A Champion’s Foresight

By Fantasy Flight Games

Published 4 June 2019

|
Legend of the Five Rings LCG

A Champion’s Foresight

Announcing the Fifth Dynasty Pack in the Inheritance Cycle for Legend of the Five Rings: The Card Game

“The Dragon must move beyond our borders at last. What transpires in our mountains is a mere pebble against the avalanche that is coming.”
   –Togashi Yokuni, “The Rising Wave”

Order your own copy of A Champion’s Foresight at your local retailer or online through our website with free continental shipping today!

The future is difficult to determine in the world of Rokugan. Few could predict the increasingly complicated political situation the Emerald Empire has become embroiled in. But there is one who claims to have foreseen the path of Rokugan: the enigmatic Togashi Yokuni. The Dragon Clan Champion has glimpsed the Rising Wave, the strife coming to Rokugan. But what actions has he taken? Where has he sent the Army of the Rising Wave and what do they hope to accomplish?

Fantasy Flight Games is proud to announce A Champion’s Foresight, the fifth Dynasty Pack in the Inheritance cycle for Legend of the Five Rings: The Card Game!

A Champion’s Foresight continues the themes of the Inheritance cycle, lending support to the Bushi and Courtiers of Rokugan. The pack also introduces two provinces to the game and a new stronghold for the mysterious Dragon Clan.

Furthermore, if you pre-order A Champion’s Foresight from the Fantasy Flight Games website, not only will you get free shipping within the continental United States, you’ll also receive five double-sided province backers. These province backers sit behind your province in the same sleeve to show off beautiful art by Marius Bota while the card is facedown!

A Thorough Investigation

Mysteries pervade every corner of Rokugan, and few can unravel them like the Kitsuki Investigators of the Dragon Clan. Placing an emphasis on physical evidence, the Kitsuki method of investigation is known throughout the Emerald Empire—though not all hold it high regard.  Now, you can harness the power of these investigations with

Shiro Kitsuki

(A Champion’s Foresight, 89), the Kitsuki family’s ancient castle. After a conflict is declared, you may name a card, each time your opponent plays a card with that name during the conflict, you can claim an unclaimed ring and all fate on it.

If you have the mind of a Kitsuki, it’s possible you could extrapolate the cards your opponent is about to play during a conflict. However, if you need some extra assistance, Dragon cards in the Inheritance cycle often grant you a look at your opponent’s hand, including 

Scene of the Crime

(For the Empire, 2). These cards can assist in your investigation and help you to claim rings and fate that would otherwise be lost.

These claimed rings can also assist you in further investigations.

Deduction

(A Champion’s Foresight, 105) lets you to return a claimed ring during a political conflict to bow a character with cost three or lower. While the bushi of Rokugan fight their battles with katanas and spears, political conflicts are fought with words, and a clever deduction is just as effective as brilliant military tactics. With the help of Shiro Kitsuki, deductions can defeat your opponent before they even have a chance to defend themselves.  

With the Dragon’s ability to put extra fate on rings, Shiro Kitsuki can also prove to be a valuable fate-generating engine. You will need that extra fate, especially if you use the

Army of the Rising Wave

(A Champion’s Foresight, 96), a massive army that feeds the fate of the rings on the field. Not only do you receive a massive military force, you stock every ring with additional fate to be used with Dragon tricks. With six military skill, the Army of the Rising Wave can make an impact in any conflict, even if they can’t be attached with anything except Weapons

Traps and Tactics

While the Dragon can excel in conflicts through investigation and deduction, other clans can also use unique tactics to disrupt their foes. The Crab are seen as a straightforward clan with a singular vision and purpose, but that doesn’t mean they aren’t innovative and clever, especially the Kaiu family of genius inventors and engineers.

The

Frontline Engineer

(A Champion’s Foresight, 92 ) is a Bushi who not only provides military skill to conflict, but can quickly add holdings to provinces with his Action ability. This could quickly add defenses to your provinces, or it could allow the engineer to lay a careful trap for your opponent with a

Strategic Weakpoint

(A Champion’s Foresight, 93). This holding ensures that even if your province falls, you will take one of its attackers down with you. While your opponent may be able to play around the card, its sudden appearance thanks to the efforts of a brave Frontline Engineer may target your opponent when they least expect it.

The other Great Clans also harness unique Tactics to ensure victory during conflicts. Notably, the Unicorn’s mobility affords them special advantages in combat.

Outflank

 (A Champion’s Foresight, 180) can completely negate a non-unique character from participating in a conflict, as the Unicorn forces overwhelm their foes from all angles and prevent their targets from defending their provinces.

The Scorpion take a different approach to their battlefield Tactics. Forgoing their own personal honor in the name of duty, Scorpion Bushi achieve victory

By Any Means

(A Champion’s Foresight, 108). If your honor bid is higher than your opponent, this event lets you set the base military skill of one of your Bushi to match the skill of a rival. This can turn a simple

Insolent Rival

(Underhand of the Emperor, 6) into a deadly warrior or an

Adept of Shadows

(Core Set, 180) into a serious threat. Regardless of the target, By Any Means turns an opponent’s power into your own, a specialty of Rokugan’s most deceptive clan.

The Rising Wave

Deep in the mountains of Rokugan, Togashi Yokuni has a plan. What is the purpose of the Dragon army marching across the land, and what does it mean for the future of the Emerald Empire? Unravel these secrets and more when A Champion’s Foresight releases in the third quarter of 2019!

Discover the true power of the Dragon in A Champion’s Foresight (L5C23), available now for pre-order from your local retailer or our website. 

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Striking a Balance

By Fantasy Flight Games

Published 4 June 2019

|
Star Wars: Destiny

Striking a Balance

Developer Jeremy Zwirn on the New Rules Reference Update

“I will make it legal.”
   
–Darth Sidious, Star Wars: The Phantom Menace

A new version of the Star Wars™: Destiny Rules Reference is

now online!

While this update doesn’t feature dramatic changes, there are a few important card errata and a couple notable characters removed from the Balance of the Force that are worth your attention, especially before you head to your next event. These changes will formally go into effect on June 10th. Today, Star Wars: Destiny developer Jeremy Zwirn goes into detail on why these adjustments were made and how they may affect your next game.

Jeremy Zwirn on the Rules Reference Update

Hello Star Wars: Destiny players!

The release of the base set, Convergence, ushered in an exciting time for the game with the first ever Standard rotation. The metagame has since shifted with several new decks and strategies emerging. Some of these cards have been deemed necessary to be addressed to help maintain fun and healthy gameplay. Some of the following cards have been given errata and/or been removed from the Balance of the Force.

Snoke

Snoke

(Way of the Force, 4) has played a major role in the metagame ever since last autumn. His power action is unquestionably one of the strongest in the game and has most often been used to generate additional resources, which can then be used to play potent cards like

Vader’s Fist

 (Across the Galaxy, 13) on the first turn. Snoke was added to the Balance of the Force late last year to diminish some of his most powerful pairings and that was effective. With the release of Convergence and rotation, Snoke has gotten new partners while other decks rotated out, which has resulted in him becoming a dominant fixture again. The heart of the problem is his power action and that has now received errata to only work on your dice showing damage. Players can no longer use his power action to produce more resources, which means his most common pairings will no longer be viable. In addition to this errata, Snoke has been removed from the

Balance of the Force Standard

and

Infinite Holocrons

to restore some of his originally intended pairings, such as with

Kylo Ren

(Two-Player Starter, 1).

Aayla Secura

Aayla Secura

(Legacies, 29) has been taken off the Balance of the Force for both the Standard and Infinite Holocrons. The metagame has changed since Aalya Secura was added to the Balance of the Force list nearly a year ago. After a second-place finish at the World Championship last year and many other high placements, Blue hero is no longer one of the best colors. Now, many more cost-effective characters have been introduced to the game, giving players more choices for teambuilding instead of commonly defaulting to a character like Aayla. Also, villains have been outperforming heroes lately and removing Aayla Secura from the Balance of the Force should give heroes a needed boost.

Force Storm

Creating exciting, boundary-pushing cards is always a goal of designing Star Wars: Destiny. The thrill of seeing and playing these cards can be extremely fun and memorable. Sometimes we push a card too far, and

Force Storm

(Convergence, 14) is one such example. With enough dice showing focus, you could play Force Storm, rapidly charge it by repeatedly resolving its special, and deal a large amount of damage in a single round, sometimes a game-winning amount. The consistency of this happening on the second or third turn was too high to ignore. Now, you must exhaust Force Storm to place a resource on it, which keeps the card at a strong power level and makes it difficult to abuse. 

LAAT Gunship

Similar to Force Storm, this is another exciting card could lead to an immediate win. In combination with elite

Kes Dameron

(Convergence, 73) and his two-focus side, you could resolve one of his character dice and roll it back into your pool with the

LAAT Gunship

(Convergence, 84) an unlimited number of times. An infinite loop that involves a character and only one other card is too consistent and game-breaking to have in the game. Therefore, the Gunship has gotten errata that forces you to immediately resolve its die or remove it in order to prevent you from repeatedly turning it to its special. This maintains the intent of the card to be exciting and strong without the negative play experience of an endless loop.

Watto

Support characters, or characters that generally can’t win the game by themselves, have come a long way since the game’s release. Most of these types of characters from the Awakenings cycle weren’t strong enough to see Tier 1 competitive play and it was a goal of ours to push some support characters until they did. In regards to

Watto

 (Convergence, 38), mission accomplished. Watto has great dice, a solid power action, and a powerful ability that protects his dice from removal. This combination at relatively low points has made him one of the best characters in the game. One of the most frustrating pieces of playing against Watto is how hard it is to remove his dice. Thematically, this ability reflects how the stubborn Toydarian cannot be mind tricked. In order to maintain this aspect while making him more interactive, this ability has been given errata to protect his dice from only Blue events. This should open up the interplay of removing his dice considerably without sacrificing theme.

I’m looking forward to seeing how these changes affect the metagame! May the Force be with you!

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© & ™ Lucasfilm Ltd.

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Flying Solo

By Fantasy Flight Games

Published 4 June 2019

|
Star Wars: Outer Rim

Flying Solo

Preview the Solo Mode in Star Wars: Outer Rim 

“I don’t have people. I’m alone.”
   –Han Solo, Solo: A Star Wars Story

Chasing the stars can be a lonely existence for scoundrels across the galaxy. But even if you see no obstacles in your way, there are always competitors chasing your tail and trying to make a name for themselves. In the Outer Rim, safety is not guaranteed and danger lurks around every corner, and you never know who will betray you when you least expect it.

While Star Wars™: Outer Rim can see you battling up to three of your friends for fame and infamy, it can also be played in solo mode, letting you experience the wonders of the galaxy as you take on an opponent controlled by AI cards and goals. Can you overcome all obstacles and claim superiority at the edge of the galaxy?

Join us today as we take a look at solo play in Star Wars: Outer Rim, a board game of bounty hunters, mercenaries, and smugglers for 1-4 players!

One Last Job

While you can choose to explore the Outer Rim alone, that doesn’t mean you won’t have competition. During solo play, you control a character as normal and compete against one other character whose turns are dictated by a deck of AI cards.

These AI cards are the heart of solo play. During a solo game, you resolve your turn as normal, after which the AI Player will take a turn. To resolve the AI player’s turn, simply draw the top card of the AI deck and resolve it, starting at the top and proceeding downward. These cards give an exact rundown of what the AI player does every turn during the planning, action, and encounter step. Sometimes this will include multiple actions a phase, sometimes it will mean they only perform one action; every AI card is different. While many of the actions included on these cards fall within normal rules of the game, some AI cards will pack nasty surprises designed to always keep you on your toes. 

After you resolve the AI card, you move it to the bottom of the AI deck and take your turn as normal. Keep track of the AI player’s fame, credits, and cards as if it were a real player. For example, you must keep careful track of the AI player’s bounties and cargo cards.

The AI deck next to a non-player character’s board will determine their actions throughout the game. At the start of every turn, simply draw a new card to discover the AI player’s plans for the turn!

The AI player does not use abilities on cards except for abilities that increase the values of their ship or character—such as a grenade launcher that gives them additional combat value—and they do not complete personal or ship goals. This helps minimize complicated interactions as the AI player blazes their own path throughout the galaxy.

The AI player does use goal tokens to mark which planets it can deliver cargo to or complete jobs on. These tokens are used to determine where the AI will move on its turn, with the first goal token placed on the destination planet of their character’s starting cargo or job during setup. Additional tokens will be placed on the board through AI cards, and will be removed as cargo is delivered or jobs are completed. When an AI player moves, they move in the direction of the nearest goal marker using their hyperdrive value. If the AI would end their movement at a navpoint but either of the two spaces they moved through before that navpoint is a planet, they stop on the planet instead. This ensures they will nearly always have an opportunity to buy from the market decks during their action phase if their AI card dictates it.

During the planning step, Lando’s drawn AI card tells him to do the first action that applies. The first listed action would allow him to recover all damage if he is defeated, but since Lando is still standing, he ignores it. The next action tells him to move towards the closest goal, which definitely applies. Lando has some cargo to deliver on Ryloth, so he moves three spaces to end his planning step on the planet. He follows similar directions for the action and encounter step. Once his cargo is sucesfully delivered, the goal token is removed from the planet. 

Some AI cards allow the AI player to complete a job that it has. To do so, the AI player simply resolves the reward section of the job card. The AI player does not draw a databank card and does not perform any tests, and can deliver Illegal cargo without having to make a die roll. This is designed to keep the action flowing and allow the focus of the game to be on your own risks and decisions.

With these rules in mind, the AI player behaves similar to an actual player, allowing a solo adventurer to have some competition as they grow their legend in the Outer Rim. 

Watch Your Back

Whether you’re competing against your friends or going at it alone, you always have to watch your back in the Outer Rim. Who can you trust in your quest for fame and fortune? Do you have what it takes to survive at the edge of known space and become a living legend along the way? For more information on Star Wars: Outer Rim, check out a full playthrough with designer Corey Konieczka on our YouTube channel, and additional previews here! 

Conquer the edge of the galaxy in Star Wars: Outer Rim (SW06), available now for pre-order from your local retailer!

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© & ™ Lucasfilm Ltd.

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The Dream-Eaters

By Fantasy Flight Games

Published 3 June 2019

|
Arkham Horror: The Card Game

The Dream-Eaters

A New Cycle Begins in Arkham Horror: The Card Game

There are twists of time and space, of vision and reality, which only a dreamer can divine…
   
–H. P. Lovecraft, “The Silver Key”

Pre-order your own copy of The Dream-Eaters at your local retailer or online through our website with free shipping in the continental US today!

There is a hidden realm beyond the world of the waking, a realm of wonder, imagination, and nightmares. After occult author Virgil Gray writes about his adventures in a place he refers to as the “Dreamlands,” you decide to learn the truth for yourself. But the deeper you fall into your investigation, the more you find yourself questioning: what is real and what is fiction? And what secrets await in the dark, forbidden places beyond the gates of sleep?

Fantasy Flight Games is proud to announce the upcoming release of The Dream-Eaters, a new deluxe expansion for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website!

In this deluxe expansion, which kicks off the fifth cycle of Arkham Horror: The Card Game, 1–4 players take on the roles of either a group of investigators venturing into the Dreamlands or their companions who have been left in the waking world. Complete with 95 scenario cards to challenge your investigators and 56 player cards to strengthen them, this expansion contains the first two scenarios of The Dream-Eaters cycle; one scenario for each of these two groups. What wonders and horrors will you find lurking just beyond the reach of your waking mind?

As a special bonus when you pre-order The Dream-Eaters from the Fantasy Flight Games website, you will also receive a collection of eight carefully selected 5” x 7” art prints that highlight favorite pieces from this new expansion. Featuring key locations and characters of the Arkham Horror: The Card Game, these pieces immerse you in the wondrous world of the Dreamlands and bring you face-to-face with beings you’ve only seen in your best dreams and worst nightmares. Preorders within the continental United States will also receive free shipping!

One Reality of Many

Something strange is happening in Arkham.

The dreary New England town has always been known for its odd occurrences, but this goes beyond anything the unshakeable citizens have seen before. Author Virgil Gray has released the latest issue of “Tales from Nevermore,” where he describes a journey he has taken in his dreams—a journey he claims is not a work of fiction. He writes of an impossibly long winding staircase, a pillar of living fire, a tree that came from the moon, and a talking cat, among other impossible things. Yet somehow, these experiences seem to be shared by other residents of Arkham who claim to have experienced the exact same dream. Experts convinced Gray and others to undergo therapy at the local asylum for this shared hysteria, but something tells you there is more to this tale than meets the eye.

In order to get the bottom of this strange phenomenon, your team of investigators will have to split up, and as you divide you will soon find that yours is but one of myriad realities—there are countless paths to follow. The Dream-Eaters cycle includes two campaigns for Arkham Horror: The Card Game, each with their own campaign log. The deluxe expansion where you begin your adventures includes one scenario for each of these campaigns. In the first of these, “Beyond the Gates of Sleep,” you descend into the realm of the dreamers in search of answers. From your initial dream, you are drawn into a familiar dreamscape: the same one that Virgil Gray traversed in his story in “Tales from Nevermore.” Even as you witness the truth of Gray’s stories, you must ask yourself, is this real? Or is your mind simply conjuring what it expects to see?

Each of the scenarios in The Dream-Eaters can be played on their own or combined with three of the six Mythos Packs in The Dream-Eaters cycle to form a larger four-part campaign. Alternatively, these scenarios can also be combined with all six of Mythos Packs to form a cohesive eight-part campaign. Whichever path you follow, you must learn whether you can trust your mind and your allies and hold onto what you know to be true if you wish to survive. Your fate is in your hands.

Luke Robinson, The Dreamer

As you prepare to journey into the dangerous realm that lurks beyond the waking world, you will need to rely on a new team of allies, and none are better prepared to guide you through the Dreamlands than the dreamer himself,

Luke Robinson

(The Dream-Eaters, 4). It was many years ago when Luke first discovered the entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since spent the majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now, an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something Luke cannot allow.

The strange artifact that Luke’s uncle had gifted him so long ago was actually the powerful

Gate Box

(The Dream Eaters, 13) that is now Luke’s signature asset. He carries the box with him everywhere, beginning each game with it in play, and as a fast action, he may spend a charge from this Relic to disengage from each enemy and escape to the

Dream-Gate

(The Dream-Eaters, 15a). This location is only open to Luke, and it may act as a safe haven where he may heal or prepare for the trials ahead without the fear of being attacked by monsters. But this does not mean that the dreamer is removed from the fight entirely. The Dream-Gate is connected to all revealed locations, increasing Luke’s ability to play an event card each turn as if it were at a connecting location. He may also use it as a device to aide with movement across a vast area, as if Luke is still at the Dream-Gate at the end of the investigation phase, he moves to any revealed location.

The Dream-Gate features the bonded keyword, first introduced in Before the Black Throne, which means that it can only enter play through use of the player card bonded to it, in this case the Gate Box. Bonded cards have no level and therefore are not part of your investigator deck. Rather, they are set aside out of play until summoned, leaving you more possibilities for fortifying your investigator for the challenges ahead. But along with the powers the Dream-Gate presents, there are also great dangers.

 

As Luke journeys through the Dreamlands, he must take care that he does not become

Detached from Reality

(The Dream Eaters, 14). If this Madness is revealed, the Pointless Reality version of

Dream Gate

(The Dream-Eaters, 15b) is brought into play and Luke Robison becomes trapped there until either he can successfully investigate the six-shroud location or the investigation phase ends. It is vital that Luke complete this task, and without the help of his fellow investigators who cannot enter the location, lest he be forced from the Dream-Gate to any revealed location, suffering two horror in the process. While Luke does have nine sanity, an admirable score even among the Mystics of Arkham, a misstep in the Dreamlands can have catastrophic consequences on the waking world; and Luke must never forget what is real, and what is only a dream.

Before I Wake

Something is haunting the dreams of Arkham’s citizens and only you can ensure the safety of the sleepers. Are you ready to embrace a new reality? Gather your team, strengthen your mind, and prepare to step beyond the world you know into the one you only dream of!

Pre-order your copy of The Dream Eaters (AHC37) at your local retailer today or online through our website here! This deluxe expansion will arrive at retailers in the third quarter of 2019!

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© 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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The Lion and the Kraken

By Fantasy Flight Games

Published 3 June 2019

|
A Game of Thrones: The Card Game

The Lion and the Kraken

Developer Danny Schaefer on the New FAQ Update

“Some battles are won with swords and spears, others with quills and ravens.”
   –Tywin Lannister, A Storm of Swords

A new version of the A Game of Thrones: The Card Game FAQ is

now online!

 Most notably, this update (which goes into effect immediately) includes a few new additions to the Joust Restricted List. Today, lead developer Danny Schaefer goes into detail on why these changes were necessary for the game and how they will affect the overall meta moving forward.

Danny Schaefer on the FAQ Update

Hello A Game of Thrones: The Card Game players!

An updated version of the FAQ has just been released, featuring updates to the restricted list and a couple of minor card errata. I’d like to take a little time to talk about the rationale behind these changes.

The most significant change in this update is to the Joust restricted list. The previous version of the FAQ included some sweeping changes to the restricted list, aimed at balancing the metagame by bringing down the power level of Stark, Targaryen, Greyjoy, and Martell. This goal was mostly successful, with one notable exception—House Greyjoy, buoyed by the recently released Kings of the Isles expansion, vaulted to a dominant position in the metagame.

The new FAQ aims to address Greyjoy’s dominance with two additions to the restricted list:

Drowned God Fanatic

 (Streets of King’s Landing, 51) and

Sea of Blood

 (Kings of the Isles, 45). Drowned God Fanatic is an incredibly efficient character that is simply providing Greyjoy with too much for its cost: free cancel, self-recursion, dead pile seeding, etc. Sea of Blood, while not a House Greyjoy card, has gone hand-in-hand with the faction since its release. It has been the most prevalent and best-performing agenda among Greyjoy decks, while seeing significantly less play out of other factions. Restricting these two cards, along with the previous restrictions, should force Greyjoy players to make some tough deckbuilding choices and bring the House more in line with other factions.

Also being added to the Joust restricted list is

A Mission in Essos

 (Music of Dragons, 76). This card was added to the Melee restricted list in the previous update due to its role in a fast combo deck that could potentially win the game on the first turn. It is now being added to the Joust restricted list for the same reason. While combo has not been too prevalent in Joust in recent months, it’s important to proactively monitor the metagame and ensure that noninteractive combos don’t rise to the top again. With Mission already on the Melee list and having few non-combo implications, it feels like a natural addition to the Joust list.

Finally, one card has been removed from the restricted list:

Hear Me Roar!

 (Core Set, 100). This card was added to the restricted list at the same time as several other cards that could be used in combo decks. Unlike those other cards, however, Hear Me Roar! is also a very useful card outside of combo, providing a powerful tempo effect that can be used in a variety of different Lannister decks. With Lannister struggling in the current metagame, unrestricting this card gives them another effective tool that could help boost them back to respectability. And given the current state of the metagame and the rest of the restricted list, the risk of Hear Me Roar! enabling a powerful combo deck seems relatively small.

The last thing I want to touch on is the errata to two cards from the Fury of the Storm expansion:

Kingsgrave

 (Fury of the Storm, 30) and

Dothraki Steed

 (Fury of the Storm, 36). Neither of these cards is receiving a functional change; the errata simply corrects some minor templating mistakes on the two cards. In Kingsgrave’s case, the word “Kingsgrave” in the card’s text box was improperly formatted as if it were a Trait. This update clarifies that that formatting is a mistake, and that the text simply refers to Kingsgrave itself. Dothraki Steed, meanwhile, was mistakenly given the text “Max 1 per character.” This has been updated to “Limit 1 copy per character,” properly matching the rules for an attachment which is limited to a single copy per character.

That’s all for now. I can’t wait to see how the new metagame shakes out! 

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The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.

Original Post

 

FFG Live in June

By Fantasy Flight Games

Published 31 May 2019

|
Star Wars: X-Wing Second Edition

FFG Live in June

Preview What’s Coming to FFG Live in June

Join us for the conclusion of the first season of FFG Live in June!

Every Tuesday and Thursday at 1:00 P.M. Central Time, we’re streaming live on YouTube and Twitch, bringing you the latest on upcoming new titles from Fantasy Flight Games. Last month, we traveled to the Outer Rim with Studio Head Andrew Navaro, explored the Emerald Empire in  Legend of the Five Rings: Roleplaying, unveiled details on the Star Wars™: X-Wing and  Star Wars: Destiny World Championships taking place in October, and more! You can find all of our past broadcasts archived on our YouTube page, but for now, we want to show you what you can expect to see from FFG Live in June.

Find the spark of hope on June 4 with a game of Star Wars: Destiny, featuring designers Jeremy Zwirn and Aaron Haltom! Come hang out and get a sneak peak of new cards finding their way to the game in Spark of Hope, a new set of boosters for Star Wars: Destiny.

Then, on June 6, further your adventures in Middle-earth with live gameplay of Hunt for the Ember Crown, the new DLC for Journeys in Middle-earth! Join our cast of developers and crew as they play through the first scenario of the new campaign.

Discover a creeping darkness on June 11 when we announce a brand-new expansion for Arkham Horror Third Edition. This is your first opportunity to get a glimpse at the future of Arkham Horror and is a stream you won’t want to miss!

On June 13, we’ll reveal the first details on the World Championships for A Game of Thrones: The Card Game and Legend of the Five Rings: The Card Game, so the road to the biggest tournament of the year begins right here on FFG Live! 

June 18 will see the return of John Shaffer and his  Star Wars: Legion miniatures painting tips! Last month, John took us through some beginner tips and introduced the Star Wars: Legion Paint Sets. Join us again this month to find out how to take the next steps in miniatures painting with more advanced techniques.

Enter the Emerald Empire on June 20 with a stream focusing on the Inheritance cycle in Legend of the Five Rings: The Card Game! There, designer Tyler Parrott will take us through the themes, ideas, and mechanics of the cycle while showing off some brand-new cards.

On June 22 – 23, join us for the Star Wars: Legion World Championship livestream! This exclusive invitational event features eight of the world’s best Legion players, and only one can come out on top! We’ll be streaming matches from both days starting at 10 a.m. central time, so swing by to see Star Wars: Legion played at the very highest level.

Finally, on June 25, FFG Live will host a Q&A session with the developers of X-Wing focusing on the upcoming summer squad point update.

This leads into our first season break—we’re off until the second season of FFG Live starts on July 18! Be sure to keep an eye on the Fantasy Flight Games website for additional information on our games and upcoming streams.

Join us on our YouTube and Twitch channels for FFG Live, every Tuesday and Thursday at 1:00 PM Central Time. Don’t forget to subscribe so you never miss a new video or livestream—we hope to see you there!

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© and ™ Lucasfilm Ltd.

Original Post

 

Uncover the Conspiracy

By Fantasy Flight Games

Published 31 May 2019

|
Star Wars: Destiny

Uncover the Conspiracy

Preview the Prequel Era in Spark of Hope

“Execute Order 66.”
  
–Darth Sidious, Star Wars: Revenge of the Sith

Pre-order your own Spark of Hope Booster Packs at your local retailer or online through our website with free shipping in the continental U.S. today!

In the last days of the Republic a conspiracy took hold and changed the very makeup of the Star Wars galaxy. Where once there was freedom and prosperity, the Empire reigns. Where once the Jedi stood as protectors of peace and justice, they now exist as rumor and legend. What future awaits this new galaxy, and how did things come to this?

Join us today as we preview the prequel era in Spark of Hope, a new set of boosters featuring 160 new cards for Star Wars: Destiny!

Spark of Hope continues to expand on the themes of Convergence and introduces a new plot representing Emperor Palpatine’s ploy to take complete control of the galaxy, giving you the unlimited power you need to defeat your foes.  

Last Days of the Republic

While Clone Troopers served the Republic valiantly in the Clone Wars, they were also instrumental in Darth Sidious’s plot to seize the galaxy. When the time was right, Sidious activated a latent order in the Clone Troopers’ control chips, turning them against their Jedi brethren and nearly eliminating them from the galaxy. This event,

Order 66

(Spark of Hope, 15) granted Palpatine unlimited power, and now this scheme decades in the making finds a place in Spark of Hope.  

A two-point Blue villain plot, Order 66 gives each of your opponent’s characters the Jedi trait. While this may be seen as an advantage in the era of the Old Republic, it simply paints a target on their back in the new Galactic Empire. This is in part due to

Execute Order 66

(Spark of Hope, 27), which with the Order 66 plot, can be included up to six times in your deck (two from initial deck construction, four from the plot).

Execute Order 66 provides massive mitigation with its matching plot, allowing you to remove all of your opponent’s character dice before dealing them an equal amount of damage. Consistently saving your two resources to play Execute Order 66 at just the right time can grind your opponent’s momentum to a halt, forcing them to activate and resolve their character’s dice in a careful order, lest they lose it all when they fall to the new galactic order.  

Forcing your opponent’s characters to share the Jedi subtype also opens them up to other nefarious machinations. With Order 66 in play,

Chain Lightning

(Spark of Hope, 125) will always affect two of your opponent’s characters, dishing out three damage at the cost of one resource. Furthermore,

Rally the Troops

(Spark of Hope, 28)  gains a great deal of utility. With all your enemies being Jedi, you can use this zero-cost event to simply reroll any of their character dice, offering light mitigation in addition to the event’s action efficiency.

Puppets on Strings

Clones are the most efficient army in the galaxy, perfect for winning a war or staging a coup right underneath your enemies’ noses. When needed, they can

Seize Territory

(Spark of Hope, 129), or even make the ultimate sacrifice as

Acceptable Losses

(Spark of Hope, 55). But where did they come from? And who are they based on? Few know the answers to these mysteries—the most direct link died with

Jango Fett

(Spark of Hope, 40), the genetic basis of the clone soldiers and one of the most fearsome bounty hunters in the galaxy.

The version of Jango Fett found in Spark of Hope relies on his plentiful equipment to track his foes. With three damage sides, Jango Fett is already dangerous, if he manages to gain iconic equipment like his

Gauntlet Rockets

(Spark of Hope, 53), he can quickly bring his bounties in. While the Gauntlet Rockets may seem like a steep investment, Jango Fett always gets a refund on his equipment purchases, and the pure damage they can dish out is worth the price.

But Jango Fett is not the mastermind behind this

Sinister Ruse

(Spark of Hope, 12). Chancellor Palpatine has slowly been gaining power for years, and the Clone Wars are the perfect opportunity to ascend to new levels of power. The galaxy is his to control, a

Chancellor’s Edict

(Spark of Hope, 6) can change the shape of the war, and his words can bring a republic to its knees.

The New Era

The Clone Wars have raged on for years, but only a select few know of the true goals of the conflict. A puppet master has been pulling the strings of the Republic and the Separatists, Order 66 has changed the shape of the galaxy, and the spark of hope is dim. Will you adapt and thrive in the new Galactic Empire?

Discover a new Empire with Spark of Hope (SWD18a) boosters for Star Wars: Destiny, available now for pre-order from your local retailer or through our website with free shipping in the continental US!

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The Eternal Knot

By Fantasy Flight Games

Published 31 May 2019

|
Legend of the Five Rings Fiction

The Eternal Knot

Announcing a New Novella for Legend of the Five Rings

Pre-order your own copy of The Eternal Knot at your local retailer or online through our website today with free shipping in the continental US!

The monks of the Togashi Order are known for their wisdom, their strength, their mystery, and the superhuman powers they gain from their unique tattoos. For Togashi Kazue, completing her training is only the beginning—discovering the true power of her enigmatic tattoo may be the true test.

Accompanied by the experienced monk Togashi Mitsu, Kazue embarks on a journey to learn the power of the newly acquired knot design on her forehead. When Kazue discovers the danger her tattoo poses to others, she contemplates the unthinkable. But she soon learns that attempting to deny her destiny is the truly dangerous path.

Fantasy Flight Games is proud to announce The Eternal Knot by Marie Brennan, a new novella set in the world of Legend of the Five Rings!

The Eternal Knot contains a 112-page story, a sixteen-page color insert, and three copies of two extended art cards for Legend of the Five Rings: The Card Game!

Furthermore, if you pre-order The Eternal knot through the Fantasy Flight Games website, you’ll receive free continental shipping in the United States and an exclusive bookmark! This bookmark showcases Togashi Kazue and will always keep your place as you unravel the eternal knot of the Dragon Clan!

Unraveling the Knot

The Dragon Clan has a reputation for being reclusive and mysterious, and none of its people are more enigmatic than the monks of the Togashi Tattooed Order. The ways of this “family” are almost unrecognizable to most samurai, and the powers of their tattoos defy explanation. Each provides a unique form of power, the source of which is known only to a select few.

When Togashi Kazue receives a mysterious new tattoo she struggles to understand its purpose. But as the mystery unravels, she discovers her new power may pose a danger to all. Why was Kazue given this tattoo? What does it mean for the Dragon Clan, and the young monk herself? Discover the answers to these questions in this 112-page story!

“The Eternal Knot” also contains a color insert detailing the history of Rokugan’s most enigmatic clan. From the towering High House of Light to the tattoos that imbue their monks with mysterious power, the Dragon are detailed with beautiful art in this sixteen-page insert.

Untapped Power

The Eternal Knot also contains three copies of two different full-art Dragon cards for Legend of the Five Rings: The Card Game!

Togashi Kazue

(The Eternal Knot, 7) is the main protagonist of The Eternal Knot, and as such, she is one of the full art cards featured in the novella. Originally released in the Legend of the Five Rings: The Card Game Core Set, Togashi Kazue is a versatile Dragon character. She can enter the field as a character with three military and three political skill, or as an attachment that can siphon fate from your opponent.

The other full art card featured in the novella is

Dragon Tattoo

(The Eternal Knot, 8). This new attachment will be released in a future expansion, but will make its first appearance here. Dragon Tattoo is a two-cost attachment that provides additional military skill to the wearer, and opens up their mind to strange new tactics. Any time you play an event that targets the attached character, you can play that event again. Kihō like

Hurricane Punch

 (Breath of the Kami, 17) can double their efficiency if you target a Monk, providing a massive military skill boost for little cost.

While Dragon Tattoo will be pre-released in The Eternal Knot, it will not be legal for competitive play until it is officially released in a Legend of the Five Rings: The Card Game product later this year.

Enlightened Madness

Tattoos are the source of immense power for the monks of the mountains. But it takes a clear mind and vision to ascertain their true purpose. What secrets does Togashi Kazue’s eternal knot contain, and will its power force Togashi Kazue to change her life forever?

Discover the secrets of the Dragon Clan in The Eternal Knot (L5N04), available now for pre-order from your local retailer or our website! 

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Available Now — May 30

By Fantasy Flight Games

Published 30 May 2019

|
KeyForge

Available Now — May 30

KeyForge: Age of Ascension and New KeyForge Playmats Are Now Available

Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore! 


KeyForge: Age of Ascension Two-Player Starter

Journey deeper into the world of the Crucible in Age of Ascension, the second age of KeyForge! In this continuation of the world’s first Unique Deck Game, you will find 204 new cards seamlessly integrated into the card pool, creating an entirely new collection of Archon Decks for you to discover, explore, and master!

The KeyForge: Age of Ascension Two-Player Starter provides you with all the tools you need to either begin or expand your adventures on the Crucible, featuring two unique Age of Ascension Archon Decks, a Quickstart Rulebook, two Poster Playmats, and all the keys, tokens, and chain trackers you and your opponent need to start playing!

Pick up your copy of the KeyForge: Age of Ascension Two-Player Starter (KF04) at your local retailer today or online through our website here!


KeyForge: Age of Ascension Archon Deck

The KeyForge: Age of Ascension Two-Player Starter Set is only the first step of your new journeys on the Crucible. As you continue to explore the endlessly diverse, evolving planet, you can expand your arsenal with Age of Ascension Archon Decks. Seemlessly ioncorporating 204 new cards into the card pool, these decks upon up even more possibilities for your games of KeyForge. Each unique deck offers a full play experience without the need for deckbuilding or boosters.

Each Archon Deck is completely one-of-a-kind and cannot be altered ensuring that you’ll use every faction in your deck to achieve victory. Filled with strategic potential, every Age of Ascension Archon Deck has its own name, Archon design, and distinct mix of cards just waiting for you to discover the synergies and power within. Enter a new age and begin your quest to ascend to a new plane!

Pick up your collection of unique KeyForge: Age of Ascension Archon Decks (KF03a) at your local retailer today or online through our website here!


Drummernaut Playmat

Field your cosmic clashes on the Crucible in style with the Drummernaut Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a thunderous art piece to embrace your Brobnar pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Drummernaut Playmat (KFS09) at your local retailer today or online through our website here!


Machinations of Dis Playmat

Field your cosmic clashes on the Crucible in style with the Machinations of Dis Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a bewitching art piece to embrace your Dis pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Machinations of Dis Playmat (KFS10) at your local retailer today or online through our website here!


In the Lab Playmat

Field your cosmic clashes on the Crucible in style with the In the Lab Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying an art piece that buzzes with Logos pride, this mat keeps your battles organized and immersive.

Pick up your copy of the In the Lab Playmat (KFS11) at your local retailer today or online through our website here!


Storm Crawler Playmat

Field your cosmic clashes on the Crucible in style with the Storm Crawler Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a gripping art piece to display your Mars pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Storm Crawler Playmat (KFS12) at your local retailer today or online through our website here!


Grim Resolve Playmat

Field your cosmic clashes on the Crucible in style with the Grim Resolve Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a stoic art piece to display your Sanctum pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Grim Resolve Playmat (KFS13) at your local retailer today or online through our website here!


Finders Keepers Playmat

Field your cosmic clashes on the Crucible in style with the Finders Keepes Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying a mysterious art piece to display your Shadows pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Finders Keepers Playmat (KFS14) at your local retailer today or online through our website here!


Hypnopotamus Playmat

Field your cosmic clashes on the Crucible in style with the Hypnopotamus Playmat for KeyForge: Age of Ascension! Whether you are playing in a high-caliber tournament or around the kitchen table, this high-quality rubber-based playmat presents your cards in stunning fashion with vibrant art from the world’s first Unique Deck Game. This 24” x 14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Displaying an explosive art piece to display your Untamed pride, this mat keeps your battles organized and immersive.

Pick up your copy of the Hypnopotamus Playmat (KFS15) at your local retailer today or online through our website here!


Stimrager Playmat

Field your Archons’ clashes in style with the Stimrager Playmat for KeyForge: Age of Ascension! Whether you are participating in a high-caliber tournament or simply playing around the kitchen table, this high-quality playmat presents your cards in stunning fashion, featuring art that highlights the heights of Martian genetic engineering and game information layout to accommodate right-handed players. This 24”x14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Complete with marked sections for your keys, Archon, draw deck, discard pile, and archive, this mat keeps your chaotic clashes organized and immersive.

Pick up your copy of the Stimrager Playmat (KFS16) at your local retailer today or online through our website here!


Sir Marrows Playmat

Field your Archons’ clashes in style with the Sir Marrows Playmat for KeyForge: Age of Ascension! Whether you are participating in a high-caliber tournament or simply playing around the kitchen table, this high-quality playmat presents your cards in stunning fashion, featuring art that highlights the pinnacle of Sanctum virtue and game information layout to accommodate left-handed players. This 24”x14” mat provides the perfect play surface to protect your cards from stains and spills, keeping the focus on your adventures in the Crucible. Complete with marked sections for your keys, Archon, draw deck, discard pile, and archive, this mat keeps your chaotic clashes organized and immersive.

Pick up your copy of the Sir Marrows Playmat (KFS17) at your local retailer today or online through our website here!

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Forging the Future

By Fantasy Flight Games

Published 29 May 2019

|
KeyForge

Forging the Future

Developer Brad Andres on the New Rulebook Update

“Heckuva deal.”
   
–Old Bruno

A new version of the KeyForge Rulebook is

available now!

This update comes on the heels of the second KeyForge set, Age of Ascension; releasing on May 30th in the United States and on May 31st in Europe! These changes will be immediately going into effect. Today, developer Brad Andres details some of the key changes made in this update and how they will impact the game moving forward.

Brad Andres on the Rulebook Update

Greetings, Archons!

Today we have a large Rulebook update for KeyForge in preparation for the upcoming release of Age of Ascension! This update includes changes to the rules document, new FAQ questions, and additions to the errata section of the rulebook.

Since the release of KeyForge, we have kept a close eye on the developing tournament scene, looking out for the decks and combinations of cards that are most effective in tournament play. To that end, this update is also focused on maximizing the fun and enjoyment of tournament play. A few of the biggest changes are highlighted below.

A Change to “Step 2: Choose a House”

One of the bigger clarifications made in this update is concerning what houses may be declared as the active house by a player. In the vast majority of games there is no concern about what houses may or may not be declared during this step, as players want to choose one of the three houses that make up their deck. However, cards like a maverick 

Pitlord

 (Call of the Archons, 93) could put players into a position where they must choose a house that they neither have in their deck nor control a creature belonging to that house.

This rule has been updated to make it clear that a player cannot choose a house as their active house unless it is on their identity card or they already control a card of that house. This means that if a player controls a maverick Pitlord but does not have Dis in their deck or a Dis card in play, they do not have to choose house Dis as their active house.

Bait and Switch

Bait and Switch

(Call of the Archons, 267) has proven itself to be one of the best cards in the game and has helped House Shadows become the most played house at multiple Vault Tours. Its ability to reverse the game state, especially after a player has justforged a key, is devastatingly powerful, and when combined with other steal effects it can be extremely difficult for other strategies to counter. Thecard’s extreme power level is problematic for two reasons. First, it decreases metagame diversity by making Shadows significantly stronger than other houses. This in turn, causes Shadows to be over-represented at tournaments. Secondly, it decreases the diversity among Shadows decks, as it is not generally not viable to bring a Shadows deck to a tournament unless it contains Bait and Switch.

To this end we have decided to errata Bait and Switch to the following:

Play: If your opponent has more æmber than you, steal 1 æmber. Repeat the preceding effect if your opponent still has more æmber than you.”

With this change, Bait and Switch’s steal effect can only trigger at most twice, once initially and then one additional time if your opponent still has more æmber than you. This limits the potential of the card to steal vast swathes of æmber from your opponent, but it still helps you out when you’re behind.

Library Access

Library Access

 (Call of the Archons, 115) is the heart of a combo that has been stirring up discussion among many player communities. This card, in conjunction with other cards like 

Nepenthe Seed

 (Call of the Archons, 341) and 

Reverse Time

 (Call of the Archons, 121), allows you to play Library Access multiple times in one turn so that a player can draw their entire deck into their hand once it goes off. From there, decks can either repeat the combo every turn for the remainder of the game, or if the deck composition is right, immediately win the game by forging three keys in a single turn. 

These decks put intense pressure on the metagame and require many players to be ready to counter these decks to keep them from dominating. An even bigger problem with these decks though, is just how long the combo takes to perform. It can sometimes take upwards of fifteen minutes just to walk through all the steps of the combo. This isn’t fun to experience during tournament play and is disruptive to the overall timing of tournament rounds.

To improve the experience of this card, it has been changed to the following:

Play: For the remainder of the turn, each time you play another card, draw a card. Purge Library Access.”

With this change, Library Access can still be used to make a good Logos turn into a great Logos turn, but it can’t be recurred multiple times and allow a player to draw their entire deck.

Drummernaut

This change was announced a back around the time Age of Ascension was first announced, however we have updated the errata a bit from the original text that was announced. The issue with this card revolved around being able to actually get it into play, as without another Giant creature in play, the

Drummernaut

 (Age of Ascension, 6) would be forced to return itself to hand. 

The errata is as follows:

Play/Fight/Reap: Return another friendly Giant creature to your hand.”

This change makes it so that you can play the Drummernaut to an empty board and not have it immediately come back to your hand.

Keep Forging Ahead!

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The Winter Court

By Fantasy Flight Games

Published 29 May 2019

|
Legend of the Five Rings RPG

The Winter Court

Previewing Games of Discourse in Courts of Stone

Pre-order your own copy of Courts of Stone at your local retailer or online through our website with free shipping in the continental US today!

In the Legend of the Five Rings Roleplaying Game, you enter the world of Rokugan, where celestial turmoil and natural disasters have sent the land into chaos. As the imbalance of the world threatens to tip the scales of fate, the future of the Emerald Empire can be shaped by a handful of scheming courtiers. Now is the time when you can bring the designs of your Clan into being, but only if you have the skill, cunning, and will to achieve your goals by any means necessary.

In the Courts of Stone sourcebook, you gain unprecedented access to the castles, keeps, and courts of Rokugan, where battles of secrets and words take the place of combat, and a single mistake can lead to dishonor or death. Here, even a single word can hold great weight, and the consequences may prove deadly.

Today, we invite you to step inside the courts and see how games of discourse play out in Courts of Stone—now available for pre-order at your local retailer or online through our website with free shipping within the continental United States!

Strong Roots Grow Deep

As game masters spin their tales of courtly intrigue, they will find advice for running games centered around themes of politics and espionage, as well as new ways to spend experience in games of discourse. With the wealth of information provided in this section, GMs will find diverse ways to engage their players in courts filled with memorable nobles and shinobi in campaigns driven by political conflict and deadly plots. Combined with new rules for governing and resolving bonds, players and characters can create deeper relationships in the Legend of the Five Rings games than ever before.

As you enter the Winter Court, you may engage in daring battles, mysterious exploration, and high-stakes investigation where the fate of their entire clan hangs in the balance. A political game casts your group as influential individuals whose actions can change the balance of power among any number of factions struggling for control, all under the watchful gaze of the Emperor where proper decorum must be observed. Secrets, lies, favors, and social pressure are your weapons on the political battlefield, forcing you to work more proactively and openly share information with your fellow players. While at a glance this may seem counterintuitive, you may soon see that intrigue play which relies heavily on secrets and misinformation requires the players at the table to be more honest with one another, lest a rival should sow discord and weaken the bonds of your group for their own gain. 

The connections between you and your fellow players or NPCs become more immersive than ever in Courts of Stone with the introduction of bonds. Bonds are a new way to spend experience points, reflecting a deepening connection between two people as they invest energy and emotion in one another. These bonds can take many forms, whether they be friends or family, lovers, or comrades. With each deep connection comes the chance to use bond abilities that can strengthen your character in a scene by possibly improving composure, removing strife, or offering rerolls. But not all bonds are necessarily positive. You may encounter a rival or nemesis in the course of your games, and even positive relationships can drive your characters to extreme actions. Such intense emotions are not easily broken—even by death—and whether your bonds inspire joy, vengeance, or obsession is up to you. You are the master of your fate.

Courtly Courtesy

Regardless of the reasons behind them, all actions have consequences at the Winter CourtIf you wish to gain influence among the nobles of Rokugan, you must adhere to the laws of Courtesy, the set of behavioral norms that guides Rokugani social interactions. In the Emerald Empire, samurai put stock in Courtesy as it signifies their adherence to the other tenets of Bushidō, expressing a commitment to others’ safety, comfort, and happiness. As samurai hold incomparable martial, economic, and social privilege over the other Rokugani castes, a courteous samurai’s behavior says, “I have the power to injure you, but I choose not to. I have status enough to ignore you, but I choose to acknowledge you.” While Courtesy may be one of the most important tenets of Bushidō, it may at times be at odds with Sincerity. The bounds of etiquette must not restrict a samurai from speaking an uncomfortable truth, but the proper time and place for such expression must be accounted for. As in all things, the key to success is balance. 

In your games of discourse, Courtesy can be used as a tool to tie disparate people together or as a weapon to weaken rivals. When separated from the tenets of Compassion and Sincerity, Courtesy and the rules of etiquette it defines can be used to create barriers between the privileged and the deprived or further the divide between disparate social groups. While you may be able to risk a small breach of etiquette or make a small sacrifice of honor to further your own agenda with a well-placed rumor, you must take care that your indiscretions go at least mostly unnoticed. You are not the only one who seeks to shape the Emerald Empire to their design, and a small secret against you can prove deadly in the wrong hands.

Duty and Decorum

The Winter Court will soon be in session. Do you have the cunning and composure to shape future of the Emerald Empire, or will a misstep lead you down the wrong path where your clan must pay the price? Learn the laws of courtesy, forge your bonds, and prepare for adventure and intrigue in the Courts of Stone!

Pre-order your copy of Courts of Stone (L5R08) at your local retailer today or online through our website—with free shipping in the continental US—here! Otherwise, be sure to look for this sourcebook when it arrives at retailers in Q2 of 2019!

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