Krowe Blog

Spreading War

Published 8 July 2021

|
Journeys in Middle-earth

Spreading War

Announcing a New Expansion for The Lord of the Rings: Journeys in Middle-earth

“These are the Rohirrim, as we name them, masters of horses, and we ceded to them the fields of Calenardhon that are since called Rohan; for that province had long been sparsely peopled. And they became our allies, and have ever proved true to us, aiding us at need, and guarding our northern marches and the Gap of Rohan.” – Faramir

War has come to the realm of Men. Shadows spread throughout Rohan and Gondor, from the tangled depths of Fangorn Forest to the haunted ruins of Osgiliath. You have encountered ruthless mercenaries that have invaded the kingdoms of Men under orders from a mysterious figure, and now you must strike out to hopefully quell the tide of violence before it becomes too great.

Fantasy Flight Games is proud to announce the Spreading War expansion for The Lord of the Rings: Journeys in Middle-earth!

Taking place in the proud kingdoms of Gondor and Rohan, this expansion unlocks an all-new campaign with fifteen scenarios that see you traveling between the kingdoms and defending them from enemy forces. Spreading War also comes with six new heroes, over 20 enemy miniatures, 18 double-sided journey map tiles, new roles, new terrain types, and much, much more!

The kingdoms of Men call for aid. Will you answer? Gather your Fellowship and rise to the challenge in Spreading War!

Stalwart Companions

With an onslaught of brutal mercenary attacks targeting both Gondor and Rohan, it will take a group of courageous heroes to withstand the assault and push them back. Fortunately, Spreading War provides six new heroes to help defend the kingdoms of Men, each bringing their own unique strengths and skills to your Fellowship.

First among these fine heroes is

Beorn

, the taciturn shapeshifter whom Bilbo and the Traveling Company encountered on their journey to Erebor. More at home in the woods than among people, Beorn excels at scouting and safely making his way through the wilderness of Middle-earth. The greatest—and most iconic—feature of this soft-spoken beekeeper is his ability to transform into a hulking beast of great spirit and might. Use Beorn’s innate ability to help you search your skill deck for

The First Beorning

, then prepare it to transform into

The Great Bear

. As part of this transformation, you will actually swap Beorn’s character card, equipped items, and plastic figure to those of the Great Bear, which means Beorn is essentially two heroes in one!

Though he cannot equip normal items while in his bear form, there can be no mistake that Beorn is a powerful figure on the battlefield. With a whopping 5 might, Beorn can use his

Rending Claws

to reliably rip through enemies, and his

Hoary Coat

lets him shrug off even the most gruesome of injuries. When you are ready to shed your bear form, take advantage of The Great Bear’s extra cost to interact and discard The First Beorning from play to walk as a man once more.

Even while he isn’t a bear, Beorn is a versatile hero. Use

Beast Tongue

in tandem with Beorn’s innate ability to scout for free and gain another action, then attack an enemy as a

Friend of Bees

to stun them. If you defeat them, you can use

The Day Will Come

to scout again, allowing you to fish for The First Beorning if you feel like donning the guise of The Great Bear once more.

Beorn’s affinity with the wilderness makes him an excellent guide, which also happens to be one of the six new roles added in the Spreading War expansion! Point your allies to

The Way Forward

to help everyone move further toward the goal, then use the

Great Hound

to take even further advantage of Beorn’s innate ability.

We will go into further detail on the other five new heroes included in Spreading War in a future preview, so stay tuned!

A Growing Threat

Whether you serve as a Guide for your allies or help defend them as another role—such as Shieldmaiden—your mission in Spreading War remains the same: protect the kingdoms of Gondor and Rohan from the Enemy’s mercenary onslaught. The campaign of this expansion spans the length of a year in-game, and the decisions you and your fellow heroes make across all four seasons will shape the twists and turns of the story. At certain story beats, you will be able to travel between the two kingdoms, but choosing when to do so will have lasting effects on how the campaign plays out. Will your Fellowship focus on bolstering one kingdom’s defenses over the other? Or will you prioritize gathering information and investigating the mastermind behind the threat?

The mercenary threat is not to be trifled with. You may even find yourselves facing a powerful War Oliphaunt!

These adventures will bring you face-to-face with the aforementioned mercenaries and other dark forces as you travel between Gondor and Rohan, and the longer it takes you to find the orchestrator of the assaults, the harder they will become to repel. In the spring, the mercenary threat is small and easier to handle, but by the time autumn rolls around they will be truly formidable. New enemy types like the War Oliphaunt, Soldier, and Fell Beast all behave in ways that shake up the flow of combat, such as allowing other enemies more movement or inflicting the new banes on the players—we’ll go into more detail on those at a later date.

Against the Tide

You and your Fellowship will have your work cut out for you as you toil to defend two kingdoms from their relentless, brutal attackers. And behind it all, a dark mastermind manipulates the events toward their own mysterious, shadowy ends. Will you be able to halt the spread of war? Build a new Fellowship and rise against the darkness when the Spreading War expansion for Journeys in Middle-earth arrives this October!

Pre-order your copy of Spreading War (JME08) at your local retailer or online at our web store today!

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A Summer of Horror

Published 2 July 2021

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Arkham Horror: The Card Game

A Summer of Horror

The Arkham Horror Files Took Over June!

“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.”
     –H.P. Lovecraft

Set amid a backdrop of Lovecraftian horror, experience the mysteries, mythos and monsters in the expansive game titles known as the Arkham Horror Files. It truly is a summer of horror, since the Arkham Horror Files took over the month of June! Take a look below to see all of the great Arkham games and expansions that were released or announced this month.


Secrets of the Order – Available Now!

The unquiet spirits of the dead cry out and ghouls stalk the midnight streets of Arkham. Derelict portals yawn open between our existence and the horrific unknown, and even in the storied French Hill neighborhood, the Order of the Silver Twilight plots their path to greater power.

This new expansion brings investigators to the classic neighborhood of French Hill while also sending them beyond our reality into the depths of the terrifying Underworld. Two new double-sided map tiles bring the older regions of Arkham, Massachusetts to life, including the aforementioned French Hill neighborhood, as well as the Underworld itself. Four more investigators join the party, ranging from the steadfast soldier Mark Harrigan to the confident aviatrix Winifred Habbamock. The investigators’ jobs will not be easy—this expansion brings three entirely new scenarios into the fold, challenging investigators with restless spirits, secret cultists, and the depths of the Underworld itself. With over 130 new encounter and event cards, new assets, monsters, conditions, and a new type of map tile, Secrets of the Order opens a portal to a hoard of content, pulling you into some truly terrifying tales.

This is not a standalone product. It requires the Arkham Horror Third Edition Core Set to play.


By the Book and Roland Banks Parallel Investigator Card – Available Now!

A brand new batch of print-and-play content for Arkham Horror: The Card Game is here! Following the parallel versions of investigators Daisy Walker, “Skids” O’Toole, and Agnes Baker, this time you’ll take on the role of Roland Banks and uncover a conspiracy the likes of which you’ve never faced in Arkham LCG before.

Yet another body has been uncovered in the Black Cave. With due diligence, you seek the trush and believe the mastermind of the murders is a congressman, Mr. Grey. This is an unprecedented case for you; will you be able to take down such a powerful politician and his ring of conspirators?

Arkham Horror: The Card Game core set is required to play.


Edge of the Earth Investigator Expansion – Pre-Order Now!

In the far, uncharted reaches of Antarctica, unspeakable horrors dwell on the edge of shadows. They lurk, wait, and watch, and with them comes a secret so ancient and profound that it threatens to tear apart our very understanding of the planet we call home- if it doesn’t tear apart reality itself first. Thus, our intrepid investigators must delve into the mysteries of the great southern ice sheets and, hopefully, uncover the truth before it is too late. 

In the Edge of the Earth Investigator Expansion, you’ll find a treasure trove of player cards the likes of which you’ve never seen in Arkham history. With five investigators and around 250 cards to expand your deckbuilding options, you won’t want to miss this opportunity to strengthen your player card content like never before.

Arkham Horror: The Card Game core set is required to play.


Edge of the Earth Campaign Expansion – Pre-Order Now!

In the far, uncharted reaches of Antarctica, unspeakable horrors dwell on the edge of shadows. They lurk, wait, and watch, and with them comes a secret so ancient and profound that it threatens to tear apart our very understanding of the planet we call home—if it doesn’t tear apart reality itself first. Thus, our intrepid investigators must delve into the mysteries of the great southern ice sheets and, hopefully, uncover the truth before it is too late. Will they save the world? Or will they perish in the icy depths?

The Edge of the Earth Campaign Expansion has no player cards in sight. Instead, this expansion contains over 300 scenario cards to support the entirety of the Edge of the Earth campaign, including the materials for a breathtaking new story, branching paths, and more. The best part? All you need is a core set and a copy of this expansion to jump right into this chilling tale—no other materials required! While we will no longer be releasing monthly Mythos packs going forward, this single expansion contains about the same amount of content as an entire cycle from the old release model. It’s a full campaign all in one package!

Arkham Horror: The Card Game core set is required to play.


Unfathomable – Pre-Order Now!

The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the Atlantic Ocean. Its unsuspecting passengers fully anticipated a calm journey to Boston, Massachusetts, with nothing out of the ordinary to look forward to. However, strange nightmares plague the minds of the people aboard the ship every night; rumors circulate of dark shapes following closely behind the ship just beneath the waves; and tensions rise when a body is discovered in the ship’s chapel, signs of a strange ritual littered around the corpse. This voyage began like any other, but now it seems that the Atlantica may never reach its destination.

Immerse yourself among the passengers and crew of the SS Atlantica in this game of hidden loyalties, intrigue, and paranoia for three to six players. Some players are humans who are fighting for the survival of the ship, while others are traitors sent aboard the ship by mysterious beings to ensure that it never reaches port! Because player loyalties are hidden, determining who is friend and who is foe is critical to winning a thrilling game of Unfathomable.


Arkham Horror: The Card Game Revised Core Set – Pre-Order Now!

The boundaries between worlds have drawn perilously thin. Dark forces work in the shadows and call upon unspeakable horrors, strange happenings are discovered all throughout the city of Arkham, Massachusetts, and behind it all an Ancient One manipulates everything from beyond the veil. It is time to revisit that which started it all…

With a revamped system of organization and a number of quality-of-life improvements, this new version of the beloved LCG’s core set is the perfect way for someone to dive into the game. The box comes with everything you need to get your Arkham campaigns started, including enough cards and components for up to three other players to join you in your quest against the Mythos.

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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.

Legendary Wallpapers

Published 29 June 2021

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Descent: Legends of the Dark

Legendary Wallpapers

New Descent: Legends of the Dark Mobile Wallpapers Available Now

Terrinoth is in peril. The demon-tainted Uthuk Y’llan barbarians stalk the realm and the undead servants of Waiqar the Undying venture beyond their borders for the first time in memory. The leaders of Terrinoth are divided and fractious, unable to unite against these common threats. And in the northern barony of Forthyn, the stage is set for the next great confrontation between Terrinoth and the forces of darkness…

Get ready for Descent: Legends of the Dark, the definitive dungeon-crawling board game by outfitting your mobile device with this exclusive wallpaper. We’ll be releasing additional wallpapers as we get closer to the August 2021 release of Descent: Legends of the Dark. Make sure to follow us on our social media channels for all the latest updates!

To download on an iPhone/Android phone, first click on the thumbnail. When you see the full image, press the image and hold until you see “Save Image/Download Image”. Once the image has been saved, you’ll need to set it as a wallpaper in your device’s settings.



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Descent: Legends of the Dark releases in August 2021. Pre-order the cooperative, dungeon-delving board game and the official game mat today through our webstore!

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© and ™ Fantasy Flight Games.

Guided by the Unseen

Published 28 June 2021

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Arkham Horror: The Card Game

Guided by the Unseen

New Arkham Horror: The Card Game FAQ Now Available

The next edition of the official Arkham: Horror the Card Game FAQ v1.9 is now available! Read on for more information on the erratas, List of Taboos, and updates to the FAQ release schedule from Game Designers MJ Newman and Jeremy Zwirn.


Greetings, Arkham Horror: The Card Game players!

With The Innsmouth Conspiracy coming to a close and a new and exciting story on the horizon, it is time once again to revisit the official FAQ and Taboo Cards with some revisions and alterations. Today, we’d like to explain each of the changes and reveal some of the logic behind which cards we’ve chosen to alter and why.

We’d also like to explain the FAQ schedule so that players know what to expect. In general, starting now, we plan on updating the FAQ about twice a year, before and after each campaign release. This gives players a nice launching point for a new campaign as they build investigator decks, and gives cards their chance to shine for a short while before we even consider an errata or taboo. That said, we can still make emergency FAQ updates if something is particularly problematic. So, with this being the period between The Innsmouth Conspiracy and The Edge of the Earth, let’s take a look at the changes.

Erratas List

Before we go into the List of Taboos, I wanted to address a few erratas.

Generally speaking, we try to avoid issuing too many erratas, since we prefer cards to do what they say, and not require players to look up what a card really does when told it actually operates differently. However, when a card’s functionality is unclear, or when it has unintended consequences that may warp the game environment in a negative way, we want to tackle those issues, preferably in the most intuitive and easy-to-understand way possible.

The first of these erratas is to

Wendy’s Amulet

 (Core 14). This is a core set card that has seen some unintended consequences given that not every event is discarded after it is played, as its ability would suggest. The infamous “infinite Premonition Wendy” deck is a prime example of why this is a problem, but there are other potential infinite combos we want to quash before they get out of hand. The new errata essentially treats events that enter play and are then discarded the same way as events that are played for the purposes of Wendy’s Amulet, which prevents such infinite loops.

Next is

The Hungering Blade

 (Dream-Eaters 18) and Crystallizer of Dreams (Dream-Eaters 24). Because these cards were worded slightly differently from similar cards (like Summoned Hound), they had different gameplay ramifications. This change puts all of these cards in line with one another, so that they all work similarly, and helps to clarify the difference between “play” and “put into play.” We’ve also made a similar change to Dexter’s alternate signature weakness,

Yaztaroth

(Novella 18).

Next,

Seeking Answers

(level 2) (Harvey Starter 27). This card is currently unclear as to how many clues it discovers—while it does specify “2 total clues,” it also does not explicitly replace the standard effects from an investigation, so some players (rightfully) interpreted it to discover 3 clues in total. While some may consider this a balance errata, we’re making this change here instead of the taboo list because the sheer volume of questions regarding how many clues this card discovers reveals that this more of a functionality error than a balance problem. So we’re issuing an errata to bring the card in line with its original intent, which also clarifies its usage.

Finally, we are issuing an errata to

Guided by the Unseen

(Innsmouth Conspiracy 223) to prevent players from using its ability an infinite number of times simply to trigger all of their Research effects. This is an obviously unintended consequence of how the card is worded, so we’re adding a simple “Limit once per test” to the end of its ability to prevent this kind of abuse while still retaining the card’s core functionality.

Taboo List Explained

Now for the List of Taboos. Again, since we are in between campaign releases, now is the best time to re-evaluate the cardpool and make tweaks to ensure a healthy deckbuilding environment. We’re making a handful of very precise updates to the Taboo List this time around. The goals are (1) to prevent certain cards from dominating players’ decks while still allowing those who wish to use them without limit to do so by breaking taboo, and (2) to give those players who do follow the taboo list some exciting new options they may have never considered before.

Before we get into the changes, I’d like to once again explain a bit of the thought process behind the List of Taboos. Generally speaking, we want to make changes that are intuitive and easy to remember. Changes to deckbuilding restrictions (such as experience adjustments, or adding the exceptional keyword) are favorable, since you only ever need to think about them outside of gameplay. Once the card is in your deck, it functions as printed. In some ways, the Chained/Unchained list operates similarly to a “restricted list” in many of our other games. It doesn’t change the way the card functions or disallow you from using the card—it simply limits the extent to which you can include lots of similarly powerful cards in your deck. 

However, sometimes a simple experience adjustment is not enough, and we must tackle the text of the card itself with a Mutation. Again, our goal is to keep these changes as intuitive and easy to remember as possible. Changing the card’s resource cost or its number of uses is generally a non-option since it is cumbersome and hard to remember. Adding a limit or a “remove from game” effect is much more favorable. Some mutations are a bit more complex, but if they feel thematically appropriate, that can make the new text easier to remember. We also want to ensure that any changes to the text still fit within the card’s text box without making the card too cluttered or impossible to read, since we offer these updated tabooed cards as a downloadable PDF.

We also want to avoid a situation where a card is on more than one list within the Taboo List (for example, Mutated and also Chained), because we feel that may be too cumbersome and difficult to remember. So, when we make a change, it is either (1) to preserve its game text by chaining/unchaining it, or (2) to preserve its level by mutating it.

Finally, as a reminder, the taboo list is not designed to strike the perfect balance in terms of raw numbers. We know that there may be some weak cards we’re not bolstering or powerful cards we’re not nerfing. To make all of those changes would make the List of Taboos enormous and unwieldy, and it would consume dozens upon dozens of hours of development time. Instead, our goals with these changes are to limit potential abuse with precise scalpel changes, and enforce some big shifts in the game’s meta using huge “whoa!” chains or mutations that force players to reconsider cards that were previously “auto-includes” or “binder-fodder.”

This time around, we’re experimenting with something a little different, and shifting our attention almost exclusively over to the mutated list. This shouldn’t be construed as a change in the team’s way of thinking; more of a temporary reaction to the response regarding specific cards, and as a thought experiment to see how players react to certain problem cards undergoing a change in text rather than experience level. This includes us moving some cards from chained/unchained over to the mutated list with updated text. Let us know what you think!

Taboo List Additions

So, without further ado, let’s take a look at the changes to the List of Taboos in the new edition of the FAQ.

Elusive

(Core Set 50) (Mutated): This card has been on the chained list for quite some time, but we want to try a slight alteration to its card text in order to allow player to still include it at level 0. We want the primary use of this card to be a panic button when engaged with an enemy you don’t want to fight—not simply as a hyper-efficient means of teleporting across the map. This change also has the beneficial side effect of making other “teleport” cards a lot more viable by removing the objectively best teleport option from the game. We’re hoping to see more cards like Astral Travel as a result. There may also be more teleport cards in the future, so consider this a bit of future-proofing.

Springfield M1903

(Dunwich Legacy 226) and

Telescopic Sight

(Circle Undone 230) (Mutated): These two cards were previously a bit overpriced in terms of experience. We thought that unchaining the Springfield would help it see play, but as it turns out, other firearms still push it out of the meta. We could unchain it further, but we’re very wary of having it be any lower than 3 experience. This new change is what I would call “strapping the card to a rocketship and sending it into space.” By altering their game text to give them a significant boost in power while keeping their xp levels high, we hope to see these cards form the cornerstone of a new strategy as originally intended, rather than never see play. It is worth noting that the wording on the Springfield was specifically written differently from Telescopic Sight and Marksmanship in order to allow it to combo with those two cards. (In other words, if you use Marksmanship with the Springfield, you can now hit an enemy from two locations away!)

Eucatastrophe

(Circle Undone 324),

Three Aces

(Dream-Eaters 199),

A Watchful Peace

(Innsmouth Conspiracy 269), and

Hallow

(Innsmouth Conspiracy 301) (Mutated): These four cards are powerful, but only a problem when spammed repeatedly using recursion effects. These simple mutations are intuitive and easy to remember. They keep the cards’ functionality and skill ceiling the same for the vast majority of players, while preventing the cards from being abusable, which is precisely what we want.

Pendant of the Queen

(Dream-Eaters 22): Like the four cards above, this is another fun card that is particularly problematic when combined with search effects that allow a player to get its 3 segments out immediately after the pendant “breaks” and separates. We previously tackled this card by simply chaining its 3 segments, but we want to instead try a mutation that brings it back to its previous power level while limiting the potential for abuse. The nice thing about this change is that (1) Mandy should still like the card, since she can still get the pendant out quickly using search effects, and (2) it makes cards like Recharge and Eldritch Sophist a little more viable, since now adding charges is the only way to give the Pendant more than 3 uses.

That’s it for this update, but there are other cards on our radar as well. This doesn’t mean they are guaranteed to see a change in the future; it just means that we’re keeping an eye on them for one reason or another. So if you’re surprised a card hasn’t made this list, there are several potential reasons for this. (1) The card may be already receiving a change in power level in the future, in the form of other as-of-yet-unseen cards that combo with it or provide alternative “sidegrades.” (2) We may already have a taboo in mind, but require some more time to playtest it to make sure it accomplishes our goals and doesn’t have any unintended consequences. (3) We are aware a card is too weak or too powerful, but have intentionally left it off the list so as to avoid overbloating the taboo list. Keep in mind that the taboo list is not meant to be a comprehensive balance list. If the metagame is like a seesaw, we would rather see it teeter back and forth than be perfectly level 100% of the time.

That’s all for now. The team is very excited for what is in store in the future. For now, stay tuned and good luck!

 

Download the complete FAQ here. To learn more about The Edge of the Earth, the newest pair of expansions for Arkham Horror: The Card Game, click here. For more information on all Arkham Horror: The Card Game products, visit the game’s page here.

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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.

Unfathomable Wallpapers

Published 25 June 2021

|
Unfathomable

Unfathomable Wallpapers

All-New Unfathomable Mobile Wallpapers Now Available

The steamship Atlantica makes way to Boston, but dark shadows trail the ship, staying just out of sight beneath the waves. Your fellow passengers seem unnaturally fixated, staring out to sea with a silent, desperate longing. Your dreams are plagued by eerie underwater nightmares. And now, a passenger has been murdered. This voyage began like any other, but now it seems that the Atlantica may never reach its destination.

Prepare to dive into Unfathomable, the all-new board game full of hidden loyalties, intrigue, and paranoia, by downloading this exclusive wallpaper for your mobile device. Inspired by the art on the card backs in the game, we’ll be releasing additional wallpapers as we get closer to the release of Unfathomable. Make sure to follow us on our social media channels for all the latest updates!

To download on an iPhone/Android phone, first click on the thumbnail. When you see the full image, press the image and hold until you see “Save Image/Download Image”. Once the image has been saved, you’ll need to set it as a wallpaper in your device’s settings.

 



Click Here to Download

 

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© and ™ Fantasy Flight Games.

A Revision to Horror

Published 24 June 2021

|
Arkham Horror: The Card Game

A Revision to Horror

Announcing the Arkham Horror: The Card Game Revised Core Set

The boundaries between worlds have drawn perilously thin. Dark forces work in the shadows and call upon unspeakable horrors, strange happenings are discovered all throughout the city of Arkham, Massachusetts, and behind it all an Ancient One manipulates everything from beyond the veil. It is time to revisit that which started it all…

Fantasy Flight Games is proud to announce the Arkham Horror: The Card Game Revised Core Set!

With a revamped system of organization and a number of quality-of-life improvements, this new version of the beloved LCG’s core set is the perfect way for someone to dive into the game. The box comes with everything you need to get your Arkham campaigns started, including enough cards and components for up to three other players to join you in your quest against the Mythos. Read on to learn more about Arkham Horror: The Card Game and why it has captivated players for almost five whole years!

Note: Veterans of the Arkham LCG will already know the information in the next section, and thus will want to skip ahead to the “What Has Changed” section of this article.

What is Arkham Horror: The Card Game?

For those of you who have never played Arkham Horror: The Card Game before, this game is a cooperative Living Card Game set in the early 1900s against a backdrop of Lovecraftian horror. As unspeakable evils and unknowable horrors seek entry to our world, one to four investigators work to unravel the arcane mysteries and conspiracies before it is too late.

Each player assumes the role of one of these investigators and builds a deck of cards that represents the abilities and assets of that character. During your turn, you can put cards into play, move your investigator from location to location, investigate for clues to advance the story, or attack—and hopefully defeat—a monster. Once all players have taken their turn, the game shifts focus to the machinations of the Mythos, and new threats will spawn that you and your fellow investigators will need to deal with. If you take too long, then the enemy’s agenda will advance, which could lead to an unfavorable outcome for the scenario!

An investigator has six stats that help determine who they are: their health, their sanity, and their four skills. Their health is denoted by the number over the red heart icon on their investigator card, and it represents how much physical damage that investigator can take before being defeated. Their sanity is denoted by the number over the blue brain icon, and it represents how much “horror” they can sustain before succumbing to madness.

The investigator’s skills—willpower, intellect, combat, and agility—are represented by the four numbers and symbols in the top-right of their investigator card. The numbers represent how skilled the investigator is in that particular subject; the higher the number, the better. You will use these skills for pretty much everything as you play through a scenario, such as utilizing your investigator’s combat skill to attack a monster or using their intellect to investigate for clues. There is never a guarantee that you will succeed at a particular challenge, so you will always need to stay on your guard and seize as many opportunities as you can.

Beyond their skills, each investigator has their own additional strengths and weaknesses, and we mean that literally! As part of your deck, you will have your investigator’s signature asset card and signature weakness card. For example, the hardboiled fed

Roland Banks

(Revised Core Set, 1) has his trusty

.38 Special

(Revised Core Set, 6), the abilities of which work well with his innate ability to discover clues while defeating monsters. However, as someone who wishes to maintain order, sometimes Roland is compelled to

Cover Up

(Revised Core Set, 7) the horrors he encounters, hindering his progress and possibly even inflicting mental trauma, which permanently lowers his sanity.

You will have other, non-signature weaknesses included in your deck as well, which represents how the heroes of Arkham Horror LCG are not perfect beings—they’re human, and humans are flawed. Rising to the challenge and defeating the forces of the Mythos in spite of these flaws is part of what makes this game so thrilling to play!

What Has Changed?

To be honest, nothing about the game itself has changed. This is still the same Arkham Horror: The Card Game that many have come to know and love over the past five years, and none of the cards included in the Revised Core Set are new to the game. The rules are the same, the campaign is the same, the experience is the same. Even the cards are mostly the same, with the only difference being the inclusion of a handful of higher-level cards from some of the game’s earlier expansions to give newer players more options when spending experience. But even then, these cards already exist as part of the game, which means if you already have all the existing Arkham Horror LCG products, then there will not be anything in the Revised Core Set that you need for yourself.

However, this is the perfect opportunity to introduce a friend or family member to the game. The Revised Core Set comes with everything a newcomer needs to get their Arkham Horror LCG collection started, including a full playset of cards and components to support up to four players for the initial campaign.

Some cards, like the investigator cards shown above, have new artwork this time around. Their mechanics and stats, however, are exactly the same as before.

The contents of the box have received an organizational upgrade, meaning that it’s much easier to find specific cards than it was before. Each investigator is packaged right alongside all the cards in their suggested starting deck, and each scenario has all of its cards packaged separately from the others, which means all you will need to do to get started is shuffle the decks and you’re ready to go. On top of that, some additional quality-of-life improvements have been made, such as new numbered resource and clue/threat tokens and even a lead investigator token!

If you have already played Arkham Horror LCG with a friend but have been waiting to get your own copy, then you will love how you can pick up the Revised Core Set and start playing just moments after you open the box. There really is no better time to dive into this fantastic game!

Unending Thrills

2021 is already shaping up to be an exciting year for Arkham fans, and now even more people will learn exactly why everyone is so excited. Do you have what it takes to stop the Mythos? Find out when the Arkham Horror: The Card Game Revised Core Set releases this October!

You can pre-order your own copy of the Arkham Horror: The Card Game Revised Core Set (AHC60) at your local retailer or online through our webstore today!

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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.

Play-and-Share Promos

Published 23 June 2021

|
Arkham Horror: The Card Game

Play-and-Share Promos

All of the Play-and-Share Promos in One Place

The FFG Play-and-Share Campaign has officially come to a close. On behalf of everyone at Organized Play, we’d like to give a huge thanks to everyone who participated!

In case you missed out on any of the print-and-play promos that were unlocked as part of this campaign, you’ll find each of them listed below!


Arkham Horror: The Card Game

Daisy Walker (Standard) 

Daisy Walker (Parallel)

“Skids” O’Toole (Standard)

“Skids” O’Toole (Parallel)


Legend of the Five Rings: The Card Game

Cloud the Mind

Fiery Vengeance

In Search of Self

Ornate Fan

Speak to the Heart

Tides of War


Marvel Champions: The Card Game

Black Panther Resource Cards

Captain America Resource Cards

Captain Marvel Resource Cards

Iron Man Resource Cards

Ms. Marvel Resource Cards

She-Hulk Resource Cards

Spider-Man Resource Cards

Thor Resource Cards

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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.

Heroes of Legend

Published 22 June 2021

|
Legend of the Five Rings LCG

Heroes of Legend

Nine New Print-and-Play Characters for L5R Are Available Now

 

 

Introducing the Print-and-Play Heroes of Legend for Legend of the Five Rings: The Card Game is now available to download. Read on for more information on this exciting addition to the game from Game Designer Tyler Parrot. 


While the Under Fu Leng’s Shadow expansion serves as a capstone to Legend of the Five Rings: the Card Game, there are still a handful of cards that were designed for future inclusion in the game that we would like to share with the online community. To that end, nine unique characters, the Heroes of Legend, are now available for download as print-and-play cards.

Originally designed to be prize cards for the 2021 Kotei Series, these characters embrace L5R’s theme of players influencing the game by allowing players to customize the very cards that are included in their deck. Each character has four abilities available, only two of which can be used during play. However, each player may choose to use a different combination of abilities, resulting in characters who operate very differently when played by different players. While there are only nine characters among the Heroes of Legend, there are 54 different ways to customize them!

Before a player shuffles a Hero of Legend into their dynasty deck, they must check off (or fill in) two of the boxes in the card’s text box to indicate which two abilities they have selected for that hero. Once marked, the selections cannot be changed, and a card with more than or fewer than 2 boxes checked is invalid for play. Multiple copies of the same character in the same deck do not need to all share the same selected abilities. As with any other card, no more than 3 copies of a character can be included in a player’s deck by title. Additionally, Akodo Toturi and Toturi (the rōnin) cannot be included in the same deck—Toturi’s text preventing this is active regardless of which abilities are selected for his card.

These characters were chosen to be our final protagonists for the Scorpion Clan Coup storyline because their story arcs were most involved in both the LCG’s initial stories and because they were protagonists involved in the events related to the Coup. And after seeing how popular Katsuo the Peasant turned out to be in the Battle of Cherry Blossom Snow, it felt like he deserved to join the Heroes of Legend as the smallest of the bunch.

As a game designer for L5R, I wanted to explore design space that empowered players to customize their game further than ever. I hope you all enjoy playing with your favorite version of these prominent protagonists!

The free Print-and-Play Heroes of Legend cards are available now! Download under the Print-and-Play Cards in the Support Section here.

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Available Now: June 18

Published 18 June 2021

|
KeyForge

Available Now: June 18

New Products Now Available

Check out the latest product from Fantasy Flight Games, now available online through our webstore or at your local retailer!


Drax Hero Pack 

Killed by Thanos in a wicked act of cruelty, Arthur Douglas was reincarnated as Drax, a knife-wielding warrior with a thirst for vengeance. Now a member of the Guardians of the Galaxy, Drax travels far and wide, driven and determined to put an end to the mad titan once and for all.

As a member of the Guardians of the Galaxy, Drax charges into the scene with unrelenting fury in this expansion pack, which introduces Drax as a brand-new playable hero, along with his fifteen signature cards. With a pre-built Protection deck ready to go, you’ll be able to try out Drax’s unique vengeance-fueled gameplay from the moment you open the box. Punish the villains who wrong you and show them why Drax is a force to be reckoned with!

Not a standalone expansion. Marvel Champions: The Card Game Core Set required to play.

Pick up your own copy of the Drax Hero Pack (MC19en) at your local retailer or online through our webstore today!


Under Fu Leng’s Shadow 

The Shadowlands have always threatened the southern border of Rokugan—but now, the aimless and disorganized hordes of foul goblins, shambling undead, lost samurai, and hideous monsters have been united under a single vicious ruler. A monstrous oni stomps toward the Emerald Empire, leading waves upon waves of deadly foes to breach the Great Carpenter Wall. It is the greatest threat that Rokugan has faced in centuries—and even if the clans can unite, there is no guarantee that they will survive.

The Under Fu Leng’s Shadow Premium Expansion is stuffed with 271 new cards for Legend of the Five Rings: The Card Game, and at the same time, it introduces two brand-new ways to play the game! Almost half of the new cards contained in this expansion are fully dedicated to the brand-new Shadowlands faction, and you can battle against the awe-inspiring might of the Shadowlands using two new game variants. You might choose to play the cooperative variant, either playing solo or teaming up with your friends to take on a mighty Shadowlands warlord. Or, you could embrace the darkness in a challenge variant, allowing one player to lead the forces of the Shadowlands into battle against two to four other players.

Whether you battle the rising darkness together with your friends, challenge them to fight the Shadowlands hordes under your command, or use this expansion’s clan cards in your stronghold or skirmish games, Under Fu Leng’s Shadow is packed to bursting with exciting new content for every Legend of the Five Rings: The Card Game player.

Pick up your own copy of Under Fu Leng’s Shadow (L5C42) at your local retailer or online through our webstore today!


Dark Tidings Deluxe Deck 

Dive beneath the waves of the Crucible’s oceans with Dark Tidings, the fifth set of Archon Decks for KeyForge, the world’s only Unique Deck Game! Dark Tidings introduces a brand-new House to the game: the Unfathomable. Replacing Dis in the current cardpool, the Unfathomable specialize in controlling their opponents by exhausting enemy creatures. What’s more, every House gains the power to call upon the tides of the Crucible, gaining advantages from high tide and avoiding the punishments of low tide. Finally, Dark Tidings also brings the possibility of evil twin decks into the game! Any evil twin deck is an exact copy of another deck in existence, except with many of its cards exchanged for their “evil twin” versions, featuring alternate abilities, graphic design, and art.

Each Dark Tidings Deluxe Deck contains a single, ready-to-play 36-card deck, bringing together three of the diverse Houses of the Crucible into a single deck—featuring its own mix of cards and unique from every other Archon Deck in existence. You’ll also find all of the tokens that you need for a single player to start playing the game of KeyForge!

Pick up your own copy of Dark Tidings Deluxe Deck (KF13) at your local retailer or online through our webstore today!

 

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By The Book

Published 18 June 2021

|
Arkham Horror: The Card Game

By The Book

All-New Print-And-Play Parallel Investigator & Scenario for Arkham Horror: The Card Game

 

Yet another body has been uncovered in the Black Cave. With due diligence, you seek the truth and believe the mastermind of the murders is a congressman, Mr. Grey. This is an unprecedented case for you. Will you be able to take down such a powerful politician and his ring of conspirators?

Today, we’re proud to reveal another new parallel investigator for Arkham Horror: The Card Game, now available for print-and-play! Following Daisy Walker, “Skids” O’Toole, and Agnes Baker, you can download Roland Banks and the By the Book challenge scenario today! Designer Jeremy Zwirn shares his thoughts on parallel Roland Banks and By the Book.

Power with Regulations

I’ve always enjoyed Core Set Roland Banks, a strong and straightforward investigator. I wanted his parallel version to remain powerful but explore the other end of the complexity spectrum. Much like his challenge scenario, parallel Roland Banks can feel very puzzle-like as you try to unlock and optimize his potential. This version allows you to customize Roland by choosing three of five unique Directive assets to add to your deck. Each of these assets has a good ability (along with a drawback) and mixing and matching these assets makes parallel Roland a fun and interesting investigator to play. Some of the Directives also encourage investigators to use underplayed yet thematic cards, such as

Handcuffs

(The Depths of Yoth, 265) and

Interrogate

(The Circle Undone, 20).

Roland follows the rules, fair and square. This is represented by a different “regulation” ability on each of his Directive assets, which puts a restriction on how you play the game. For example, the

Directive “Red Tape”

(Parallel Investigators, 26) has the regulation “You cannot play more than 2 cards each round.” Roland Banks must stick to procedure, even if that means taking longer to play his cards. Building your deck with these restrictions in mind is important to having success with this new version of Roland.

The backside of parallel Roland Banks pushes his deckbuilding in a different direction. Unlike his Core Set version, this version doesn’t have access to powerful Guardian cards level 4-5 or to most Seeker cards. Instead, it has access to Insight and Tactic cards level 0-3, such as

Drawn to the Flame

(Core Set, 64) and

Winging It

(The Depths of Yoth, 272). It also provides 5 additional experience to jumpstart your campaign with.

Uncovering a Conspiracy

I had two main goals when designing this challenge scenario: to have it be similar yet different from The Midnight Masks, and to make it feel personal.

I love scenarios that have a “high-score” aspect to them, such as The Midnight Masks. “How many cultists did you get? I’m sure you can top that the next time you play.” Having a simple goal with room for improvement makes a scenario fun and replayable. I increased the top score of six cultists in The Midnight Masks to ten in By the Book. I also changed how you find them by having each location begin the game with one random facedown cultist. This allows investigators to take different routes through Arkham and incentivizes them to engage multiple cultists at once in order to be more efficient at bringing them to the

Arkham Police Station

(Parallel Investigators, 36). Abiding by his conscience, Roland uses a nonlethal approach to this investigation, which means you can’t simply defeat the cultists in this scenario; you must parley with each of them.

By the Book is about Roland Banks. Roland is quickly becoming a thorn in Mr. Grey’s side and, if the politician’s underlings don’t deal with him, Mr. Grey will confront Roland himself. Only Roland can trigger the second ability on

Act 1a

(Parallel Investigators, 35) to exhaust a Cultist enemy, which then allows him to haul the suspect to the police station without taking any attacks of opportunity. Chasing down so many cultists can be physically exhausting, and the Elder Thing chaos token can damage Roland Banks, even if another investigator reveals it. Each resolution also affects Roland more significantly than other investigators.

By the Book can be played in standalone mode or as part of a campaign, but either way, Roland Banks has to be in your party. In addition to the new cards included as part of the By the Book print-and-play, you simply need one copy of the Core Set.

Your Deadline Nears

You must find and question as many conspirators as you can in order to strengthen your case against Mr. Grey before you’re forced to drop your investigation. If you’re ready to try the parallel version of Roland Banks and test yourself against the By the Book challenge scenario, you can download the cards and the rules today! Find in the Support Section here under Print-and-Play.

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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.