Krowe Blog

Rising from the Ashes

Published 7 July 2022

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Marvel Champions: The Card Game

Rising from the Ashes

Announcing the Phoenix Hero Pack for Marvel Champions: The Card Game

“The Phoenix chose me, but I alone decide who I am!”

One of the five original X-Men and a powerful psychic, Jean Grey was chosen as host for the cosmic Phoenix Force. As Phoenix, she uses her telepathy and telekinesis to protect mutants and humans alike, but she must always take care to not let the power of the Phoenix Force overcome her.

Fantasy Flight Games is thrilled to announce the Phoenix Hero Pack for Marvel Champions: The Card Game!

This powerful hero joins the battle with this expansion pack, which introduces Phoenix as a new playable hero along with her sixteen signature cards. With a pre-built Justice deck ready to play from the get-go, you’ll be able to shut down the villains’ schemes from the moment you open the box. With her formidable psychic powers and the incredible might of the Phoenix Force at her disposal, Phoenix is a phenomenal addition to any team.

Psionic Bond

As a powerful psychic bonded with a dangerous cosmic entity, Phoenix’s playstyle is all about control.

When you start the game as

Jean Grey

(Phoenix, 1A), you’ll also begin with the

Phoenix Force

(Phoenix, 2A) in play in its Restrained form and with 4 power counters placed on it. As the hero

Phoenix

(Phoenix, 1B), you can tap into the power of the Phoenix Force to generate resources for your cards. So long as you keep at least one power counter on it, the Phoenix Force will remain restrained; however, as soon as the last power counter is removed, it flips to its

Unleashed

(Phoenix, 2B) side, which swaps your THW and ATK stats. This can be a significant boon when it happens at the right time, but it also comes with some risk, which we’ll go over in a bit. You won’t be able to flip the Phoenix Force back to its Restrained side until you get at least 4 power counters back on it, so take care not to remove too many counters if you aren’t ready to unleash it just yet!

Fittingly, much of Phoenix’s kit involves the Phoenix Force in some way. The

White Hot Room

(Phoenix, 4) paired with Jean Grey’s innate ability can help you maintain a steady supply of power counters, while cards like

Phoenix Suit

(Phoenix, 5),

Psychic Blast

(Phoenix, 11), and

Telepathic Trickery

(Phoenix, 12) have different or additional effects depending on whether or not the Phoenix Force is Unleashed. When the situation gets dicey, use

Phoenix Firebird

(Phoenix¸ 13) to either ready yourself or stock up on power counters; take command of a minion with

Mind Control

(Phoenix, 9); or protect a friend (or yourself) with a

Telekinetic Shield

(Phoenix, 7). If you would be defeated, simply

Rise from the Ashes

(Phoenix, 6) and unleash the full might of your power against the villain!

In addition to her own powerful cards, Phoenix comes with a pre-built Justice deck that builds off her theme of control. Use

Banshee

(Phoenix, 14) to keep minions from scheming and

Marvel Girl

(Phoenix, 15) to force a minion into helping you thwart, then give the two of them

Mission Training

(Phoenix, 16) to boost them up and keep them around longer. Entice the villain into scheming with

Swift Retribution

(Phoenix, 19), then trick them into removing threat rather than placing it with

Psychic Manipulation

(Phoenix, 17). All the while, work together with your X-Men allies to be

Mutant Peacekeepers

(Phoenix, 18) and ensure that the threat stays low. If you’re low on allies, then utilize

Cerebro

(Phoenix, 22) to call on one and add it to your hand.

All-Consuming Power

We mentioned earlier that unleashing the Phoenix Force comes with some risk. This is because her obligation,

Burning Hunger

(Phoenix, 28), will summon her nemesis into play if Phoenix Force is Unleashed. And since Phoenix is a powerful hero, she has an equally powerful nemesis.

The terrifying

Dark Phoenix

(Phoenix, 29) is a force to be reckoned with. With a whopping 12 hit points, steady, toughness, and villainous, Dark Phoenix is practically a second villain on the table, but what really makes her scary is her side scheme:

Consume the World

(Phoenix, 30). This side scheme is permanent once it enters play, which means you’ll be battling the darker side of the Phoenix Force for the rest of the scenario. If you let too much threat accumulate on Consume the World, it’s game over. It’s a battle for survival, and one you can’t afford to lose!

Maintaining Control

With her potent psychic powers and access to the Phoenix Force, there is no denying that Phoenix is a strong hero and a fantastic addition to any team. Look forward to taking on Magneto and the Brotherhood of Mutants when the Phoenix Hero Pack releases alongside Mutant Genesis this fall!

You can pre-order your own copy of the Phoenix Hero Pack (MC34en) at your local retailer or online through our webstore today!

Discuss this article
in our forums!

© MARVEL

Available Now: July 1

Published 1 July 2022

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Arkham Horror: The Card Game

Available Now: July 1

The Path to Carcosa Campaign Expansion is Now Available for Arkham Horror: The Card Game

Check out the latest products from Fantasy Flight Games, now available in the United States at your local retailer or online through our web store!


The Path to Carcosa Campaign Expansion

For weeks, the upcoming performance of The King in Yellow has been the talk of the town. But research into the play’s dark history has convinced you that something foul is at work. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind. No connection has yet been proven, but that won’t stop you from searching for the truth.

Return to the second cycle of content for Arkham Horror LCG with The Path to Carcosa Campaign Expansion. Just like with the previous cycle, all campaign- and scenario-related cards for this “cycle” can be found in the Campaign Expansion. This is a fantastic opportunity for new fans of the game to experience its second full-length campaign, and for longtime fans to catch up on any parts they may have missed. Whether you want just one of the expansions or both, no Arkham fan will want to miss The Path to Carcosa!

Note: Any longtime fans of Arkham Horror: The Card Game who already own everything from the original The Path to Carcosa cycle will not find any new cards or content within these two new expansions.

Not a standalone product. A copy of the Arkham Horror: The Card Game core set is required to play.

You can pick up your own copy of The Path to Carcosa Campaign Expansion (AHC68) at your local retailer or online through our webstore today!*


*Available in the US and select markets. To find updates on this product’s release in your territory, please follow this link.

Discuss this article
in our forums!

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

Scarlet Keys

Published 30 June 2022

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Arkham Horror: The Card Game

Scarlet Keys

Announcing Two New Expansions for Arkham Horror: The Card Game

Strange disappearances haunt the city of Arkham, Massachusetts. With each object, building, or person that vanishes, they are erased not just from physical existence, but from history and memory as well. Only a select few investigators remember those that vanished—or so they believe. Before long, the mystery unravels into an international conspiracy, and our wary investigators find themselves recruited by a shadowy government agency whose sole purpose is the collection and research of paradimensional implements they call “Keys.” However, they aren’t the only ones searching for them…

Fantasy Flight Games is thrilled to announce The Scarlet Keys, a pair of brand-new expansions for Arkham Horror: The Card Game!

This pair of separate-but-related expansions take the game around the world, and we mean that literally! Six new investigators from The Scarlet Keys Investigator Expansion embark on a globetrotting adventure in The Scarlet Keys Campaign Expansion. Just like with Edge of the Earth, you will find only player cards in the Investigator Expansion and only scenario cards within the Campaign Expansion. Whether you want one expansion or both, the world of Arkham Horror just got bigger!

New Faces, New Places

To kick things off, The Scarlet Keys Investigator Expansion brings a massive spread of new player cards to the game, including six (that’s right, six) new investigators!

First off is

Carson Sinclair

(The Scarlet Keys Investigator Expansion, 1). As a skilled butler of the Webb family, Carson comes to Arkham LCG as a Guardian investigator specializing in support. All of his abilities are geared toward helping other investigators, from his innate ability to give other investigators additional actions to his signature asset,

“As you wish”

(The Scarlet Keys IE, 2), which gives other investigators a boost during a skill test. With such a focus on others, you could say that Carson is

Selfless to a Fault

(The Scarlet Keys IE, 3).

That said, Carson can do more than just support. As a Guardian, he can include cards like

Hunter’s Armor

(The Scarlet Keys IE, 21) and

Runic Axe

(The Scarlet Keys IE, 22) in his deck. These cards have the new “customizable” keyword, allowing you to spend experience to grant them increased stats, reduced cost, or entirely new abilities. For example, the

Hunter’s Armor

can be “Enchanted” so that it takes up an arcane slot instead of a body slot, while the

Runic Axe

can be given additional properties depending on what inscriptions are engraved on its haft. With the axe in hand, Carson can inflict a

Grievous Wound

(The Scarlet Keys IE, 27) on an enemy, dealing steady damage to it over time. When the need arises, Carson can continue his supportive theme with a

Helping Hand

(The Scarlet Keys IE, 31), ensuring that he or another investigator passes a skill test in a crucial moment.

Joining Carson in the struggle against the Mythos is

Amina Zidane

(The Scarlet Keys IE, 11). While working as an operator for the Miskatonic Valley Telephone Company, Amina caught snippets of strange, eldritch words and other oddities between phone calls. As she sought answers, she eventually found the right extension, connected to the line, and listened in. While she didn’t understand a word of the alien language on the other side, she could tell those words held real power.

A brand-new character to the Arkham Horror Files universe, Amina arrives as a Mystic investigator whose playstyle revolves around doom. Her innate ability allows her to reduce an asset’s resource cost in exchange for placing doom on it when it enters play. This synergizes well with one of her signature event cards,

Word of Weal

(The Scarlet Keys IE, 13), which can give her a significant power-up during an important skill test. Her other signature event,

Word of Woe

(The Scarlet Keys IE, 12), lets her use an asset’s action ability while ignoring all costs (including the action itself, exhausting the card, spending a charge, etc.) in exchange for a bit more doom. If you feel like you’re dooming your assets a little too much, then Amina’s elder sign ability can transfer that doom to an enemy you’re about to defeat. Just be wary of encountering

Deafening Silence

(The Scarlet Keys IE, 14) before you have a chance to do so!

As a Mystic, Amina can pack some potent magical punch with cards like

Summoned Servitor

(The Scarlet Keys IE, 80) and

Power Word

(The Scarlet Keys IE, 81) in her deck. Summoned Servitor calls on an eldritch servant that can move on its own, and

upgrading it

can grant it the ability to take damage for investigators, attack enemies, or more. Meanwhile, Power Word can curse an enemy to force it to obey your commands, and you can

upgrade

it to expand that list of commands. Amina’s balanced stat spread and innate abilities can let her get lots of use from cards like

Ceremonial Sickle

(The Scarlet Keys IE, 82) and

Dowsing Rod

(The Scarlet Keys IE, 83), which have their own methods of adding/removing doom from themselves. Clearly, this operator is not to be trifled with!

As we mentioned earlier, the Investigator Expansion comes with six investigators instead of the usual five. Among those six is the game’s second-ever Neutral investigator,

Charlie Kane

(The Scarlet Keys IE, 18). This politician’s playstyle is all about allies; while his own skill levels are low, Charlie can use the skill icons of his ally assets to help him pass a test, and he can have up to 4 allies in play at a time. With indispensable allies like

Bonnie Walsh

(The Scarlet Keys IE, 19) at his side and a

Motivational Speech

(The Scarlet Keys IE, 28) or two to get more allies into play, this is one politician that is sure to get things done. That said, Charlie will have to take his job seriously, because the

Burden of Leadership

(The Scarlet Keys IE, 20) will always loom over his shoulder.

Around the World

Whether or not you decide to pick up the Investigator Expansion, you can still look forward to a thrilling new adventure in The Scarlet Keys Campaign Expansion.

The tale of The Scarlet Keys begins in Arkham with a spread of mysterious disappearances. As objects, animals, and people vanish, so too do they disappear from the memory of those left behind. Only you and your fellow investigators remember them—or so you thought. When an enigmatic letter arrives, its author claiming to also remember those who disappeared, it marks the beginning of an epic journey that will take you across the globe and under the scrutinous eye of the mysterious and deadly Red Coterie.

When we say “across the globe,” we mean that literally. The Scarlet Keys Campaign Expansion introduces the game’s very first completely non-linear campaign. After the prologue concludes, you and your party choose where to go next, and wherever you go determines what scenario you play. This means that, with the exception of the prologue and the finale (which always occur first and last, respectively), all of the scenarios in this campaign can be experienced in any order. However, you may not experience all of them in a single playthrough, since one of the greatest threats in the campaign isn’t the Mythos: it’s time.

After all, it takes a while to travel around the world, and there are mysterious organizations at work in the shadows every step of the way. The longer you take to unravel the mystery of the disappearances and the titular Scarlet Keys, the more time those organizations have to advance their shadowy agendas. When you reach the finale—either through time running out or through your own efforts—your choices, actions, and the places you visited throughout the whole campaign will come to a head in a truly epic conclusion.

As for what sort of things you’ll be doing in your globetrotting adventure, we’ll go over that in a livestream closer to the expansion’s release, so stay tuned!

The Secret War

There has never been a campaign for Arkham Horror: The Card Game of this scale and this scope, and only you and your fellow investigators can travel the globe and unravel the mysteries of the Scarlet Keys before it is too late. Set off on this grand adventure when The Scarlet Keys Investigator Expansion and The Scarlet Keys Campaign Expansion both release this fall!

You can pre-order your own copy of The Scarlet Keys Investigator Expansion (AHC69) and The Scarlet Keys Campaign Expansion (AHC70) at your local retailer or online through our webstore today!

Discuss this article
in our forums!

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

Taking the Lead

Published 23 June 2022

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Marvel Champions: The Card Game

Taking the Lead

Announcing the Cyclops Hero Pack for Marvel Champions: The Card Game

“The Professor has a dream. I have a plan.”

As Charles Xavier’s first student, nobody is more dedicated to the Professor’s dream of peaceful coexistence than Scott Summers, better known as the hero Cyclops. Armed with powerful optic beams and tactical genius, Cyclops leads his fellow X-Men on their missions as a brilliant field commander.

Fantasy Flight Games is proud to announce the Cyclops Hero Pack for Marvel Champions: The Card Game!

This commander of the X-Men blasts his way into battle with this expansion pack, which introduces Cyclops as a new playable hero along with his fifteen signature cards. With a pre-built Leadership deck ready to play from the get-go, you’ll be able to lead the X-Men’s charge into battle from the moment you open the box. With his powerful optic blasts and tactical brilliance, Cyclops is a natural leader and a fantastic addition to any team.

Field Commander

As a renowned leader of the X-Men, it makes sense that Cyclops would be a master of teamwork, and his playstyle absolutely reflects this.

Right off the bat,

Scott Summers

(Cyclops, 1A) can include X-Men allies from any aspect in his deck. It doesn’t matter what aspect you choose to play with; you can always take your favorite X-Men allies with you against any foe. Aside from that, Scott’s Constant Training lets him search his deck for a Tactic upgrade, which plays off the ability of his hero form. As

Cyclops

(Cyclops, 1B), he is armed with a powerful Optic Blast, which lets him deal 3 damage to an enemy with an upgrade attached to it once per round.

See where this is going? Tactic upgrades like

Exploit Weakness

(Cyclops, 5),

Practiced Defense

(Cyclops, 6), and

Priority Target

(Cyclops, 7) all attach to enemies, letting you mark a target for your Optic Blasts while also providing effects for your allies and fellow heroes to take advantage of. Use your position as

Field Commander

(Cyclops, 4) to ensure that you attach a Tactic upgrade to an enemy before anyone else takes their turn, especially since the “temporary” keyword makes the upgrades discard themselves at the end of the round. Enhance your Optic Blasts with your

Ruby Quartz Visor

(Cyclops, 3), then devastate a target with a

Full Blast

(Cyclops, 8). If you find yourself running low on Tactic upgrades, then turn to your

Tactical Brilliance

(Cyclops, 10) to pull one out of your discard pile and keep your momentum going.

In line with his focus on teamwork and position as commander, Cyclops enters the fray with a pre-built Leadership deck that gives him even more strategic options. Take command of allies like

Beast

(Cyclops, 11) and

Dust

(Cyclops, 12) and put them through some

Danger Room Training

(Cyclops, 15) to bolster their strength, then launch a

Coordinated Attack

(Cyclops, 16) against a tough minion, which you can finish off with an Optic Blast! Utilize

Effective Leadership

(Cyclops, 18) and

Teamwork

(Cyclops, 17) to get the job done, then head back to the

Danger Room

(Cyclops, 21) to train up some new recruits. With

Utopia

(Cyclops, 20) serving as your base of operations, Cyclops is sure to lead your team to victory!

Tactical Brilliance

With his strategic mind and excellent leadership skills, Cyclops is a stellar hero and a great asset to any team. Look forward to taking on Magneto and the Brotherhood of Mutants with Cyclops when the Cyclops Hero Pack releases alongside Mutant Genesis this fall!

You can pre-order your own copy of the Cyclops Hero Pack (MC33en) at your local retailer or online through our webstore today!

Discuss this article
in our forums!

© MARVEL

Available Now: June 17

Published 17 June 2022

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The Lord of the Rings LCG

Available Now: June 17

The Angmar Awakened Hero Expansion for The Lord of the Rings: The Card Game is Now Available

Check out the latest products from Fantasy Flight Games, now available in the United States at your local retailer or online through our web store!


Angmar Awakened Hero Expansion

The mysterious Dúnedain tirelessly protect the Free Peoples from lurking shadows and unseen dangers. In their duty to safeguard the realm, these Rangers of the North selflessly walk in harm’s way…

The Angmar Awakened Hero Expansion includes 8 heroes for The Lord of the Rings: The Card Game, as well as all of the player cards and customization options featured in The Lost Realm and the original Angmar Awakened cycle. Use iconic characters like Aragorn and Arwen to quest through Middle-earth and thwart dangerous foes. Rise to the occasion by using valor cards and partake in new adventures pursuing thrilling side quests.

The Angmar Awakened Hero Expansion can be used to build or enhance player decks for any The Lord of the Rings: The Card Game scenario or campaign.

Not a standalone product. A copy of The Lord of the Rings: The Card Game Revised Core Set is required to play.

You can pick up your own copy of Angmar Awakened Hero Expansion (MEC107) at your local retailer or online through our webstore today!*


*Available in the US and select markets. To find updates on this product’s release in your territory, please follow this link.

Discuss this article
in our forums!

©2011 Fantasy Flight Games. Middle-earth, The Lord of the Rings, and the characters, events, items, and places therin, 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.

Methods of Investigation

Published 16 June 2022

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Arkham Horror: The Card Game

Methods of Investigation

Check Out Some Deck Lists from the Arkham Horror: The Card Game Community

Hello, Arkham Horror: The Card Game fans. For over five years, this thrilling game has captivated players all over the world, and seasoned fans have built, rebuilt, and tweaked an ever-expanding variety of investigator decks. Today, we’d like to showcase some of those decks for you!

We asked some wonderful members of the Arkham Horror: The Card Game community to share their favorite decks with us and tell us why they’re so great. You can find links to their full deck lists within their respective sections below, as well as their thoughts about the decks’ playstyles, strengths and weaknesses, and more.

So, without further ado, let’s take a look!

DUBS (Dreamy Ursula By Scott)

Deck List: DUBS (Dreamy Ursula By Scott)

Created By: Scott

Tell us about your deck’s general playstyle. Why is it your favorite deck? What are some of the best things you can pull off with it? Any standout combos?

The main point of this deck is to finish the scenario so quickly that the encounter deck doesn’t have a chance to slow you down! This deck is a solo deck and really leans into Ursula’s ability of getting a bonus Investigate action after she moves. This essentially gives you 33% more actions than you would usually have! I love the speed of this deck and how it uses speed to avoid many of the dangers posed in certain scenarios. There is nothing crazy about this deck, per se; no big fireworks combos. But what it lacks in sensational combos it makes up for in pure unbridled efficiency. Every card has a job and that job is to support Ursula getting four actions a turn and usually clearing two locations a turn. The only neat combo is using Unearth the Ancients as Ursula’s bonus investigate action in order to get an asset down when you would otherwise only be able to investigate. Otherwise, it’s a great card for a skill test!

What inspired the creation of this deck? What made you want to build it this way?

Initially this deck was designed specifically to use on the A side of The Dream-Eaters campaign, hence the name Dreamy Ursula By Scott. However, after absolutely crushing that campaign, I began to adjust it for other campaigns. The unique nature of solo is that many locations have a single clue, so that inspired this deck to focus on grabbing a single clue and continuing to move.

What are some of the particular strengths of your deck? What are some of its weaknesses?

This deck excels at clearing locations quickly and advancing the act deck. You need minimal assets to be fully “set up,” so you can get a jump off the starting block. The main strength is obviously Ursula’s ability, offering you four actions a turn instead of the normal three. Over the course of three rounds, this is a whole extra turn! The cost curve of this deck is very low, so you don’t need many resources throughout the course of a scenario. Don’t be afraid to use Crack the Case on a 3-shroud location, or even a 2-shroud! You’ll only need 10-12 resources throughout the game and you start with five, so you can see how you don’t actually need a huge burst from Crack the Case. Two or three is often enough.

The weakness of this deck is that, if you get bogged down with enemies, you may be in for a world of hurt. We’ve all had those games where every enemy in the encounter deck is aiming to come out against us! Ursula starts with a 4 in agility so evasion is the main tool to combat this. Manual Dexterity is there to help as well, and Dr. Maleson gives you the option of dropping a clue to reshuffle a just-drawn enemy into the encounter deck and try again. Discovering a single clue is much easier for this deck than dealing with an enemy on the board!

What is your favorite scenario to play with this deck and why? What about your favorite campaign to use it in?

Any scenario with a large map is a joy to play with this deck. The idea of “just keep moving” makes large maps enjoyable. For a favorite campaign, it obviously has to be the A side of The Dream-Eaters! I have tweaked this list to be more universal, but if you do try it in Dream-Eaters, be sure to sneak in a couple copies of True Understanding.

If a newer player wanted to give your deck a try, what advice or recommendations would you give them?

First, be sure you are ready to be spoiled for solo play forever, haha! Second, the key of this deck is to keep on moving. Your asset setup should be light and be spread out between turns. Try not to spend your entire first turn setting up; instead, put down an asset or two and get to work! Third, don’t be afraid to fail non-critical tests. Sometimes just accepting a failed test and taking some damage or horror is worth saving your cards in hand. Which leads to my last point: don’t be afraid to commit cards to pass important tests! Sure, a second Fieldwork would be great, but if you desperately need to evade an enemy, commit it. If you don’t evade that enemy, you’re not going to get to play that Fieldwork anyways!

Do you have a story or memory about this deck that you could share with us?

One of my favorite memories of this deck is when I finally took it through The Dunwich Legacy campaign. I knew it was a fast deck, but I was not prepared for the speed I would see. Extracurricular Activities done in six turns. Essex County Express done in four turns. It took me longer to set up the scenario than to play it!

Is there anything else you would like to tell us about your deck?

When choosing this deck to play, consider the campaign you are about to play. What are the main mechanics of the encounter decks of the campaign? If there are more enemies, pack a couple more “enemy management” cards. If there are lots of tests on encounter cards that are in play, grab True Understanding. If there are more willpower tests than an average campaign, throw in some Guts.

At the end of the day, think fast! If you’re not sure what to do, just keep moving!

Alone with His Inheritance

Deck List: Alone With His Inheritance

Created By: Frank

Tell us about your deck’s general playstyle. Why is it your favorite deck? What are some of the best things you can pull off with it? Any standout combos?

First of all, the name’s a joke I like to tell myself. The main thrust of this deck is using Preston Fairmont’s amazing resource-generation ability to have a whole suite of buddies supporting him. Preston’s army starts relatively small, but you can spend experience over the course of a campaign to assemble a real horde! It makes me chuckle to think of Preston saying, “Let me handle it my own way,” even though he’s surrounded by disreputable associates. I suppose that’s his own way!

The playstyle is to play out a suite of potent allies so that Preston can turn his hand to anything, buying clues and damage as he goes while also gently improving his statline. It’s not a “rich Preston” build per se (the type of deck that hoards money to use on Money Talks and Well Connected); all those assets cost resources, and some of them notably spend resources. So, at its heart, this deck is a “dark/poor Preston” style, especially in the level 0 list, in which Family Inheritance means Preston can be broke while also, you know, not really being broke.

It’s a favorite of mine because solo Preston is a real head-scratcher. Some of the conventional wisdom around playing solo (that I’ve definitely espoused myself) is having at least one decent stat to build around. Preston’s great ‘stat’ is how rich he can be, and the conundrum is making the best use of his resources and not running out of ways to ‘cheat’ past challenges by paying your way.

I love how the inclusion of a bit of Bless tech in Keep Faith means that Preston has, alongside Trial by Fire, yet another way of suddenly having super-potent stats. Once you have earned some experience, you can swap some cards out for Eye of the Djinn and Ancient Covenant, giving you even more Bless tech. I’d add that with Leo de Luca in play, Trial by Fire turns can become superb, giving Preston four actions with a stat at 5: start chopping with that Fire Axe while broke!

What inspired the creation of this deck? What made you want to build it this way?

As I mentioned above, there’s definitely a challenge in creating a solo deck for Preston Fairmont. For this particular list, I decided to play through The Innsmouth Conspiracy, so there were also the challenges of large maps and how the enemies of Innsmouth require particular handling. I’m sharing the list where it started, but after a few scenarios, you’ll want to replace cards like Leather Coat and Dig Deep with more allies like Delilah O’Rourke and Lola Santiago, as well as other handy cards like Charisma and Under Surveillance.

In terms of what made me want to build it this way, well, there’s definitely the theme of the “lonely” millionaire surrounded by his entourage. But I also wanted to lean into the “just getting by” Preston style, even with all his wealth. Overall, that style does feel like a unique approach to playing Arkham, and Preston’s modus operandi is so different from pretty much anyone else (sorry Jenny and Bob!).

What are some of the particular strengths of your deck? What are some of its weaknesses?

On paper the deck might look like a bit of a hot mess, but I’ve found it to be surprisingly robust. As the allies get down, you can buy damage and clues, which saves actions (and attempts at tests) to draw more cards and assemble even more of the party. The axe is a really useful weapon, especially in the hands of an investigator who can have zero resources and yet somehow still have resources to spend to boost. Overall, the way Family Inheritance interacts with Dark Horse, letting Preston be both rich and poor, is great fun. Then there’s also the classic survivor shenanigans of Rabbit’s Foot, Take Heart, Old Keyring and “Look what I found!” to turn failure into success; even when the chips are down, Preston can start making progress.

The two major weaknesses for the list are:

  1. It can grind to a halt. Preston needs answers, usually by spending resources, which means that any encounter deck effects that force him to discard cards can be particularly punishing. Losing a Decoy or Intel Report before you’re ready to handle enemies or get clues respectively feels savage!
  2. Willpower treacheries. Preston’s willpower of 1 and the lack of an inheritance during the Mythos phase means willpower treacheries can be particularly punishing. I get Rabbit’s Foot in play and give myself a consolation draw for my troubles, but that’s about it. In scenarios with Frozen in Fear, it’s important to consider how you’re going to clear it (if at all), and perhaps the list could be altered with Counterespionage too for extra resilience.

What is your favorite scenario to play with this deck and why? What about your favorite campaign to use it in?

This deck ran riot through The Innsmouth Conspiracy (in which you get yet another ally for Preston not to be alone with). In particular, by the time I reached A Light in the Fog and The Lair of Dagon, the deck was singing. The latter, with its specific chaos bag mechanics, was an extra treat for Eye of the Djinn too (which I had added to the deck by that point); I was chuckling my way through the scenario. As ever with Preston, he seems a little back-to-front, finding his own way through challenges and handling issues through unconventional means.

If a newer player wanted to give your deck a try, what advice or recommendations would you give them?

Forget what you learned about how to play! Preston does things uniquely, in his own way, and he’s a great lesson in accumulating cards and resources. Be prepared for some times when it feels incredibly painful to get going. Be prepared for some tough choices, too, when you’ll want to play lots of cards in hand but also be navigating the rhythm of Family Inheritance. Sometimes the right play is to spend 2 on a Decoy, another 2 on Sneak Attack, and clear off a nuisance enemy. At others, it might be taking an Attack of Opportunity to get better set up to be able to handle an enemy permanently; remember, Preston does things his own way.

The level zero deck runs Dig Deep, Cunning Distraction and two copies of Trial by Fire. Don’t be afraid to spend resources on these “panic button” responses, as Preston will get more money a turn later. But think ahead! If you go broke with a Cunning Distraction play, what will you do next turn, or the turn afterwards?

Do you have a story or memory about this deck that you could share with us?

The memory that jumps out is a meta-game one, really: the number of times I settled down to play with this deck and found myself reaching for Discord to say, “I can’t believe it, our boy Preston’s done it again.” I didn’t doubt his abilities exactly, but I found myself repeatedly impressed by how he took scenarios apart! And maybe there’s something particularly funny to me about the contradiction between Rogue and Survivor, the surplus and shortage inherent in that.

Is there anything else you would like to tell us about your deck?

Solo poor Preston Fairmont is a blast, and he plays in unexpected and hilarious ways. The way this deck evolved with experience was great fun and he always entertained me as I piloted it to victory!

Righteous Justice is Served

Deck List: Righteous Justice is Served

Created By: Ben

Tell us about your deck’s general playstyle. Why is it your favorite deck? What are some of the best things you can pull off with it? Any standout combos?

This deck focuses on what Zoey Samaras does best: defeating enemies in a 2+ player game. I’ve been a fan of Zoey since Arkham Horror’s 2nd edition, and I enjoy roleplaying her passion for slaying the wicked and protecting the innocent. This deck has cards like “Let me handle this!”, On the Hunt, Spectral Razor, and Taunt, which allow her to efficiently pull enemies off allies or from the encounter deck to gain resources while protecting her friends. And it has tools like Meat Cleaver, Enchanted Blade, Spectral Razor, and Vicious Blow to efficiently deal damage to said enemies.

What inspired the creation of this deck? What made you want to build it this way?

I like to lean into the flavor of Zoey being a chef, so I limited her weapon choices to items that could theoretically be found in a kitchen like Meat Cleaver and Enchanted Blade (I assume her cutting knives are all blessed). I like using weapons that don’t have ammo, so I don’t have to worry about running out at a bad time! Prepared for the Worst and Spectral Razor are backup in case she doesn’t start with a weapon in her opening hand, or her weapon is discarded by a scenario effect, like Crypt Chill.

What are some of the particular strengths of your deck? What are some of its weaknesses?

This deck is very good at defeating enemies, but not good at collecting clues. You’ll want to team her up with someone that can efficiently collect clues. Scene of the Crime is in the deck for the rare occasion that Zoey needs to pick up clues herself. She has Daring or Unexpected Courage to help with an occasional evade, but may face hardship in a scenario where evading is the preferred solution to dealing with foes.

What is your favorite scenario to play with this deck and why? What about your favorite campaign to use it in?

My favorite campaign is probably The Dream-Eaters, as it strongly focuses on swarm mechanics, which produces a group of small enemies, all of which engage together AND each gives Zoey a resource when she engages. She can quickly gain a lot of resources to get set up and start throwing Dynamite Blast or other fun (but expensive) cards around. War of the Outer Gods is also a fun scenario to run her in for the same reason.

If a newer player wanted to give your deck a try, what advice or recommendations would you give them?

I’d say to remember to focus on your job: slaying the wicked. You want to use your mulligan aggressively to find one of her weapons as a first priority, and other assets as secondary priorities. Also make good use of any time when there are not any enemies to fight to play assets or draw cards. If you can get Zoey’s Cross out, try to use the ability to decrease the actions you need to defeat an enemy. Say you engage a 3-health enemy; if you use the resource you gain to immediately trigger Zoey’s Cross to do 1 damage, now you can use any of her weapons to finish it off in one action. If you get Hallowed Mirror out, make use of Soothing Melody to heal up fellow investigators or allies that are near death, and don’t forget you get to draw a card too!

Also, don’t fear Zoey’s weakness, Smite the Wicked. Most scenario maps aren’t large enough for this to be a big danger of dealing you a trauma, and it even draws an enemy for you to kill! Only time it is scary is on the last turn or two of the game or if it pulls out an enemy like Wizard of the Order on Essex County Express. That said, a mental trauma isn’t even too bad, as the deck has Hallowed Mirror and Beat Cops to soak incoming horror.

Do you have a story or memory about this deck that you could share with us?

The most fun challenge to pull off with this deck is getting to play “Let God sort them out…” This card is very on-theme for Zoey, but because it takes an action to play, it can be hard for her to play it early in the campaign. But by combining Beat Cop, her investigator ability, and/or Vicious Blow with two actions on of her weapons, I’ve successfully gotten it off a few times, which always feels great!

Is there anything else you would like to tell us about your deck?

I recommend upgrading early to Beat Cop level 2 and Relic Hunter to allow for a more consistent board state. Stand Together and Safeguard (level 2) are also early upgrades to help yourself and a teammate setup and allow you to spend less actions moving, as you can just follow your friend around! Ace of Swords is always a nice 1 experience upgrade to boost her Combat skill. And then look towards picking up high experience weapons that can do more than +1 damage or offer other action compression, such as Enchanted Blade (guardian level 3), which provides healing and card draw.

After weapons are upgraded, the deck should be firing on all cylinders, but there’s always more fun cards to buy. Upgrading Taunt to level 2 or 3 is a decent pickup, and can help her with card draw, but its value is scenario-dependent, as you’d like to be able to engage 2, if not 3+, enemies at once with it. I also consider picking up a money dump, like Keen Eye or Combat Training (level 3), to productively make use of excess resources. On the Hunt (level 3) is also fun to use to grab specific enemies out of the encounter deck and also gain money doing it! And there’s always Dynamite Blast level 2 or 3. Finally, the good ol’ Stick to the Plan + Ever Vigilant combo to thin out your deck and make your setup faster and cost fewer resources is fantastic, but also expensive experience-wise!

If you want to add a few more skills into the deck, consider Inspiring Presence in the initial deck (to heal your level 2 Beat Cops), or buy Defensive Stance (to help with evading) or staples like Overpower (level 2) and Vicious Blow (level 2).

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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.

Available Now: June 10

Published 10 June 2022

|
Star Wars: Outer Rim

Available Now: June 10

The Unfinished Business Expansion for Star Wars: Outer Rim is Available Now

Check out the latest product from Fantasy Flight Games, now available in the United States at your local retailer or online through our web store!


Unfinished Business

You’ve made a name for yourself in the Outer Rim, but there is still Unfinished Business. Hyperlanes through the Core Worlds hold the promise of untapped opportunities. The market is flush with new merchandise, from valuable cargo to tools of the trade. Just watch your step; the latest crop of bounties is even deadlier, and your rivals are looking to take you down!

Unfinished Business, an expansion for Star Wars: Outer Rim, is packed with more of everything the game has to offer: characters, ships, gear, bounties, jobs, encounters, dice, and more! Two new tiles allow players to cross the galaxy by passing through the Core Worlds, and the new “favors” and “ambitions” change up how the game is played. Fire up your engines—it’s time to get down to business.

Not a standalone product. A copy of the Star Wars: Outer Rim base game is required to play.

You can pick up your own copy of Unfinished Business (SW07) at your local retailer or online through our webstore today!*


*Available in the US and select markets. To find updates on this product’s release in your territory, please follow this link.

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© & ™ Lucasfilm Ltd.

Available Now: May 27

Published 27 May 2022

|
Arkham Horror: The Card Game

Available Now: May 27

The Path to Carcosa Investigator Expansion is Now Available

Check out the latest products from Fantasy Flight Games, now available in the United States at your local retailer or online through our web store!


The Path to Carcosa Investigator Expansion

For weeks, the upcoming performance of The King in Yellow has been the talk of the town. But research into the play’s dark history has convinced you that something foul is at work. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind. No connection has yet been proven, but that won’t stop you from searching for the truth.

Return to the second cycle of content for Arkham Horror LCG with The Path to Carcosa Investigator Expansion. Just like with the previous cycle, all player cards for this cycle can be found within the Investigator Expansion. 

Note: Any longtime fans of Arkham Horror: The Card Game who already own everything from the original The Path to Carcosa cycle will not find any new cards or content within this expansion.

Not a standalone product. A copy of the Arkham Horror: The Card Game core set is required to play.

You can pick up your own copy of The Path to Carcosa Investigator Expansion (AHC67) at your local retailer or online through our webstore today!*


*Available in the US and select markets. To find updates on this product’s release in your territory, please follow this link.

Discuss this article
in our forums!

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

Marking the Galaxy

Published 25 May 2022

|
Twilight Inscription

Marking the Galaxy

Announcing Twilight Inscription, a New Game in the Twilight Imperium Universe

The Lazax Empire has burned to ash, rejected by its subjects. The aftermath was tragedy and petty conflict in equal measure, a time of loss and exhaustion. In the ensuing Dark Years, the factions of the galaxy retreated and recovered their strength. Now, they look upon the stars and see an opportunity—a chance to reclaim what was lost. A chance to redefine galactic civilization. A chance to leave their mark upon the stars.

Fantasy Flight Games is proud to announce Twilight Inscription, a brand-new game in the Twilight Imperium universe!

This epic roll-and-write game for one to eight players offers an experience unlike anything FFG has done before. With a limited pool of resources at your disposal, you’ll need to carefully manage Navigation, Expansion, Industry, and Warfare as you amass victory points and earn your right to the throne on Mecatol Rex. Will your faction become the new rulers of the galaxy? Or will your fledgling empire fade into obscurity? Anything can happen in this strategic, infinitely-replayable game!

Write Your Legacy

Much like how Twilight Imperium is a massive board game, Twilight Inscription is a massive roll-and-write. Where most roll-and-writes have each player filling out a single board (referred to as a “player sheet”) as they play, Twilight Inscription has you filling out four!

 

 

During setup, each player starts off by choosing a faction, such as the

Arborec

, the

Emirates of Hacan

, the

Nomad

, or the

Titans of Ul

. All 24 of Twilight Imperium’s factions are here, and each has its own unique abilities. Once you have your faction, you take one of each of the aforementioned four player sheets: Navigation, Expansion, Industry, and Warfare. These are what you’ll be writing on as you play the game. These sheets are reusable, and you’ll write on them with dry-erase chalk markers, which are included with the box. And the coolest part? There are eight different versions of each sheet! This means you can start with a vastly different setup than your opponents. (Don’t worry—for those of you who prefer that everyone starts with the exact same setup, that option is also included.)

Here are a few of the different Expansion sheets. As you can see, each of them has a different collection of planets to explore.

Between all the factions you can play as and the different player sheets you can use, no two games of Twilight Inscription will feel quite the same. Now, let’s take a look at the things you’ll be doing during a game.

Each round kicks off with an event card. Most of these are “strategy events,” such as

Fledgling Empire

and

Echoes of the Past

. These grant you resources, which, along with the resources rolled on the dice, you then spend on one of your player sheets in a multitude of ways. You do this by using your marker to cross off the resource costs for whatever it is you’re trying to do (hence the “write” part of roll-and-write). Just keep in mind that you can only spend resources on one sheet per round!

There are a lot of things to spend resources on across all four sheets, and figuring out the best place to do so is part of the core strategy in Twilight Inscription. Maybe you want to discover new systems or race to Mecatol Rex on Navigation; perhaps you’d rather develop some planets on Expansion; you could always generate commodities to amass your wealth on Industry; or maybe you just want to build up your fleet on Warfare. You’ll gradually gain victory points no matter which sheet you invest in, but take care not to neglect any of them; otherwise, unexpected events could throw you off your game!

For example, some event cards, such as

Border Conflict

, will trigger a war, which involves you comparing the strength of your fleet (located on your Warfare sheet) to those of your neighbors. You earn victory points if your fleet is stronger than a neighbor’s, but you can also lose points if your fleet is weaker than theirs.

In a similar vein, if a council event occurs, such as

Convene the Council

, you’ll need votes, which you can build up on your Industry sheet. The effects of agendas like

Technology Embargo

and

Corporate Tax Breaks

can have serious effects on the game, but if you’ve been neglecting your Industry sheet, you won’t have enough votes to ensure the outcome is the one you want.

All in all, striking the balance between Navigation, Expansion, Industry, and Warfare is the key to achieving victory. There are endless possible strategies that you could use to pull ahead of your opponents—the question is, which approach is the best for you? The game goes until the war event

A Throne for the Taking

is resolved, at which point everybody’s victory points are tallied. Whoever has the most is the winner!

Alone Amongst the Stars

You may have caught it earlier when we mentioned the player count, but you can play this game solo as well!

If you play the game by yourself or with only one other player, than you will square off against an AI opponent. The AI opponent follows its own set of rules, and its objective is simple: make as much progress along its goal tracks as possible. The AI doesn’t earn any victory points for itself, but it does disrupt you (and your human opponent, if there is one) in your quest to earn points of your own. For example, the AI will actively oppose you in warfare and council events, so you will still want to make sure you build up your fleet and votes as much as you can. If you haven’t earned a certain number of victory points by the time the game ends, then the AI has beaten you, so bring your A-game!  

A New Chapter

Twilight Inscription is an all-new way to experience the Twilight Imperium universe. This roll-and-write is FFG’s first foray into the genre, and the game is as epic and massive as anything in the TI universe should be. Make your mark on the galaxy and claim the throne when Twilight Inscription launches this fall!

You can pre-order your own copy of Twilight Inscription (TIN01) at your local retailer or online through our webstore today!

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in our forums!