As we start this holiday season (Happy First Night!

By Greenbrier Games

As we start this holiday season (Happy First Night!) remember to love your family. And in no way related to that, Jeff McAleer from The Gaming Gang is playing Vengeance on his new Twitch station! Tune in THURSDAY the 14th at 3:00 EST 🙂


TheDailyDope – Twitch

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Dim Carcosa

By Fantasy Flight Games

Published 12 December 2017

Arkham Horror: The Card Game

Dim Carcosa

Announcing the Sixth and Final Mythos Pack in The Path to Carcosa

Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
     Dim Carcosa

   –Robert W. Chambers

In the realm of lost Carcosa, where black stars hang in the heavens, all truths will come to light beneath the fires of the suns. Fantasy Flight Games is proud to announce the upcoming release of Dim Carcosa, the sixth and final Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game, available for preorder now at your local retailer or online through our website!

Palace of the King

Your investigation into the mysterious play The King in Yellow has led you through a maddening series of events, from the darkest corners of Arkham Historical Society, to twisted halls of the asylum, and even the catacombs of Paris. It has all led you here, to dim Carcosa, a place beyond all imagining. A warped, alien city lies before you. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa—the realm of madness in the stars, where Hastur reigns supreme.

As the final act of the Path to Carcosa cycle, Dim Carcosa is filled with empyrean madness both beautiful and terrible. The once grand city stands in ruins, the remains of some accursed place that defies any sense or reason. In the middle of this madness you stand alone as the last defense for Arkham… and the world. If you wish to survive this journey into madness, you must learn as much as you can about this strange realm and make sure that you leave

No Stone Unturned

(Dim Carcosa, 307), searching your player deck for any one card that may prove useful and adding it to your hand. You may have doubted your sanity before, but now you see that it was true. Everything—it was all true. But now that you have found your answers, will you be strong enough to put an end to The King in Yellow’s dark design and find a new ending?

Two Suns Sink

Your time is running out. Even as you explore the

Ruins of Carcosa

(Dim Carcosa, 327), you become weak, taking damage as your investigation progresses. Your only hope for survival is to return to your own world. Yet somehow, you feel as if your fate is no longer under your control. Your story progresses with each location you discover, almost as if you are not acting under your own will. Each of the locations in the Dim Carcosa scenario have no unrevealed side. Instead, their reverse sides bear story cards. Trapped in a dim, distant realm, you will find few allies. But amongst the city’s remains, you may encounter one of the its dwellers, an

Inhabitant of Carcosa

(Dim Carcosa, 327), to aid you as the script demands.

You encounter a man among the ruins of the city, haggard and tired. “Good stranger,” he says, “I am ill and lost. Direct me, I beseech you, to Carcosa.” You tell him that you believe you are in the realm of Carcosa right now, and he falls to his knees in despair. “No… But that cannot be!”

The man cries and raves, telling you more of the ancient and famous city. Though his words have little meaning to you, deep within your mind, you begin to understand.

Dim Carcosa is fraught with dangers. You can desperately empty your ammo into your enemy, forcing them to

“Eat Lead!”

(Dim Carcosa, 304), but even this may not save you from the horrors that await you in lost Carcosa. In the moment of your demise, you may be lucky enough to

Cheat Death

(Dim Carcosa, 310), escaping the enemies surrounding you. But leaving combat alone would only buy a few sweet moments of life. Instead, this powerful Trick allows you to discard all cards in your threat area, heal two horror and two damage, and move to any revealed location where no enemies await you. This saving grace provide the opportunity you need to regain your strength and finish the seemingly impossible task before you. But the question remains: are you the master of your own fate, or are you simply a puppet of Hastur? What will become of you once your part has been played?

Shadow of Men’s Thoughts

In the lost realm of Carcosa, insanity is inevitable as the two suns that light the city burn madness into your mind. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Sometimes madness is the best response when confronted with an impossible reality. During your stay in Carcosa, you may continue to take horror in excess of your sanity, in which case your remaining sanity is considered zero.

On the surface, this may appear to be a blessing, but it may also prove a curse as you move towards

The Final Act

(Dim Carcosa, 339). When this encounter card is revealed, you must place two doom on the current agenda if you have no remaining sanity, perhaps pushing it to advance. Other consequences of a broken mind may come about in battles, forcing you to fail skill tests and depriving you of elder sign effects. When your mind becomes the playground of Hastur, you will find yourself bending to a will that is not your own. Forced to battle your own mind in a world you do not understand, will you be able to end the madness and return, or will you become another lost soul?

The Prophet’s Paradise

Travel to the realm of madness beyond the stars and take on The King in Yellow before your time and sanity run out. This is your final act and your curtain is about to fall.

Look for Dim Carcosa (AHC17) at your local retailer in the first quarter of 2018! You can pre-order this pack at your local retailer or on the Fantasy Flight Games website here!

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in our forums!

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

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December Newsletter



The year is almost over! 2017 has been a wonderful year for Wyrd, and we’re happy to have shared it with everyone. 2018 promises to be even more exciting! 

This month’s newsletter looks at some of the events wrapping up, upcoming releases, a chance to get some Wyrd hoodies, and more. Check it out!

The Homefront Campaign has wrapped up. Everyone who participated had a say in a reward for both Malifaux and The Other Side.

The Gremlin Faction won for Malifaux, which means they will receive the 2018 Nightmare box. Gremlins provide a lot of exciting ideas, and the brainstorming is well underway.

The Sandmen won for The Other Side. This means they will become a universal syndicate in the game, allowing them to work with any other full Allegiance, be they Earth or Malifaux based.

Thank you to everyone who took part!

The Iron Painter competition has entered its final Round! As always, the submissions for each Round are amazing, and they are all the moreso for the grueling pace of the competition itself! If you have a chance, you should go check out the Iron Painter galleries.

Round Five’s theme is Snowpocalypse, so we’re looking forward to some winter destruction! More information on the Iron Painter competition can be found by clicking the image above.

December Releases

WYR20244 Kentauroi $40.00
WYR21068 Alt. Hungering Darkness $35.00
WYR20246 Bone pile $21.00
WYR20350 The Beast Within & Ferdinand Vogel $24.00

Keep your receipt when you spend $65 or more on Wyrd products at your local gaming store during the month of December! If you fill out this form with a photo of your receipt before the 7th of January, we will send you an alt Draugr model.

For more information, click the image to the left!

January Releases

WYR20542 Benny Wolcomb $11.00
WYR20644 Flying Piglets $24.00
WYR20444 Serena Bowman $11.00
WYR20249 Little Gasser $21.00
WYR20034 Iconic Fate Deck $15.00

For the first quarter of 2018, we will not have any of the Local Game Store promotions. We believe firmly in supporting local stores and communities and we will return to them later in the year. Stay tuned as we work on what those promotions will be.

For a very limited time, we are offering the sale of a Wyrd hoodie! We only plan to order exactly as many as needed, so these will only be available until Friday via the webstore. After that, they’ll disappear! We’re pretty excited about these, and there’s no better time to get one than the winter months.

In addition to the hoodie, we’ll also have a t-shirt of the same design for sale!

WYR90114 Genuinely Wyrd Hoodie (M to XL) $40.00
WYR90114 Genuinely Wyrd Hoodie (2X to 4X) $45.00
WYR90015 Genuinely Wyrd T-Shirt (M to XL) $20.00
WYR90015 Genuinely Wyrd T-Shirt (2X to 4X) $25.00

Because we are ordering based on demand, these will take longer to ship than a normal order. Any order that includes a shirt or hoodie will not ship until the first week in January.

Wyrd has a variety of media available for free to everyone.

  • Every Wednesday a new wallpaper is available on our website for Wallpaper Wednesday. There is a large collection of Malifaux options available, as well as a variety of options for some of our other games.
  • We have a free ezine available, Wyrd Chronicles. The Chronicles have stories, hobby articles, RPG adventures, and more! Be sure to check out this magazine, currently available on DriveThruRPG.
  • Most Mondays we release a look at something upcoming in our Monday Preview. These are a great opportunity to see what Wyrd is working on and what’s coming down the pipeline. We have a lot of things to show off, so check back every Monday!
  • On Fridays we try to show off previews for the upcoming The Other Side miniatures game.
  • Every other Thursday we release a free podcast called the Tales of Malifaux as part of our Breachside Broadcast. This podcast goes through the Malifaux fiction one story at a time, starting all the way back with the first book in first edition. It’s a great way to catch up on our old stories or go through them again.

The Other Side Kickstarter is very close to hitting its next stretch goal! While the campaign itself it closed, you can still get involved with late pledges via the BackerKit. All contributions in BackerKit go toward stretch goals!

We hope that everyone has a great holiday season, and we’ll see you in January!



Copyright © 2017 Wyrd Miniatures LLC, All rights reserved.

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Divinity Derby starts to hit US stores on December, 14th

By Ares Games

Divinity Derby, our new racing and betting game, is now shipping to distributors and will start to hit the stores in US this week, from December 14th. The game will be available in other countries in the coming weeks. The racing and betting game Divinity Derby. Divinity Derby is a card-driven and fast-playing game for 3 to 6 players, age 10 and up, designed by Carlo …

Original Post


Tripods & Triplanes: contest on BGG and new stretch goals in sight

By Ares Games

Tripds & Triplanes: Mk.III “Squid” The Tripods & Triplanes, The War of the Worlds in Wings of Glory project on Kickstarter enters its final days with many stretch goals unlocked, and other two Tripods unveiled and included in the project as Add-Ons. The campaign will run until December 20th and, to support it, the WW1 Wings of Glory Tripods & Triplanes Contest is now running on …

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A New Path

By Fantasy Flight Games

Published 11 December 2017

Star Wars: Destiny

A New Path

Learn More about the Rivals Draft Set for Star Wars: Destiny

“You underestimate my power!”
   –Darth Vader, Star Wars: Revenge of the Sith

For over a year, Star Wars™: Destiny has put players in the middle of epic duels from the Star Wars galaxy. From Rey and Jyn Erso teaming up to fight Count Dooku to Han Solo facing down Jango Fett, Star Wars: Destiny has allowed players to live out any battle they could imagine from a galaxy far, far away. 

Now, Star Wars: Destiny invites you to relive the epic showdowns of Star Wars in a brand-new way with the Rivals Draft Set. Team up with five other players and participate in a card draft before creating decks and proving yourself as the ultimate Star Wars: Destiny player!

What’s more, we’re proud to announce that the wait for Rivals is nearly over! Limited quanitites of the Rivals Draft Set will be available for purchase at retailers in the United States next Friday, December 15th to celebrate the holiday season. For more information, just check with your local retailer! Meanwhile, you can look for a full release of Rivals in the first quarter of 2018, with a special release promotion and more information coming soon!

Though this special Holiday Preview Wave of Rivals offers a preview of an exciting new product, it’s important to note that these cards will not be tournament legal until the product is officially released in the first quarter of 2018.

Join us today as we preview a mock draft for Star Wars: Destiny, using the Rivals Draft Set!

A Demonstration of Power

With Rivals ushering in a brand-new format to Star Wars: Destiny, we’re going to look at what a draft might look like.

In this scenario, we’re going to follow Star Wars: Destiny player Jesse as he participates in a draft with five of his friends. A draft requires each player to have a Rivals Draft Set as well as six booster packs, taken from any sets of Star Wars: Destiny. In this case, each player has two packs of Spirit of Rebellion, two packs of Empire at War, and two packs of Legacies.

To begin a draft, each player opens three of their packs to create a hand of fifteen cards, setting the three dice from the rares or legendaries from their packs in front of them. Each player selects one card from their hand of fifteen and passes the rest to the player on their left.

Jesse opens his first three packs, (one from each set) and finds his dice cards to be

Aurra Sing

 (Spirit of Rebellion, 18),

LR1K Sonic Cannon

(Empire at War, 46 ), and

Aayla Secura

 (Legacies, 29). His uncommon cards are

Defensive Teaching

 (Legacies, 106),

Never Tell Me the Odds

 (Spirit of Rebellion, 115) and 


 (Empire at War, 106). The rest of his cards are commons. Jesse figures he will see multiple copies of these cards during the draft and focuses first on the six rarer cards.

In a draft, selecting a character early is an important decision. Draft changes a lot of deckbuilding rules, but decks can still only include colors that match their characters. Deciding what you want to build early will help you make important decisions later in the draft and give you a clear direction.

Knowing this, Jesse decides to draft Aayla Secura, with ideas of constructing a Blue/Red deck with Aayla as a centerpoint. Jesse passes the rest of his cards to his left and receives fourteen more.

Knowing the commons will stick around for a while, Jesse focuses on the rares and uncommons in the next set. The Legacies rare has already been taken—and by looking at the dice in front of Mike, who’s sitting to Jesse’s right, Jesse can see a

Palpatine, Darth Sidious

(Legacies, 4) die with the matching card absent from his current hand. This lets Jesse know immediately that Mike might also be interested in drafting Blue cards. Looking through his options, Jesse decides to draft 

Lure of Power

(Spirit of Rebellion, 16), thinking it will pair well with Aayla’s high damage dealing die. Since draft decks can feature any mix of Hero and Villain cards, Jesse doesn’t have to worry about including Hero Aayla Secura and Villain Lure of Power in the same deck.

After another pass, Jesse receives thirteen cards and examines his options.

Not seeing anything interesting among the uncommons, and not wanting to draft commons quite yet, Jesse decides on


(Legacies, 28). Jesse makes this choice partly because he won’t have many more opportunities to draft cards with dice this round, but also because this card is missing from his collection, and players in the draft get to keep the cards that they draft.

Jesse’s next hand has one rare remaining, a


 (Empire at War, 29). Still hoping to build a deck that’s at least partially Red, Jesse selects the Y-Wing, despite not having drafted a red character. Every player has access to the Rivals Draft Set, so Jesse knows that he can always include

Lobot, Cyborg Aide

 (Rivals, 2) on his team.

The round continues until the last card from each hand is drafted. At this point, the players open their next three packs and repeat the process, this time passing their cards to their right. When all is said and done, each player will have thirty drafted cards, as well the twenty cards available to them in the Rivals Draft Set to construct a deck of twenty to thirty cards. After all players have created their decks, they are ready to play! In a typical draft, you’ll compete against each other player in the draft one time, tracking your wins as you play.

Putting It All Together

Jesse’s strategy of drafting Red and Blue cards has worked out well. As far as characters go, he knows he wants to build around Aayla Secura and was able to draft a

Rebel Commando

 (Spirit of Rebellion, 28) in the second group of packs. Jesse is still eleven points short of the thirty-point limit, which allows him to include Lobot as a third character.

Jesse now selects between twenty and thirty cards to make up his deck. He has selected a fair number of upgrades and supports that include dice, including a Y-Wing and Lure of Power, but he is still looking for more. He digs into the Rivals Draft Set to include a

T-21 Repeating Blaster

 (Rivals, 16),



Crafted Lightsaber

 (Rivals, 6), and

Fang Fighter

 (Rivals, 8) that will provide some additional firepower.

Next, Jesse adds in some dice removal cards to protect his characters in the form of 

Crush the Rebellion

 (Legacies, 85) and


 (Legacies, 130). Jesse was able to draft three copies of 

Spell of Removal

 (Legacies, 81), and since there is no limit to the number of copies of a single card you can include in a draft deck, he decides to throw all three copies of Spell of Removal in.

Next, Jesse adds in some resource generation in the form of two copies of 

Prepare for War

 (Empire at War, 65).

Finally, Jesse adds some cards that will boost the value of his characters’ dice. He includes

Ataru Strike

 (Legacies, 101) and

Ruthless Tactics

 (Empire at War, 67) for use with his upgrades.

Jesse then gets to work filling in the rest of the holes before he must select a battlefield. Since he chose not to draft one, he chooses to use

Sith Temple

 (Rivals, 20), which is included in the Rivals Draft Set and ends up with a deck as follows:

Characters (3):
Aayla Secura




Rebel Commando


Battlefield (1):
Sith Temple

Events (11):

Prepare for War


Ataru Strike


Ruthless Tactics


Crush the Rebellion

 (1) ,



Spell of Removal


Supports (3):





Fang Fighter


Upgrades (6):

T-21 Repeating Blaster


Crafted Lightsaber


Lure of Power


Shoto Lightsaber


Makashi Training




Now, Jesse is ready to play his friends with his very own draft deck!


The time for talk is over. Seize your chance to get the Rivals Draft Set next Friday, December 15th from select retailers in the United States, with a wide release in the first quarter of 2018. Do you have what it takes to create the ultimate draft deck?

Fulfill your destiny and pre-order a Star Wars: Destiny Rivals Draft Set (SWD06) from your local retailer or our website to prepare for a whole new way to play Star Wars: Destiny.

Discuss this article
in our forums!

© & ™ Lucasfilm Ltd.

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