Meditations on the Ephemeral

By Fantasy Flight Games

Published 11 December 2017

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Legend of the Five Rings LCG

Meditations on the Ephemeral

Preview the Sixth Dynasty Pack in the Imperial Cycle

Autumn’s voice falters
Visions of days together
Fade with the new snow

Everything ends. From the changing of the seasons to the passing of old legends, the Emerald Empire is no stranger to the impermanence of time. Change is coming to Rokugan, and new champions take up the mantle to lead their clan. Unseen forces pull the strings of war. And a new Emerald Champion shoulders the responsibility of keeping Rokugan together.

Join as today as we preview Meditations on the Ephemeral, the sixth and final Dynasty Pack in the Imperial Cycle for Legend of the Five Rings: The Card Game! As the finale to the Imperial Cycle, Meditations on the Ephemeral expands on each clan’s strategies first introduced in the Core Set, as well as offering an assortment of Imperial cards, and a new neutral character that ties them all together.

Imperial Strength

The Imperial Cycle has introduced a wealth of cards with the Imperial keyword to the world of Legend of the Five Rings: The Card Game. From the magistrates of every clan to various districts in the Imperial city of Otosan Uchi, it is entirely possible to construct a deck focusing on these powerful Imperial fixtures. Miya family Daimyō

Miya Satoshi

 (Meditations on the Ephemeral, 112) is not only a powerful force in political conflicts, he ensures that you can find the Imperial cards in your dynasty deck. As an Action with Miya Satoshi, you may discard cards from the top of your dynasty deck until you discard an Imperial card. Then, you’ll switch that card with a card in one of your provinces, placing it faceup and ready to be brought into play. You may use Miya Satoshi to ensure that you can find your respective clan’s district of the Imperial City, since these holdings are generally limited to one per deck. Of course, there is no way to tell how far down your Imperial cards are in your dynasty deck, and you may set aside some important characters and holdings along the way. Still, this is a small price to pay for the gatekeeper to the Son of Heaven.

Aside from his ability to tutor through your dynasty deck, Miya Satoshi has an impressive amount of political acumen with four skill. Not only will he be a force in any political conflict, his status as a Courtier allows you to use cards like

For Shame!

 (Core Set, 207), or even

Forged Edict

 (Core Set, 184), should you include him in a Scorpion deck.

Miya Satoshi gives you consistency when it comes to the clan-specific districts of the Imperial Cycle, including the new Phoenix district included in Meditations on the Ephemeral. The

Kanjo District

 (Meditations on the Ephemeral, 108) is a holding that provides an additional two strength to the province it is occupying. This already provides ample protection, but the Kanjo District also provides a powerful effect that takes the bite out of your opponent’s forces. As an Action during a conflict, you may discard the Imperial Favor to send a participating character home and bow it! Kanjo District can even be used during conflicts where it’s not being attacked, allowing you to conceivably use this ability every turn, as long as you maintain control of the Imperial Favor. With Kanjo District on the board, your opponent will have to account for their best character suddenly becoming a non-factor in conflicts, as their fate slowly drips away and they come one step closer to leaving the battlefield.

The Changing of the Season

Of course, no one can remain on the battlefield forever. From the least significant politician to the Clan Champions themselves, everyone’s time must come to an end as their fate is slowly removed. Impermeance has always been vital to the essence of Legend of the Five Rings: The Card Game, and what better way to bring the Imperial Cycle to a triumphant conclusion than a card that exemplifys that very concept.

Mono No Aware

 (Meditations on the Ephemeral, 120) is a neutral conflict card that can be used by any clan, and it simply removes one fate from every character on the field before allowing you to draw a card. When played in the right circumstances, Mono No Aware can absolutely destroy your opponent’s board. Whether it’s completely wiping out the boost provided by

For Greater Glory

 (Core Set, 168) or simply taking a massive step forward in clearing the board, Mono No Aware can completely change the game. Of course, this card affects all characters, even your own… but there are always ways to extend a character’s time in your service.

The Crab defend the Emerald Empire with everything they have, extending their time in conflicts in the unsubstantiated hope that their service and sacrifice will help defend Rokugan. While their new province, 

Iron Mine

 (Meditations on the Ephemeral, 103), doesn’t provide any additional strength to provinces, it can still activate cards like the

Shrewd Yasuki

 (Core Set, 29), as well as providing a vital ability. When a character that you control would leave play, you may sacrifice the Iron Mine instead. The Crab defend the wall, and they will give their all to remain in the field of battle or in the courts of Rokugan, extending the time that they provide their service and breaking through the limits normally enforced by the fate mechanic. Filling your dynasty deck with Iron Mines and your conflict deck with

Repreive

 (Core Set, 132) will allow your brave Crab warriors and courtiers to remain in you service, to continue to fight against the encroaching evils of the south.  

All Things End

The Imperial Cycle comes to an end with Meditations on the Ephemeral. Complete your journey into Otosan Uchi with the final Dynasty Pack of the Imperial Cycle. Which clan will come out on top when all is said and done?

Complete your journey into the Imperial City of Otosan Uchi and pre-order Meditations on the Ephemeral (L5C07) from your local retailer or our website today!

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Governor Pryce

By Fantasy Flight Games

Published 11 December 2017

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Star Wars: Armada

Governor Pryce

2015 World Champion Jonathan Reinig on Designing Governor Pryce

“They fight so hard to gain so little.”
     –Governor Arihnda Pryce

The Chimaera Expansion Pack for Star Wars™: Armada is notable for many reasons.

The expansion marks the arrival of

Grand Admiral Thrawn.

 It introduces a new Imperial Star Destroyer with an alternate paint scheme—designed to match Thrawn’s signature Chimaera. It allows Imperial players to field a pair of Mandalorian Gauntlet squadrons. And as we revealed in our first preview of the expansion, it introduces a pair of Champion cards—designed by 2016 World Champion Josiah Burkhardsmeier and 2015 World Champion Jonathan Reinig.

One of the greatest parts of winning the Armada World Championship is earning the chance to work with the game’s developers to design a card and make a lasting impact on the game you love. Now that we’ve already seen what Josiah Burkhardsmeier had to say about the privilege of introducing Grand Admiral Thrawn to the game, we turn our attention to Jonathan Reinig and the card that he hopes will shake up the metagame and bring back the big Imperial ships—the really big ships…


2015 Armada World Champion Jonathan Reinig shakes hands with his opponent during the final match. You can watch the match on our YouTube channel.

2015 World Champion Jonathan Reinig on Governor Pryce

When my swarm of

A-wings

led me to victory in the 2015 Star Wars: Armada World Championships, I was overjoyed. But if I am completely honest, it was not the way I wanted to win.

Prior to Worlds, I had dreamed of marching a giant Imperial Star Destroyer across the table and watching waves of enemy ships break against its shields as its turbolaser batteries ended their feeble attempts to stop me. Sadly, however, the more I put the Imperial Star Destroyer on the table, the more I found my attempts to fly it to victory more frustrating than impressive.

With opponents bringing more and more activations to the table, ships like the Imperial Star Destroyer that required large fleet-point investments simply became less and less practical. I would be forced to activate my Star Destroyer early in the round, having run out of other options, and then I would watch as the Rebellion’s Corvettes snaked around and past me.


The iconic Imperial Star Destroyer.

In more than one game, I was forced to watch my opponent’s

Demolisher

activate last in a round, fly right in front of my Imperial Star Destroyer, fire, and then activate first in the next round, firing again and running away. My opponents were almost mocking my big ships in a way—playing chicken like that.

When I won Worlds, I knew I wanted my card effect to prevent the Imperials from suffering these kinds of insults in the future. The Star Destroyer was a massively imposing force in the movies, and I wanted it to invoke the same awe and fear on the table.

A Large Impact on the Value of Large Ships

Luckily enough, after I expressed this opinion, the design team did an amazing job of helping me create a card that really supports the types of ships I’ve always wanted to fly—

Governor Pryce.

Governor Pryce may clock in at a monstrous seven fleet points, but she still feels fairly comfortable aboard a ship into which you are already sinking over one-hundred points. She takes up the officer slot, which is conveniently a slot currently available to all medium and large ships in the Imperial fleet, and the fact that she is restricted to medium and large ships means she won’t add yet another tool to the Demolisher.

Far more interesting, though, is what Governor Pryce can do for the game’s larger ships. In short, she makes all my dreams of big activations viable.

It’s true that she forces you to showcase what round her ship will activate last, but this is a price I’m willing to pay for the ability to get all of the information possible before committing to a course. The payoff is that by activating last in a round, you will have forced your opponent to play out his entire hand, moving some of his ships into the danger zone before you activate. This gives you the chance to bring your Star Destroyer into the fight just the way you want them.


With some clever positioning, the Imperial player leaves the Rebels nowhere to go but straight into his Star Destroyer’s main battery!

And if you have bid deep enough to become first player, you may even get to live the dream of activating your Star Destroyer last in one round, and then first in the next. Not many ships can withstand a Star Destroyer’s full-strength one-two punch!

Governor Pryce in Action

Currently there are a ton of ships that could benefit from Governor Pryce. Activating last in a round with a heavy hitter is an extremely strategic tool.

The most obvious spot to stick Pryce would have been the Demolisher. Being able to guarantee it acts last in the round would have meant you no longer had to “out-activate” your opponent; however, Governor Pryce’s restriction to medium and large ships ensures that this isn’t going to be a problem. Guaranteeing a player’s ability to move the Demolisher last is not something I felt the game needed.

My favorite officer slot to fill with Governor Pryce is on the Imperial Star Destroyer. This fits with my original intent, and when I build a fleet, the officer slot is generally one of the last slots I worry about filling. The defensive retrofit, weapons, team, and turbolaser slots all generally rank far higher on my priority list. This means Governor Pryce’s opportunity cost is rather negligible.

One build I look forward to trying out is an

Imperial II-class Star Destroyer

with Governor Pryce,

Gunnery Team,

 

Spinal Armament,

 and

Leading Shots.

Properly positioned to activate last in a round, this punishing Star Destroyer can fire its forward battery armament at two separate targets trapped in its front arc. Then—if you are truly a master of positioning—you can activate it again in the next round to unload against the same two targets, presumably obliterating them.

Still, this isn’t the only use for Governor Pryce. Another excellent place to put her would be aboard a

Quasar Fire I-class Cruiser/Carrier

with

Expanded Hangar Bay,

 

Flight Controllers,

 and the

Squall

  Title. Starting far outside of your enemies’ threat range, this ship could pounce at the end of the turn to direct a large number of elite Imperial squadrons against your opponent—after he has lost his ability to counter your assault with his fighter activations.

There are plenty of other ways to use Governor Pryce, too, and I look forward to seeing her in action. I’m delighted to have had the chance to work with the design team, and I hope she’ll help make the Empire’s largest ships as brutally effective in the game as they were always meant to be!

Wave VII Is Coming

Armada Wave VII is coming, and it’s going to introduce a host of exciting new tactics and strategies for both the Galactic Empire and Rebel Alliance. Without a doubt, the Champion cards from the Chimaera Expansion Pack are bound to play a prominent role in your upcoming battles—as players everywhere look for ways to incorporate Grand Admiral Thrawn and Governor Pryce into their Imperial fleets.

What else will we find in the Chimaera Expansion Pack and Profundity Expansion Pack? We’ll take a closer look in our next previews, so stay tuned!

In the meantime, head to your local retailer to pre-order your copy of the Chimaera Expansion Pack (SWM29) or place your pre-order online through our webstore.

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in our forums!

Star Wars: Armada is an epic two-player game of tactical fleet battles in the Star Wars universe. Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wing and TIEs. As Rebel and Imperial fleets collide, it is your job to issue the commands that will decide the course of battle and, ultimately, the fate of the galaxy.

© & TM Lucasfilm Ltd.

 

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I Can’t Dance, I Can’t Sing, I’m Just Standing Here Selling Everything!

By Paizo

One Book, Unlimited Adventures! Blast hordes of reanimated skeletons with holy fire, explore new worlds in a steam-powered zeppelin, match wits with alien warlords, or invent your own entirely unique world. Unlimited adventure awaits you in the Genesys, a new roleplaying system from Fantasy Flight Games!

Providing character templates, equipment, and foes for five wildly different settings, the Genesys RPG: Core Rulebook Hardcover is a pathway to any roleplaying adventure you can imagine, from science fiction to fantasy to steampunk. Genesys utilizes the Narrative Dice System—which allows for creative storytelling that goes beyond success and failure, and allows every dice roll to impact the story in dramatic ways.

The Genesys RPG: Core Rulebook Hardcover features an explanation of the innovative narrative dice system and core mechanics of the game, an overview of five different settings in which to place campaigns, and advice for Game Masters to craft a myriad of adventures with unparalleled freedom.

Check out other great Roleplaying Games from Fantasy Flight available on paizo.com!

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Monday Preview – Witchling Handler

After a cold weekend here, it’s time for the Witchling Handler to warm us up as a part of our Monday Preview!  That sword looks nice and toasty, but I wouldn’t get too close!  Let’s take a peek!

Witchling Handlers are an advanced pursuit in the upcoming Through the Breach supplement, Above the Law. As one might expect, Witchling Handlers can order Witchling Stalker subordinate characters into combat, providing a very effective (and very volatile) fighting force. When a character becomes a Witchling Handler, she also gains a runed weapon that not only ignores the Incorporeal rule but also allows her to command all of her Witchling Stalkers with a single action. Furthermore, a bit of concentration while holding the runed weapon allows the Handler to discern the direction and distance to every Witchling Stalker under her control, which will no doubt open up some interesting “hide a Witchling in a crate” plans on the tabletop.

Beyond an increasing number of loyal Witchlings, Handlers gain a resistance to Burning (an occupational hazard of working with minions that explode in fireballs when killed), triggers to immediately end magical conditions, and an increased ability to wield fire magic.

Those Arcanists will never sleep peacefully again!

Come check out our forums to discuss!

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On December 7th, 1941, at 7:48 am Hawaiian time, the…

By Osprey Publishing

On December 7th, 1941, at 7:48 am Hawaiian time, the Imperial Japanese Navy commenced its audacious attack on the US Pacific fleet at Pearl Harbor.

In this illustration by artist Adam Hook, the USS Nevada has just passed 1010 Dock in her run for safety towards the open sea. She had already sustained one torpedo hit at berth, but now the second wave of Japanese planes (Val dive-bombers, led by Lt. Saburo Makino from the carrier Kaga) swooped in to attack her. Some came from the southwest, some attacked her from the southeast, the aim being to split the American AA fire. The attack was concentrated and she was hit several times. Thomas, her acting commander, decided to beach her on Hospital Point shortly afterwards, to avoid the risk of blocking the channel and preventing other ships from escaping.

On December 7th, 1941, at 7:48 am Hawaiian time, the Imperial Japanese Navy commenced its audacious attack on the US Pacific fleet at Pearl Harbor.In this illustration by artist Adam Hook, the USS Nevada has just passed 1010 Dock in her run for safety towards the open sea. She had already sustained one torpedo hit at berth, but now the second wave of Japanese planes (Val dive-bombers, led by Lt. Saburo Makino from the carrier Kaga) swooped in to attack her. Some came from the southwest, some attacked her from the southeast, the aim being to split the American AA fire. The attack was concentrated and she was hit several times. Thomas, her acting commander, decided to beach her on Hospital Point shortly afterwards, to avoid the risk of blocking the channel and preventing other ships from escaping._0

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The Second Invasion begins— High-tech death machines are now fighting…

By Wings of Glory

The Second Invasion begins— High-tech death machines are now fighting against our bravest pilots. Find out about the Mk.III and Mk.IV in our latest Kickstarter udpate.
https://www.kickstarter.com/projects/1402889231/tripods-and-triplanes-the-war-of-the-worlds-in-win?ref=ex6q7t

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