantic Open Night was a great success.

Sunday was a day of people just doing their last minute shopping and also found us saying goodbye to everyone.  All in all it was a great convention and we’re excited to be there again next year!

See everyone at PAX Unplugged in November!

The post Gen Con Down…We Have A Gen Con Down! appeared first on Mantic Blog.

Original Post


The Battle of Rhyn Durfaris as reported by Ben Stoddard

By Mantic Games

This battle report was between the army of Croathus the Liche King and his legion of the dead against the unknown dwarf commander whose name has not yet been entered into the annals of Dwarven history. This lapse will likely change as it is unlikely the dwarven commander has seen the last of this undead plague.

Evil claimed victory in Rhyn Durfaris this day.

The scenario was the same as was given in the campaign book (Battle 2: March to War!) so it was a Kill scenario. Each army was 2000 points.

I played regular Undead and my opponent played Dwarves with no special characters.

Setup was better for my Undead as my opponent deployed his whole force across the board and left his brock riders on his far right flank across from my werewolves.

Turn 1

Turn 1 saw the dwarves make a cautious advance, and little else; however, I was able to advance my right flank across towards his artillery with my chaff unit of Mounted Revenants, my regiment of Soul Reaver Cavalry, and my Cursed Pharoah with the Wings of the Honeymaze. I also pulled my werewolves back on the left flank to redeploy with my main force which left his Brock riders out in the cold for 3 whole turns.

Turn 2

The dwarves fired everything they had at my Revenant Cavalry, but couldn’t finish the job. Nothing else really happened beyond that for them, other than his right flank trying to play catch-up with my werewolves. On my turn I charged my revenants into his allied regiment of Elohi that had set themselves up for a flank charge if my Soul Reaver cavalry didn’t do its job.

My mounted vampires pounced on the first artillery piece while my Cursed Pharaoh set himself up as a flank guard against his Ironguard that were threatening from the side. My Revenants on foot charged up the middle and with both my Liche King and a Necromancer blasting them with surge they were able to make contact with the troop of Ironguard in the center, but failed to route them. The Soul Reavers made quick work of the organ gun and then turned to set their eyes on the engineer right in front of them. The Revenant Cavalry only managed to put two wounds on the Elohi and so only managed to ground them for another turn.

Turn 3

The dwarf warsmith took the brave route and charged the soul reavers, the Elohi charged my Revenant Cavalry and my Revenants on foot were flank charged and counter charged by two units of Ironguard. The organ gun took some pot shots at one of my units of Werewolves who was making their way up the center along with the Lycan Alpha, scoring 4 wounds but failing to route or waiver. The Elohi routed the Revenant Cavalry and backed up to try and stay out of range of the Werewolves that had just been shot, which took them right into view with my Cursed Pharaoh. The Engineer failed to make a single hit on my Soul Reavers, and combined between the two Ironguard, they put 12 wounds on my Revenants on foot and failed to route them.

My turn saw the Revenants counter-charge the bigger unit of Ironguard along with my Soul reavers charging the warsmith, and my Pharaoh flying over to hit the Elohi. My Werewolves maneuvered into a better position. The Soul Reavers routed the warsmith and overran into the next Organ gun which they then proceeded to also demolish before turning around to face the Elohi behind them. The Cursed Pharaoh put another 3 wounds on the Elohi but failed to route them, and the revenants on foot also failed to route their target.

Turn 4

The Brock Riders finally made contact with the unit of werewolves I had moved to cover my flank. They slammed into them, causing 9 wounds and then wavering them. The Elohi counter-charged the Pharaoh but only put a single wound on him and didn’t waiver or route him. The Ironguard once again charged my revenants and whiffed hard, causing them to only cause 4 wounds, and fail to route them. He also shuffled his Earth Elementals around to try and get them into position for the end of the game, but by this time it was too late. On my turn I charged my Soul Reavers into his Elohi along with my Pharaoh and wiped them from the board. My Werewolves were able to get into a flank of one of the units of ironguard and my revenants charged them as well but somehow failed to route them.

Turn 5

The brock riders wiped the one unit of werewolves, but by now the end was nigh. He counter-charged everything I charged but because of the troop of chaff in front of his Earth Elementals he couldn’t get them in to attack my revenants. His two handed Ironguard flanked the revenants but still didn’t do enough damage to route them, rolling a 4 on their route test. On my turn I charged my zombies into his brocks and held them there, doing a grand total of 7 wounds. My Soul Reavers and Pharoah both moved around to try and get a better position, but they were too far out to make it back around and the center was too congested anyways. My werewolves charged the Ironguard in front of them and failed to route them. My revenants stood still so that anyone who tried to charge them would be hindered.

Turn 6

The Brocks charged the zombies but failed to do enough wounds to do anything. The ironguard charged the werewolves but didn’t even land enough to even cause a single wound. The Revenants once again were lucky and stood their ground. On the undead turn the werewolves coutner-charged, but didn’t manage to scratch the hard armour of the ironguard in front of them. The zombies didn’t do nearly enough wounds to route the brocks and the Revenants decided to gamble and charged the troop of ironguard in front of them, routing them and adding their corpses to the body count. That ended the last turn.

Final Score:

Undead losses: 1 Troop of Revenant Cavalry and 1 Horde of Werewolves with Helm of the Ram for a total of 365 points lost.

Dwarf Losses: 1 Troop of Ironclad, 1 Regiment of Elohi, 2x Organ guns and 1 Warsmith for a grand total of 525 points lost.

Draw by 40pts, with the Dwarfs barely holding off the Undead advance.

Wow! That was a close-fought battle! Whether you are a stalwart Dwarf defender, an Undead invader, or indeed any other race of Mantica, you can take part in the Edge of the Abyss Summer Campaign by playing games of Kings of War and submitting them to

The post The Battle of Rhyn Durfaris as reported by Ben Stoddard appeared first on Mantic Blog.

Original Post