Shifting Strategies

By Fantasy Flight Games

Published 21 November 2019

Star Wars: Legion

Shifting Strategies

Developer Alex Davy Introduces a New Format for Star Wars: Legion​

“What difference does it make who started the war and who only wants to end it? No side is free of fault. It takes two to fight.”
   –Tee Watt Kaa, Star Wars: The Clone Wars

Starting today, you can experience Star Wars™: Legion in a whole new way using a brand-new format! This new way to play significantly reduces the size of armies, inviting players to adapt their playstyles and develop creative new strategies. Learn about how these intense, smaller-scale engagements alter the dynamic of the battlefield as developer Alex Davy highlights the tactical advantages that this format brings to the table. 

Developer Alex Davy on the New Star Wars: Legion Format

Greetings, Star Wars: Legion players!

I’m pleased to announce an official new format for Star Wars: Legion—Skirmish games! 

Skirmish games are played over the course of five rounds on a three-foot by three-foot battlefield, utilizing a new deck of twelve battle cards optimized for small-format play. This is the Star Wars: Legion experience stripped down to its very essence, a framework without an ounce of fat on it. Even so, it requires just as much tactical acumen, careful planning, and risk-taking as a standard game of Star Wars: Legion. I believe that players will have plenty to discover with the depth of this format!

The Skirmish format also offers new strategies and new opportunities for creative army building. Force-wielding heroes and villains are mightier than ever, but gobble up an even bigger percentage of your overall army size. Deadly short-range units like Fleet Troopers and Scout Troopers can come to grips with their foes more quickly, and heavy vehicles like the AT-ST and the AAT Trade Federation Battle Tank can impact the game in a major way from the start of the very first round. In short, it’s a whole new wargame to explore!

Ultimately, it is my hope that this format offers a great option for new players, veterans who want a new way to play, stores that want to run events but have limited space available, and anybody and everybody whose busy lives leave them with limited time in which to roll dice.

All of the information you need in order to start playing Skirmish games of Star Wars: Legion can be found in this

new document

(8.3 MB) that covers this exciting format. Assemble your army today and lead it to victory!

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in our forums!

© & ™ Lucasfilm Ltd.

Original Post



By Ares Games

Ares Games is attending BGG.CON (November 21-24, Dallas, TX). Here we are releasing the atypical dungeon crawler Dungeonology: The Expedition as well as pre-releasing WW2 Quartermaster General Second Edition and Nanty Narking, at booth 306, with the presence of Nanty Narking’s designer Martin Wallace to sign copies at the Ares booth. Ares is also presenting previews of several games coming in 2020: two games to be …

Original Post


A Season of War

By Fantasy Flight Games

Published 20 November 2019

Legend of the Five Rings LCG

A Season of War

Details and Prizes for the New Legend of the Five Rings: The Card Game Kotei Series

“If you are fighting only the present battle, you have already lost the war.”
   –Kitsu Motso

A short time ago, samurai and noble Hatamotos from the Great Clans of Rokugan gathered in Crane territory for the festivities of Winter Court. With Jose Luis Saenz of the Phoenix clan now bestowed with the prestigious title of Shōgun, this monumental tournament has formally concluded. But in Legend of the Five Rings: The Card Game, the pursuit of glory and honor doesn’t end upon the conclusion of the Winter Court World Championship. For those samurai looking to sharpen their skills and prove their clan loyalty, a new opportunity is looming on the horizon—the Tides of War Kotei series.

For samurai all over the Emerald Empire, Kotei tournaments are battle-tested trials, offering a path of greatness that leads to Winter Court. Some of these tournaments will be recognized as Grand Koteis, which feature even more generous prizing and an exclusive set of spot gloss cards of each clan’s champion. Grand Koteis are truly inspiring events, offering the highest level of competition in Legend of the Five Rings: The Card Game that players can find outside of the Winter Court World Championship.

Whether a Kotei or a Grand Kotei, these multi-day events host a main tournament for players to participate in as well as fun side events to experience Legend of the Five Rings: The Card Game in other ways while gaining extra rewards. At Kotei events, you can win a wide assortment of prizes, the prestigious title of Hatamoto, and an invitation to the next Winter Court!

The Tides of War series provides a story impact with wide ramifications. Each event will represent a clash between the clans as they engage in open warfare at the boundaries of their provinces, and occasional clan letters will track the results of these skirmishes. When daimyō vie for each other’s dominions, the ancestral territories of Rokugan may change hands along with vital resources.​

War has always been an essential element of the Emerald Empire. While there is honor in slaying an opponent in combat, it creates a ripple effect that can change the very shape of Rokugan. War is a bloody harvest, and you can never be sure what the crop will yield. Peer into the war-torn climate with “Bloody Harvest” by Josiah “Duke” Harrist, a new story which can be downloaded


(4.5 MB) to set up the new Kotei season!

Read on to learn about all of the new changes that the Tides of War Kotei season brings to the Kotei series and to see a preview of the riches that await those who rise to meet the challenge. 

The Tides of War

During the Tides of War series, players will compete to influence the outcome of the war by scoring wins for their clan. As the war rages on, three special event cards can be won—each awarded to one of the seven Great Clans of Rokugan. Each of these prize cards has its own unique criteria for how it is awarded at the end of the Kotei series, by using Tides of War points and Dissension points, which are determined by the clan’s win rates and matchups during Kotei top cuts—the size of which is dependent on the number of players in the event. 

The first prize card is Tides of War, an event card given to the clan with the most Tides of War points, which are earned by winning games during the top cut of Kotei events. The second prize card is Fiery Vengeance, an event card given to the clan with the fewest Tides of War points, due to having the greatest representation in the top cut but the fewest Kotei wins. The final prize card is Dissension, an event card given to the clan with the most Dissension points, which are earned by having the greatest number of mirror matches in the top cut of Kotei events.

At the start of the series, each clan will begin with a total of 40 Tides of War points, and every time a player defeats another player in the top cut, the winning player’s clan takes one point from the losing player’s clan. In the semifinals, the stakes are raised to three points, and in the finals, the stakes are raised to five points. Therefore, the winning clan of any given Kotei will earn many points for their clan, while the clans who do well in the top cut but fail to secure victory lose the greatest number of points for their clan.

Dissension points represent the infighting that’s unfolding within each clan amidst the Clan War. Each clan gains one point for each instance of a mirror match for that clan in the top cut of a Kotei, so the clan that competes against itself the most will earn the Dissension event card. If a clan is receiving Dissension points, it is neither gaining nor losing Tides of War points because it is not fighting the other clans—this allows the clan that performs well but is not given the opportunity to progress toward earning Tides of War or Fiery Vengeance to still earn a coveted prize card.

Kotei and Grand Kotei events still award Hatamoto status to the top player from each of the seven Great Clans, as well as both players at the final table. These players are also rewarded with Hatamoto game mats as well as an invitation to the next Winter Court World Championship! However, during the Tides of War season, you do not need the title of Hatamoto to make an impact on your clan’s standings. Any samurai on the battlefield can change the course of the war. 

Elemental Challenges are being replaced with Proving Grounds tournaments for the Tides of War season. Previously exclusive to Grand Koteis, these side events begin shortly after the Day 2 elimination rounds at each Kotei event. As before with the Kunshu season, players in Proving Grounds will compete for koku (prize vouchers), and those who go undefeated will win a reserved seat for the next Winter Court World Championship. Players who are eliminated from the main event during the elimination rounds before the Top 8 may still join the Proving Grounds tournament, entering with a bye for each game they’ve missed. With Proving Ground side events, Koteis and Grand Koteis offer players who were unable to secure their seat at Winter Court one last chance to do so.

As before, each Kotei and Grand Kotei will be accompanied by additional side events, which may include three-round Skirmish Pods, multiplayer Enlightenment Pods, and a Costume Contest. Each of these events yields koku, which can be redeemed at the Prize Station.

For more information about Kotei events, head over to our event page, or continue reading to discover the prizes you can win at these events.

Prize Station

During Kotei events, you can spend the koku you earn at the Prize Station for a variety of prizes fit for an accomplished samurai. Among these offerings is a spread of spot gloss character cards, including Ancient Master, Ikoma Reservists, and Hantei Daisetsu. Also available on the Prize Station are minimalistic role cards, and for just five koku, you can get one of each of these role cards (Air, Earth, Fire, Water, and Void). Supplementing this assortment of cards are metal Mon tokens and unique acrylic honor dials for each of the seven Great Clans. Some Prize Station items will have a limited quantity per event, so be sure to spend the koku you earn wisely!

Top 16, Top 8, and Top 4

Players who cut their way into the Top 16 will be rewarded with a beautiful 2020 Kotei series deck box. Then, players who manage to finish within the Top 8 will take home a game mat with the same striking art and secure an invitation to the next Legend of the Five Rings: The Card Game World Championship! Finally, the Top 4 players will receive an acrylic honor dial of Akodo Toturi, the former Emerald Champion. 


After each day of Swiss, the top player from each of the seven Great Clans will receive Hatamoto status, along with one of the clan-specific Hatamoto game mats below, a commemorative Hatamoto pin, and an invitation to the next Winter Court World Championship! Players may also earn a triumph pin during a Kotei for defeating a Hatamoto.

Top 2

After the elimination rounds, both the winner and runner-up will be bestowed with Hatamoto status (if they did not earn it earlier during the Kotei) and will further be rewarded with a Hatamoto game mat signifying their coveted status and as well as a set of wooden ring tokens. 


In addition to every other prize earned, and any rewards gained from the Prize Station, a 2020 Kotei Champion will receive a game mat and a scroll with featuring an illustration of Akodo Toturi.

Prize Station

Like standard Kotei events, you may spend koku at the Prize Station for a number of different rewards. You’ll find the same spread of role cards, Mon tokens, honor dials, and character cards including Daidoji Uji, Ethereal Dreamer, Matsu Tsuko, and Utaku Tetsuko. Some Prize Station items will have a limited quantity per event, so be sure to spend the koku you earn wisely!

However, exclusive to Grand Koteis are spot gloss cards of the renowned clan champions like Akodo Toturi, Hida Kisada, Bayushi Shoju, and Doji Hotaru. At Grand Koteis you can get these cards from the Prize Station or through participating in side events during Grand Koteis, where at the end of a side event, the top player from each clan will receive a copy of their clan’s champion card. ​

Top 32, Top 16, and Top 8

After each day of swiss, the Top 32 players will be rewarded with a 2020 Kotei series deck box. Then, the players in the Top 16 will additionally receive this season’s game mat. Lastly, the skilled players who make it into the Top 8 will earn an invitation to the next Legend of the Five Rings: The Card Game World Championship.


After each day of Swiss, the top player from each of the seven Great Clans will receive Hatamoto status along with one of the clan-specific game mats below, a commemorative Hatamoto pin, and an invitation to the next Winter Court World Championship! Like Koteis, players may also earn a triumph pin for vanquishing a Hatamoto in battle.

Top 4

At a Grand Kotei, each player who makes the Top 4 cut during the elimination rounds will earn Hatamoto status if they did not earn it earlier in the event. On top of receiving this prestigious title, these players are also rewarded with a Hatamoto game mat. Lastly, the Top 4 players during the elimination rounds will also receive a set of wooden ring tokens.


In addition to every other prize earned, and any rewards gained from the Prize Station, a 2020 Grand Kotei Champion will receive a game mat and scroll featuring illustrations of the renowned Emerald Champion. But a Grand Champion is not only rewarded with physical prizes, they also receive a free flight to the next Legend of the Five Rings: The Card Game World Championship! 

Fight for Your Clan

You can take part in the Tides of War Kotei series all around the world, beginning with a Grand Kotei in Philadelphia, Pennsylvania, from December 6–8 at PAX Unplugged. Check back on the Kotei Series page soon as we begin to add dates and locations for these exciting events!

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Dynamic Duo

By Fantasy Flight Games

Published 20 November 2019

Star Wars: Legion

Dynamic Duo

Preview R2-D2 and C-3PO in the Crashed Escape Pod Battlefield Expansion for Star Wars: Legion

“I don’t know what all this trouble is about, but I’m sure it must be your fault.”
   –C-3PO, Star Wars: A New Hope

Whether repairing a starfighter on the fly or translating the binary language of moisture vaporators, droids can perform tasks that other beings simply cannot. But sometimes droids transcend their programming, using their many skills to help their allies in wholly unexpected ways. Such is the case with R2-D2 and C-3PO.  

Pre-order your own copy of the Crashed Escape Pod Battlefield Expansion at your local retailer or online through our website with free shipping in the continental U.S. today!

Throughout both the Clone Wars and the Galactic Civil War, these two iconic droids often took on critical objectives that sent them into the heart of battle—much to C-3PO’s chagrin. With the Crashed Escape Pod Battlefield Expansion for Star Wars™: Legion, you can make this dynamic droid duo an integral part of your Star Wars infantry battles.

In addition to a beautifully sculpted hard plastic crashed escape pod miniature, this expansion also includes hard plastic R2-D2 and C-3PO miniatures that can be become central objectives in two thrilling scenario that play out with six new battle cards. But R2-D2 and C-3PO can contribute more to your battles than simply serving as objectives. Two R2-D2 unit cards and two C-3PO unit cards invite you to add these resilient droids to your Galactic Republic or Rebel Alliance armies, while two upgrade cards and R2-D2’s three signature command cards open up even more ways to use them in battle.

Join us today as we take a look at what R2-D2 and C-3PO can contribute to your armies!

An Unlikely Pair

While an astromech and a protocol droid may seem out of place on a battlefield, R2-D2 and C-3PO possess an array of skills and experience that make them invaluable to allies like Luke Skywalker and Leia Organa. With R2-D2’s immense loyalty and drive pushing them onward, these droids form one of the most memorable pairs in the entire Star Wars saga, and this incredible bond continues in Star Wars: Legion.

R2-D2 and C-3PO are so inseparable, in fact, that they are the first Star Wars: Legion unit to feature the Counterpart keyword. While R2-D2 can be deployed on his own as an Operative, he is almost never seen apart from C-3PO. As R2-D2’s Counterpart, C-3PO can only be added to your army as a part of R2’s unit, with both contributing their abilities to the single unit.

Once they enter a battle, the droids form a complementary pair, helping each other as well as the rest of their army. R2-D2 is an expert mechanic, of course, and can keep your vehicles in top shape, even in the thick of battle. But he also leaps at the chance to save the day and, if he can make his way to an enemy deployment zone, will complete a secret mission that could push his army one step closer to victory.

Such a task requires crossing dangerous ground and, while R2-D2 launches himself into it with gusto, C-3PO takes a more cautious approach. Despite his numerous complaints, 3PO will always be there to help out in a pinch by calculating their odds of success. While this can help the droids remain safely inconspicuous, he can also relay this information to a friendly trooper unit, helping them become even more effective.

Whatever secret mission the droids may be on should certainly be a major focus, but this doesn’t mean they can’t aid your other troops. No matter how harmless he may appear, a large golden droid like C-3PO is sure to attract attention and you can also choose to use him as a diversion from your other troops.

Taking this approach will inevitably lead to damage, of course, and neither droid can generate much of a counterattack outside of a short-range electro-shock or a clumsy kick. But one of R2-D2’s greatest strengths is the innumerable devices he conceals within his casing. These devices allow him to overcome his limitations, and his signature command cards allow you to deploy three of these devices at strategic points throughout a battle.

With a sudden

Smoke Screen,

 for example, R2 can cover a friendly unit’s retreat or buy it enough time to advance on an objective. Similarly, if he chooses to use his rocket boosters to

Blast Off!,

 R2-D2 can make up for his limited mobility and the fact that he cannot climb or clamber.

Finally, R2 can even get creative with his many devices, using them in unexpected ways. Combining his rocket boosters with an oil slick can generate an

Impromptu Immolation

that greatly increases his offensive potential. Not only does this style of attack disregard cover, R2-D2 is free to scoot along on his secret mission once it’s over, most likely with C-3PO in tow.

Time For Heroics

R2-D2 and C-3PO may not be programmed for combat, but with a bit of pluck and determination—as well as some loud objections—these droids can change the course of your Star Wars: Legion battles! 

Add a crashed escape pod to your battlefields, available now for pre-order from your local retailer or online through our website with free shipping in the continental United States!

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in our forums!

© & ™ Lucasfilm Ltd.

Original Post


Rebel Might

By Fantasy Flight Games

Published 19 November 2019

Star Wars: Armada

Rebel Might

Preview the Nadiri Starhawk Expansion Pack for Star Wars: Armada

“Winning does not mean won.”
   –Kyrsta Agate, Star Wars: Aftermath

Pre-order your own copy of the Nadiri Starhawk Expansion Pack at your local retailer or online through our website with free shipping in the continental U.S. today!

The Battle of Endor is over, and suddenly the Rebel Alliance finds itself in an unfamiliar position. Accustomed to running from the watchful eye of the Empire, the Rebels are now poised to take the offensive and make a decisive strike that could bring an end to the Galactic Civil War. As they do, a powerful new battleship leads their fleets: the Nadiri Starhawk.

Soon, you’ll be able to add one of these titanic warships to your Rebel fleets as you fight to take back the galaxy with the Nadiri Starhawk Expansion Pack for Star Wars™: Armada! Join us today as we take a closer look at how this powerful ship can help you turn the tides of battle.

Rise of the Republic

Constructed from the remnants of defeated Imperial Star Destroyers, there is perhaps no better symbol of the Rebellion’s newfound power—and the New Republic’s ascendance—than the Starhawk-class battleship. The largest and most powerful ship available to Rebel commanders, the Starhawk adds an imposing presence to any fleet that it backs up with pure brute strength.

As the first capital ship built by the fledgling New Republic, the Starhawk declares the Republic’s willingness to strike back against the Empire, and these intentions are made clear with the new salvo defense token it carries into battle. Rather than reducing or containing the damage a ship takes, spending one of these tokens allows a ship to launch an attack of its own after the Resolve Damage step of an attack made against it.

The Victory-class star destroyer attacks the Starhawk-class battleship Mark II. After damage has been resolved, the Starhawk spends its salvo token to fire back using its printed rear battery armament!

If the attack was made by a ship, the defender performs a salvo attack against the attacking hull zone using its printed rear battery armament. If the attacker was a squadron, however, the defender uses its printed anti-squadron armament. While dice cannot be added to a salvo attack, a retaliatory strike like this is the perfect way to whittle away at your opponent’s shields and hull while letting them know you won’t back down.

With the salvo defense token setting the tone, the Starhawk ushers in a new era of Rebel capital ships. With its heavy armament, the imposing Starhawk-class battleship can easily go toe-to-toe with a star destroyer and the Nadiri Starhawk Expansion Pack gives you two different ways to add one to your fleet. Both the Starhawk-class Battleship

Mark I


Mark II

feature the same upgrade bar, but mix up the ship’s attacks from each hull zone, giving you the freedom to choose the mixture of range and accuracy that works best for your strategy.

Such a large ship is bound to play a large role in your fleet, and you’ll want to assign the Alliance’s best personnel to it. In our announcement, we revealed that you can appoint the venerable

Kyrsta Agate

as the commander of your Starhawk, inviting you to spend a defense token, even when you would ordinarily be unable to do so. But you can also add


to a ship as an officer for a fraction of the cost, granting you the ability to ready an exhausted defense token with a red or blue critical result, even during a salvo attack.

Now that the Rebellion has amassed the power to sweep away the remnants of the Empire, some of its most well-known figures must step into new roles if they hope to usher in this new era. Although he’s best known for his exploits as a starfighter pilot, the legendary

Wedge Antilles

can still make contributions to your strategy as an officer aboard one of your capital ships. In this capacity, he acts as a mentor to your non-unique squadrons, granting them cloak until the end of the round.

Even with the firepower the Starhawk brings to the table, Rebel fleets are still likely to be outgunned by the large Imperial ships they regularly face. But a weapons team led by

Shriv Suurgav

can help you even the odds. For the cost of a squadron dial, they can strip a key upgrade card off an enemy ship at close range, forcing them to switch up their strategy in the middle of battle.

While the Rebellion’s many heroes can be of service to any ship that will take them, the Starhawk itself can be upgraded with some experimental technology that further enhances its effectiveness in battle. Along with the Onager-class star destroyer, it is the first ship to feature the Superweapon upgrade icon. But while the Onager-class star destroyer uses its massive particle cannons to bombard targets with heavy fire, the Starhawk takes a different approach. Its

Magnite Crystal Tractor Beam Array

can be used at manipulate an enemy ship’s speed, helping you get it right where you want it.

The Starhawk activates its Magnite Crystal Tractor Beam Array at the end of its activation, forcing the Imperial Raider to match its speed!

No matter who’s in command or what weapons it’s armed with, the Starhawk-class battleship marks a new era for the Rebellion, and a handful of these powerful ships took part in some of the pivotal battles that led to the rise of the New Republic. The


for example, helped turn the tides of the Battle of Jakku in the Republic’s favor. This ship enters battle with an extra salvo token and can spend a defense token while its speed is 0, making it particularly difficult to bring down.



meanwhile, excels at avoiding enemy fire while it closes in on enemy ships. Once it does, it’s not afraid to sacrifice some of its own health to deal crucial damage to the enemy. Finally, the


works closely with its squadrons to eliminate opposing starfighters before they become too much of a threat.

Defeat the Empire

The Rebellion is on the brink of claiming victory in the Galactic Civil War. Defeat the last vestiges of the Empire and usher in a new era of peace with the Nadiri Starhawk!  

Pre-order your copy of the Nadiri Starhawk Expansion Pack (SWM32) at your local retailer today or online through our website—with free shipping in the continental United States—here! These expansions will arrive at retailers in the fourth quarter of 2019.

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© & TM Lucasfilm Ltd.


Original Post


A Living World

By Fantasy Flight Games

Published 18 November 2019

Legend of the Five Rings RPG

A Living World

Exploring the Outskirts of Rokugan in Path of Waves

Surely, her pursuers had given up by now. They had more important duties than pursuing rōnin across Rokugan. Her insults hadn’t been that cutting.
She spied smoke on the horizon, a slender stream curling into grey sky. The thought of warm food and shelter made her smile as she patted her horse’s flank and they upped their pace. Would the village welcome her, or drive her out? There was no way of knowing until she arrived.

Pre-order your own copy of Path of Waves at your local retailer or online through our website with free shipping in the continental U.S. today!

The Emerald Empire is vast, stretching from the shimmering Jade Sea to the towering Kaiu Wall that guards against the terrors of the Shadowlands. In the Legend of the Five Rings Roleplaying Game, you have the chance to journey across this land as noble samurai, experiencing its wonders and facing its dangers with an upright zeal. But with Path of Waves, the world becomes richer than ever before, giving you the chance to see its least-traveled corners through the eyes of those who do not fit into the Celestial Order.

As your journey continues, you will see many small villages scattered across the empire and, while they may seem the same at first, you will come to learn that no two villages are alike. From small fishing villages along the coasts, to mining villages in the mountains and farming villages on the fertile plains, these communities function in near obscurity as small, largely self-governing societies paying rice tax to a lord who presides over them from a distance. Now, they are open for you to explore as your adventures in Rokugan continue.

Today, we are pleased to offer you a closer look at the fully-realized locations you can explore in the Path of Waves sourcebook for the Legend of the Five Rings Roleplaying Game—now available for pre-order at your local retailer or online through our website!

Twin Blessings Village

Every fortress in Rokugan requires farming villages to sustain it. The peasants who populate these villages vastly outnumber the courtiers and lords who rely on them to farm and fish the land, and for their part, the ruling lords provide them with the respect their positions deserve. After all, without their labor, the empire would starve.

Path of Waves offers Twin Blessings Village as a comprehensive example of one such village that can be explored as it appears within the book or easily modified to fit the needs of your campaign. The village comes with a complete map, as well as its own unique history and local legends for your adventurers to encounter and descriptions for how to bring different versions of the village to life in different territories. While you can play with the village in a neutral territory without adjustment, you may wish to place it under the governance of one of the Great Clans, shifting the types of crops it produces, terrain, and general attitude of its citizen. For example, if you encounter the village while in Crab lands, the villagers may have a stoic disposition and force visitors to earn their welcome, whereas vilagers in Dragon territory will be unaccustomed to rōnin in their high mountain towns, but welcoming to traveling monks and pilgrims.

While general attitudes may be guessed, rōnin never truly know what to expect from a village until they arrive. Most villagers are kind enough offer them food and shelter, and perhaps even hire them as protectors or laborers if they can afford it, but villagers who have had their hospitality abused by dishonorable rōnin in the past may not be so welcoming. If you are leading a band of wandering rōnin who come across a village where you are seen as nothing more than bandits or criminals, you may be forced to find a way to prove your honor and earn the right to stay. Otherwise, if such a course of action seems impossible, you may attempt to convince the villagers the you are some other type of traveler, whether it be pilgrim, merchant, or entertainer. But as with any type of deceit—no matter how necessary—you must use caution. If you are caught in a lie, the villagers will not take kindly to the deception; nor will their lord or any local samurai. 

Most villages are built near a source of water and they have a leader, a common store of food, and a centralized warming fire. Residents grow rice to pay the annual tax, and some keep livestock, while others grow additional crops. Larger villages may have more to offer, such as a blacksmith or sake house, but others you will see in the outskirts of Rokugan are little more than a few gathered houses. Since villages are so varied, they offer a plethora of options to integrate into your adventures, whether they be the central focus of a campaign’s conflict, such as in the Sins of Regret adventure, or somewhere to recuperate while the PCs are on a journey within a larger campaign. Twin Blessings Village is designed to fit into neutral, Imperial-held territory by default, but it can be easily adapted to suit any landscape or territory. How the story of the village plays out depends on you. 


Much larger than villages, the towns of Rokugan bridge the gap between the vital work of the commoners to the efforts of the powerful aristocrats. Hirosaka is a typical Rokugani town that offers GMs a second type of ready-made setting where samurai can explore a smaller urban area. Like Twin Blessings Village, Hirosaka is designed to be governed by one of the Imperial families, but it can be easily translated to anywhere in Rokugan you wish to base your campaign.

Since it is intended to a core representation of a typical Rokugani town, Hirosaka is deliberately generic. For example, while specific past events and incidents that have affected the town in its current form are noted, there is no detailed history provided for Hirosaka. This allows a GM to place Hirosaka in any part of the Empire that suits their campaign, adjusting it accordingly and giving the town whatever history and background is most useful to their players. The town is yours to customize with helpful suggestions integrated throughout the town’s chapter in Path of Waves, whether you wish to make it a Crab Clan port with elegant architecture and plenty of facilities devoted to the arts, or a sprawling Lion Clan town filled with barracks and dōjō to reflect the clan’s general militant nature. 

Alternatively, you may choose to pull details from the town of Hirosaka and incorporate them into locations of your own design, giving a heart to a fast-paced city or turning a would-be sleepy village into a popular stop along a vital trade-route. Hirosaka offers vibrant locations and people ranging from the top of the social ladder to those of much lower status who may still be notable or influential in the town’s affairs. Depending on your adventure, you may take a trip to the governor’s estate or magistrate’s station, or take a visit the gambling house or sake works. With each location comes the chance to build new encounters and spin new tales to create an adventure unique to your players. The new NPCs and adventure seeds of Path of Waves can translate well to any campaign, no matter where your journeys lead, you are sure to find that every town, like every person, is more than meets the eye.

Untold Stories

The outskirts of Rokugan seem to exist in a world entirely separate from that of the noble courts and Imperial cities, but the villages of these areas are the vital foundation that allows the rest of the Emerald Empire to stand, and they have their own stories to tell. Take the road less traveled and discover the adventures that await in the forgotten heart of Rokugan!

Pre-order your copy of Path of Waves (L5R10) at your local retailer today or online through our website here!

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Original Post


Dungeonology: The Expedition to start to hit US stores on November 20th

By Ares Games

Dungeonology: The Expedition – the scholars. Dungeonology: The Expedition, the atypical dungeon crawler where the characters are scholars challenged to submit the best thesis on a mysterious Civilization in a remote Dungeon to become the new professor of University of Rocca Civetta, is now shipping to distributors and will start to hit the stores in the US on November 20th. The game releases alongside its first …

Original Post


Warriors of Steel

By Fantasy Flight Games

Published 15 November 2019

Legend of the Five Rings LCG

Warriors of Steel

Results from the 2019 Winter Court World Championship

“When you understand the path of the sword, your adversary can do nothing you cannot foresee.”
   –Mirumoto’s Niten

For five days, samurai from all over Rokugan competed in a grand tournament hosted by the honorable Crane Clan. Now that regent Bayushi Shoju has bestowed the title of Shōgun upon one worthy samurai, Winter Court has formally come to a close. 

At the 2019 Winter Court World Championship, players came together from all over the world to meet at the Fantasy Flight Games Center in Roseville, Minnesota and fight for their clan’s honor through spirited competition. But in Legend of the Five Rings: The Card Game, only one can become the champion and attain the distinguished title of Shōgun. This year, that profound honor went to Jose Luis Saenz of the Phoenix clan.

After a series of challenging duels against formidable competitors, Jose faced off against a truly worthy adversary at the final table: Zachary Lowe of the Scorpion Clan. Despite having a significant card disadvantage throughout the match, Jose overcame this final trial and successfully defended the palace of Kyūden Isawa from the Scorpion threat. As the new Shōgun, Jose consulted with his Phoenix Clan advisors, and sparing no time, made a crucial decision that would shape the land of Rokugan forever, as detailed in the recent articles “The Cornered Lion” and “The Cornered Lion – Part II.”

As Winter Court came to a close, the time-honored Roles of Rokugan ceremony was held, where the top representatives from each of the seven Great Clans gathered to choose which elemental Keeper or Seeker role their clan members around the world would be able to include in their decks until the next Winter Court. However, for the first time in Rokugani history, it was unanimously decided that the roles should be free for all to use. The new

Imperial Law

document reflects the absence of these role restrictions, which were immediately lifted.

Once again, congratulations to our new World Champion, Jose Luis Saenz! Now that the Winter Court festivities have concluded, it’s time to take a look back at this momentous event and highlight some notable statistics.

A Legend Forged

It’s unknown what the future holds for the Emerald Empire, as the Great Clans brace for all-out warfare. But today is a new day in Rokugan, and with the freed elemental Keeper and Seeker roles, new opportunities are abundant. Now, it’s time to choose what part you’ll play in the war.

If you missed out on any of the Legend of the Five Rings: The Card Game action, you can catch up now and learn from the best players in the world by watching our archived streams on Twitch and YouTube!

Thank you to all of the players who competed in this year’s World Championship and made the event so special. Your energy and passion inspire us to make bigger and better Organized Play programs and events. We’re honored to serve the Great Clans and are already looking forward to the next Winter Court, hosted by the Phoenix Clan!​

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Available Now – November 15

By Fantasy Flight Games

Published 15 November 2019

Star Wars: X-Wing Second Edition

Available Now – November 15

Check Out What’s Available Now from Fantasy Flight Games

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

C-ROC Cruiser Expansion Pack

The C-ROC cruiser is the heaviest vessel available to many criminal operations, cartels, and syndicates in the Outer Rim, capable of carrying massive weapons batteries and unique dirty tricks that keep it one step ahead of the law. Whether it’s hauling illicit cargo or marauding the hyperlanes in search of easy targets, the C-ROC is a flexible and dangerous craft.

The C-ROC Cruiser Expansion Pack contains everything both Scum and Villainy and Separatist Alliance players need to incorporate one of these armed transports into their Star Wars™: X-Wing squadrons. A selection of ship cards, tokens, and maneuver dials gets your C-ROC into battle, while a suite of upgrade cards invites you to add a bevy of dirty tricks to your cruiser. Finally, a plastic maneuver tool, huge ship resource tracker, and huge ship damage deck make managing your ship fast and easy.

Pick up your copy of the C-ROC Cruiser Expansion Pack (SWZ56) at your local retailer today or online through our website with free shipping in the continental United States here! 

Count Dooku Commander Expansion

While much of the galaxy knows him as the Separatist Alliance’s Head of State, Count Dooku serves a more sinister purpose in the Clone Wars. Actually a powerful Sith lord, Dooku works behind the scenes to bring down the Jedi and destroy the Republic once and for all. As the rare Separatist unit powerful in the Force, he takes to the battles of Star Wars™: Legion ready to show off his skills to any bold enough to challenge him.

Within the Count Dooku Commander Expansion, you’ll find one unpainted and finely detailed soft plastic Count Dooku miniature challenging all comers with his lightsaber. Additionally, four upgrade cards let you explore the depths of Dooku’s Force powers, while three command cards invite you to make him a central piece of your army’s strategy.

Pick up your copy of the Count Dooku Commander Expansion (SWL45) at your local retailer today or online through our website with free shipping in the continental United States here! 

Clone Captain Rex Commander Expansion

Clone Captain Rex viewed military service as an honor, and his loyalty to the Republic and his Jedi Generals was absolute. Rex honed the use of twin blaster pistols into an art form, leading his fellow clones to victory on countless battlefields across the galaxy.

The Clone Captain Rex Commander Expansion for Star Wars: Legion contains everything you need to add this new commander to your Galactic Republic army, including an unpainted soft plastic Clone Captain Rex miniature that can be assembled without his helmet, or with either a Phase I or Phase II Clone Trooper helmet. This miniature comes with Rex’s three signature command cards that give him the power to issue orders to his fellow clone troopers, as well as five upgrade cards inviting you to unlock Rex’s full potential.

Pick up your copy of the Clone Captain Rex Commander Expansion (SWL46) at your local retailer today or online through our website with free shipping in the continental United States here! 

The Search for Kadath Mythos Pack

Journey across the Dreamlands in The Search for Kadath, the first Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game! After taking your first steps into the Dreamlands, your mind teems with anxiety over the quest ahead, dangers you left in the waking world, and the fate of dreamers who have come before you. Are they also somewhere in these expansive lands? Perhaps if you find the lost castle and return with proof of the Dreamlands, you can save everyone: yourself, your friends, and the other dreamers as well. So, despite the advice of the Dreamlands’ inhabitants, you and your companions seek unknown Kadath, where the gods dwell.

The Search for Kadath is Scenario 2–A of “The Dream-Quest.” This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream-Eaters cycle to form a larger four-part or eight-part campaign. As your team of investigators becomes separated between the dream and the waking world, you will need to work together across realms to return home. To help you achieve this, you will find new player cards that create new synergies between investigators, letting you offer aid during your turns or even the Mythos Phase. Discover the meaning behind your dreams and the proof you seek!

Pick up your copy of The Search for Kadath Mythos Pack (AHC39) at your local retailer today or online through our website with free shipping in the continental United States here! 

Wrath and Ruin Adventure Pack

Wrath and Ruin is the first Adventure Pack in the Vengeance of Mordor cycle for The Lord of the Rings: The Card Game

After traveling down the River Running to the city of Dorwinion, and to the cursed forgotten temples hidden in the Hills of Rhûn, you have managed to defeat the shadow of evil that haunted the city and earned some hard-won peace, or so you thought. But the agents of Mordor are not defeated so easily. An old enemy has returned with a vengeance and they now seek to destroy the city you worked so hard to save. Can you force back this evil once and for all, or will all your efforts to protect the lives of the innocent have been for naught? 

Wrath and Ruin provides you with 60 new cards to expand your quests in Middle-earth, including a new dwarf hero and three copies of each new player card. This Adventure Pack also offers you a chance to brush shoulders with the enigmatic Tom Bombadil. Prepare you heroes for the fight of their lives and stand united against the shadow of Mordor! 

Pick up your copy of Wrath and Ruin (MEC78) at your local retailer today or online through our website with free shipping in the continental United States here! 

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© and ™ Lucasfilm Ltd.

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Challenge of the Wainriders

By Fantasy Flight Games

Published 14 November 2019

The Lord of the Rings LCG

Challenge of the Wainriders

Announcing the Third Adventure Pack in the Vengeance of Mordor Cycle

Pre-order your own copy of Challenge of the Wainriders at your local retailer or online through our website with free shipping in the continental U.S. today!

Thane Ulchor has fled Ulfast, his trail leading directly to Mordor. Riding hard with the hope of overtaking him before he reaches the Black Land, your pursuit was aided at first by good weather and a clear trail. But fortune turned against you when you came upon a camp of Easterling Wainriders. Now at their mercy, you now have no choice but to accept a challenge unlike anything you have encountered in The Lord of the Rings: The Card Game.

Fantasy Flight Games is proud to announce Challenge of the Wainriders, the third Adventure Pack in the Vengeance of Mordor cycle for The Lord of the Rings: The Card Game! In addition to providing new allies and tools to help you overcome the hardships you face as you draw ever-nearer to Mordor, this 60-card pack picks up where you left off in The City of Ulfast with a thrilling new scenario that will challenge your group of heroes like never before.

Read on for more information on Challenge of the Wainriders!

Race for Your Life

Accustomed to roaming about the great expanse of Rhûn in nomadic wains, the Easterlings you have encountered value the freedom that only the wind in their hair and the earth rushing beneath them can provide. They may have no allegiance to Mordor, but they are no friend to the West either. Rather than turn you over to Ulchor, then, they will allow you to continue your chase if you can defeat their champion in a chariot race.

Beginning at the

Wainrider Camp

(Challenge of the Wainriders, 75), this Adventure Pack sees you and your party embark on a thrilling race to determine your fate. Instead of progressing through the quest deck as normal, however, this race takes a different approach entirely. When setting up Challenge of the Wainriders, the quest cards are arranged next to one another in two rows that both the


(Challenge of the Wainriders, 65) and


(Challenge of the Wainriders, 64) advance around in a circuit. The first to complete two circuits wins the race.

As they make progress in the quest, the Challengers advance around the circuit!

To succeed in this challenge, you must make progress in each stage as quickly as possible. But the Wainriders are aggressive and experienced racers who are unafraid to attack even while travelling at high speed. In addition to the

Wainrider Champion

(Challenge of the Wainriders, 66) engaging every player while the challengers are at the same stage as the Wainriders, others, like an

Aggressive Racer

(Challenge of the Wainriders, 67) will pester you even if they are lagging behind.  

What’s more, the Wainriders themselves may be the least of your worries. Although it begins in an open field, the track quickly leads to a sharp turn alongside the edge of a ravine and through difficult terrain. The track can become especially


during these stretches (Challenge of the Wainriders, 71), making it even more difficult for you to separate yourself from the pack.

The White Wizard

The Wainriders make their home on the plains of Rhûn and beating them in this race will not be easy. Fortunately, you’ll have plenty of help as you rise to their challenge, beginning with a new Lore hero. As the head of the White Order, the wizard


(Challenge of the Wainriders, 54) has much to offer as your quest grows nearer to Mordor. Saruman has always desired power no matter the cost, and this continues in his first appearance as a hero in The Lord of the Rings: The Card Game. Not only can he play events with the printed doomed keyword from any sphere, he readies after you do so.

This makes Saruman an incredibly versatile character with a wide array of powerful events at his fingertips. He could, for instance, sound the


(Challenge of the Wainriders, 56), allowing every player to put an ally like


(Challenge of the Wainriders, 59) into play in time to lend his strength to an attack. Similarly, he could become


(Challenge of the Wainriders, 58) and gaze into the encounter deck to know what to expect in the next leg of the race.

A wizard is even more powerful with his staff, of course, and

Saruman’s Staff

(Challenge of the Wainriders, 63) is no exception, complementing the White Wizard’s prodigious power in every way. Saruman’s strength relies on cards with the doomed keyword and his staff gives you a chance to replenish your supply by searching the top five cards of your deck for one of these cards and adding it to your hand. Alternatively, the staff can negate the high cost of playing Doomed events, giving you more time to complete your task.

With his ability to play Doomed events from any sphere, Saruman is a powerful hero who can operate with little help from others. You can put this strategy into action by using him in conjunction with

The Grey Wanderer

(Challenge of the Wainriders, 74) contract. This contract restricts you to a single starting hero, but it also allows that hero to begin an adventure with an attachment in play. If your chosen hero carries The One Ring, this attachment could be a powerful Master card like

Power of Command

 (Challenge of the Wainriders, 55) that raises the willpower of every unique character you control. Better yet, 

The Grey Wanderer

imbues this hero with extraordinary abilities, making them a true force to be reckoned with.

Accept the Challenge

There is only one way to secure your freedom and continue the hunt for Ulchor. Do you have the skill and courage to defeat the Wainriders and prove your worth? Find out when Challenge of the Wainriders arrives in the first quarter of 2020! 

Pre-order your copy of Challenge of the Wainriders (MEC80) at your local retailer today or online through our website with free shipping in the continental United States here! 

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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 – 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

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Crafting Your Reality

By Fantasy Flight Games

Published 13 November 2019


Crafting Your Reality

Preview How to Build Your Own Setting in the Genesys Expanded Players Guide

Pre-order your own copy of The Expanded Player’s Guide at your local retailer or online through our website with free shipping in the continental U.S. today!

Creating a new setting gets to the heart of the Genesys  roleplaying game. Even if you are using one of the established settings provided in the Core Rulebook you still have the freedom to experiment. To add and take away aspects of the world that better suit your games.

Creating and modifying your own setting can be a daunting task, but the Expanded Player’s Guide provides a step by step process on how to craft your own universe. Join us today as we take you through this process!

The Expanded Player’s Guide provides plenty of new tools for players and Game Masters alike. From the setting creation section detailed here to new talents and skills, to sample settings, the Expanded Player’s Guide gives you everything you need to take your games of Genesys to the next level!

The Blank Slate

The first step to crafting your own setting is organizing your thoughts on it. The Expanded Setting Sheet available in the book and soon on our website is a great place to start, breaking aspects of your world down into smaller segments and making it more manageable to create. The book itself breaks your world down into six aspects for you to develop, and each of these sections contains plenty of examples to draw from in the form of charts. These charts can both spark your imagination with a variety of options, or they can simply be used to insert random elements into your world for variety. Read on to discover the various aspects that will inform your setting.


Tropes are common storytelling devices, clichés, or both. They can help define a genre, like steampunk or alternate history, or they can define morality, like good and evil. Tropes can be refined all the way down to specific elements within classic stories, but you should stay more general when developing a setting.

Tropes help give your setting an easily recognizable element for your players to identify with. If, say, your setting has the gritty realism trope, this helps your players know what kind of game they’re going to be playing in. It informs how they build their characters and what kind of adventures they can expect.

This section contains a full list of tropes on a table to help narrow down your options or you can pick a few at random to help develop your world.

Technology Level

Technology levels range from the historical to the fanciful. Most settings have a primary technology level that applies to most, if not all, of the setting. Some settings may have access to multiple levels of technology, as some parts of a world advance at a quicker pace than others. However, you should put some thought into exactly how far apart those levels are, and how much it matters to the stories you’re telling.

The Physical World

What kind of physical world does your setting exist in?  The natural or artificial environment characters deal with every day a effects adventure and story construction, at least to some degree. Interesting worlds provide an enjoyable backdrop for your stories and can draw the players further into the setting, hopefully enticing them into discovering memorable locations.

Your world can have one environment, or many environments. The choice is always up to you!

This stage goes in depth on developing climates, locations and more for your world. As always, handy charts can make it easy to spark your imagination or throw in a few random elements to keep your world fresh.

Religion and Cosmology

One important element of most societies are their religious practices. Gods and religion are a prominent part of most settings, just as they play a prominent role in our actual history. In some settings, the gods are going to be real, tangible beings with their own desires, fears, and agendas. In other settings, there may be little evidence of the existence of the divine, but that doesn’t stop society from having established religious practices. Thinking about Religion and Cosmology will lead you to the next section detailing the society of your setting.

Government and General Society

How do the people in your setting organize themselves politically and socially? What does their government look like? What is it like to live, work, and succeed in the major society of your setting? Just as importantly, does your setting have one society, or more than one? These questions can be difficult to answer, and the Expanded Player’s Guide provides plenty of avenues for you to answer them.

Society tends to group up, a table within the Player’s Guide can let you populate your world with a variety of these factions. 

All of these charts can help spark your imagination, but don’t feel limited by the ideas suggested within them. These are your worlds, your setting, your decisions. The suggestions made inside are merely that, suggestions. You are the final arbiter of the world you are creating, the Genesys Expanded Player’s Guide is just a tool to show you the way!

Igniting the Spark

The Expanded Player’s Guide is the perfect way to spark your imagination and make your games of Genesys bigger than ever. A system with no limits, Genesys can be whatever you want it to be. What worlds will you create when the Expanded Player’s Guide releases in the fourth quarter of 2019?

Create your own world with the Genesys Expanded Player’s Guide (GNS11), available now for pre-order from your local retailer or our website!

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© 2017 FFG

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The Wrecking Crew

By Fantasy Flight Games

Published 12 November 2019

Marvel Champions: The Card Game

The Wrecking Crew

Announcing a New Scenario Pack for Marvel Champions: The Card Game

“We’re the Wrecking Crew! Anyone bugs us, we trash ’em! That’s the way it is.”
   –Wrecker, Avengers Volume 3 #16

Pre-order your own copy of The Wrecking Crew Scenario Pack at your local retailer or online through our website with free shipping in the continental U.S. today!

Since the four members of the Wrecking Crew decided to join forces, they’ve been a thorn in the side of every great Marvel hero from Thor to the Defenders. Not just common thugs, the Wrecking Crew’s greatest asset stems from the magic imbued in team leader Wrecker’s Crowbar, which grants each member immense physical strength and a mystical link between them.

Now, The four members of The Wrecking Crew are breaking out of prison, and only you can stop them!

Fantasy Flight Games is proud to announce The Wrecking Crew Scenario Pack for Marvel Champions: The Card Game!

With 73 brand-new cards, this single scenario puts four villains in play at once, each with their own side scheme and deck. Can your heroes withstand the assault from Wrecker, Piledriver, Bulldozer, and Thunderball?

Strength in Numbers

Hello, heroes.
There has been a riot at Ryker’s Island penitentiary. The prisoners are loose and attempting escape. Among them are the Wrecking Crew. They broke free of their power inhibitors and overpowered the guards. We need you to intervene!

The Wrecking Crew presents a whole new challenge for your crew of Marvel heroes. If your heroes hope to succeed they’ll have to work together to defeat four different villains. 

Each member of the Wrecking Crew includes their own side schemes and deck of encounter cards!

Though members of the Wrecking Crew all have their own side-schemes, they are all working together to achieve a common goal:

to breakout of prison

(The Wrecking Crew, 1B)!

While this looks like a daunting task, fear not! Only one member of the crew gets to act during the villain phase, known as the active villain. When a member of the Wrecking Crew is the active villain, you can essentially ignore the other three during the villain phase. Boost and encounter cards are dealt from the active villain’s deck, and any card that refers to “the villain” means the active villain. Of course, during the hero phase, the Marvel champions are free to hit whoever they want! 

Various card effects (like the Breakout scheme) can switch the active villain, but the active counter will always begin in the hands of


(The Wrecking Crew, 2).

The self-proclaimed leader of the crew doesn’t mind foregoing his escape to deal some damage to the heroes. Not only can Wrecker produce big damage on undefended attacks, his

Day of Reckoning

(The Wrecking Crew, 4) side scheme is a ticking time-bomb of pain, ready to deal damage to every puny hero on the field when 10 or more threat is placed on it! Each Wrecking Crew side scheme follows a similar pattern, triggering a nasty effect when they reach 10 or more threat and then starting the cycle over with 3 threat remaining on the scheme. Thwarting these side schemes at strategic times will be key to victory.

The Wrecking Crew’s power stems from a single source: Wrecker’s

Magic Crowbar

(The Wrecking Crew, 6). Not only does this attachment boost Wrecker’s own strength, but he can use it to quickly add threat to the other members of the crew’s side schemes! It will take a hero making a sacrifice to separate Wrecker from his Crowbar, but this could mean the difference between victory and defeat! 

While the unique setup of the wrecking crew leaves little room for modular encounter sets, you can still affect the difficulty of the challenge. Every member of the Wrecking Crew has an alternate “side B” that increases the difficulty of the fight. If you’re feeling confident, you can always take on

Wrecker Side B

(The Wrecking Crew, 3) with increased attack and scheme values!

While Wrecker may act as the leader of the crew,


(The Wrecking Crew, 17), acts as the brains of the operation. While he doesn’t bring the pure pain that wrecker can, Thunderball can quickly advance his scheme,


(The Wrecking Crew, 19) to set back every single hero on the field by stunning them! With so many stun tokens permeating the field, the heroes will have to spend at least a turn clearing them before they can hit back at the crew.

Radioactive Buildup

(The Wrecking Crew, 22) gives Thunderball a massive attack against one hero, and should an ally valiantly decide to take the hit, the excess damage goes to his side scheme! When Thunderball is the active villain, every single hero on the field will have to be cautious, or they may find themselves thunderstruck! 


(The Wrecking Crew, 32) invites heroes to attack him and face the wrath of his massive fists, exacting vengeance with Retaliate 1. Piledriver’s hall of fame of pain extends beyond heroes, as he’s able to target upgrades and supports with his scheme,

Pile it On!

(The Wrecking Crew, 34) . Like Thunderball, this gives the heroes a setback they might not be able to recover from. Without their precious toys and allies, do they really stand a chance against the might of The Wrecking Crew?

While attacking Piledriver is a surefire way to get a punch to the face, your heroes may not have a choice when he brings out the

Distracting Taunts

(The Wrecking Crew, 35) boosting his health and making him the only eligible target on the field! Heroes can spend two physical resources to discard Distracting Taunts, but they’ll have to indulge Piledriver at least once to have the opportunity. While attacking Piledriver is a dangerous proposition, he does have the fewest hit points among the members of the Wrecking Crew, making him a natural first target if you can withstand the brutal counter-assault.



(The Wrecking Crew, 46) completes the Wrecking Crew by attacking the heroes head-on! Bulldozer gains the overkill trait when he attacks, meaning any excess damage dealt to an ally after they are defeated is then transferred to a hero! No one is safe from Bulldozer, even the cards in your deck. When his

Clear the Road

(The Wrecking Crew, 48) scheme reaches 10 threat, every hero discards the top 10 cards of their deck!

No one is safe from Bulldozer,

Ramming Speed

(The Wrecking Crew, 51) is a massive attack designed to defeat your allies on the field, while sprinkling some damage on your heroes. When Bulldozer is the active hero, your allies are always in danger, and you may not have a choice in whether or not they are the target of bulldozer’s wrath. 

The Day of Reckoning

Each member of the Wrecking Crew is strong on their own, but together they are unstoppable. Leaving a path of carnage behind them, do you have what it takes to clean up the Wrecking Crew and thwart their breakout attempt? Find out when The Wrecking Crew Scenario Pack releases in the first quarter of 2020!

Take on four different villains in The Wrecking Crew Scenario Pack (MC03en), available now for pre-order from your local retailer or our website with free shipping in the continental United States!

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