Krowe Blog

Red Tide Rising

Published 30 December 2021

|
Arkham Horror: The Card Game

Red Tide Rising

A New Print-and-Play Parallel Investigator & Scenario for Arkham Horror: The Card Game

People don’t care about the ones who get left behind. That’s the first thing Wendy Adams learned on the street, after she left the orphanage. She’s had to fend for herself, do whatever she can to scrape by. So far, with just her wits and the amulet Mama left her before they took her away, Wendy has managed to survive.

Then, the fateful day arrived. It began like any other, with Wendy and her fellow orphan James working their way through Rivertown, “collecting” anything they might be able to sell to Oliver Thomas. One trinket among their earnings catches Wendy’s eye: a photograph. Not just any photograph, but one of her father. It’s unmistakable. In the photo, her father stands in front of a building Wendy doesn’t recognize. There’s no telling how recently the photo was taken, but when Wendy turns it over, she sees, scrawled in familiar handwriting: “Soon the Red Tide rises. Stay safe, my little girl.”

James tells Wendy that the photo came from a man in a long wool coat and dark brown derby—the man dropped it in Wendy’s cup earlier that day. Her only lead is that he hopped on a bus near Easttown; a decrepit, unmarked bus that runs to the harbor town of Innsmouth. Wendy sets off for the bus at once—if Dad is still out there, then she has to find him. She has to!

Fantasy Flight Games is proud to reveal the fifth parallel investigator for Arkham Horror: The Card Game, now available for print-and-play!

Just like her fellow core set investigators, the Wendy Adams parallel investigator card can be used in place of her standard investigator card during any game of Arkham Horror: The Card Game, whether it’s just the front side, back side, or both. Parallel Wendy also comes with advanced versions of her signature cards and a brand-new challenge scenario, Red Tide Rising.

A Blessed (and Cursed) Urchin

Each parallel investigator comes with new options and abilities, and parallel

Wendy Adams

(Parallel Investigators, 37) is no exception.

While using the bless and curse tokens from The Innsmouth Conspiracy, parallel Wendy is able to stack the odds in her favor by sealing tokens on enemies whenever she manages to slip away from one (which is something she has always been good at). When she draws an elder sign during a test, she can reveal up to 2 bless/curse tokens, which can trigger the abilities of cards like

Eye of the Djinn

(A Light in the Fog, 225) and

Jacob Morrison

(Into the Maelstrom, 309). Once Wendy has sealed tokens onto enemies, she can use the abilities of her new

Tidal Memento

(Parallel Investigators, 38) asset to either slow the enemies down or ensure that a future skill test starts with a blessing or a curse.

As with the release of previous parallel investigators, Red Tide Rising also introduces the advanced versions of

Wendy’s Amulet

(Parallel Investigators, 39) and

Abandoned and Alone

(Parallel Investigators, 40), her signature asset and weakness, respectively. Wendy’s upgraded amulet lets her play any event in her discard pile as if it were in her hand, not just the topmost one. This opens up all sorts of new strategies for her, but she must also take care, because the upgraded Abandoned and Alone is far more punishing than it was before. Just as with the other investigators’ advanced signature assets and weaknesses, you can choose to use the advanced version of Wendy’s asset and weakness regardless if you’re using her parallel version or not. Just remember: if you want to use her advanced asset, then you must use the advanced weakness as well!

Looking for Dad

In the Red Tide Rising challenge scenario itself, Wendy is dead-set on finding her father. With a

Mysterious

Photo

(Parallel Investigators, 45a and 45b) as your primary tool, you must guide Wendy through the treacherous town of Innsmouth and try to gather as much information as possible.

As you pick your way through Innsmouth, you’ll approach Suspects and investigate Hideouts from a special Leads deck. If you can follow all the leads without attracting too much attention, then you might be able to learn something about Wendy’s father; but if you take too long or ask too many of the wrong questions, then you may just end up being chased out of town!

The Red Tide Approaches

The last thing Wendy Adams expected was to learn of a potential clue to her father’s whereabouts. What secrets is the town of Innsmouth keeping from her? Can she last long enough to find out?

Help Wendy discover the truth downloading the print-and-play files for parallel Wendy Adams and Red Tide Rising 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.

Starting the Journey

Published 9 December 2021

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The Lord of the Rings LCG

Starting the Journey

Announcing New Starter Decks for The Lord of the Rings: The Card Game

Every adventure begins with the first step. For many new fans of The Lord of the Rings: The Card Game, the Revised Core Set is that first step. But what about the next step? Or, beyond that, what if your friend is the one with the Revised Core Set, and you want a deck to call your very own? Not to worry, because there won’t just be one deck for you to choose from—there will be four!

Fantasy Flight Games is proud to announce four The Lord of the Rings: The Card Game starter decks!

These starter decks are Dwarves of Durin, Elves of Lórien, Defenders of Gondor, and Riders of Rohan. Each deck is built around a different theme and playstyle, and they all can provide the perfect jumping-off point for players who want to try the game with a friend or dabble in deckbuilding beyond what is available in the Revised Core Set. In addition to having fully pre-built player decks that are usable from the moment you open the box, each of these products also includes multiple additional cards that can be used to enhance any decks you build yourself. Whether you plan to use these decks yourself or lend them to a friend who’s trying the game for the first time, there is no doubt that you will want to add these starter decks to your collection!

Note: For longtime fans of The Lord of the Rings: The Card Game, if you already own all of the game’s expansions, you will not find any new cards in any of these starter decks. However, you may find it helpful to have one of these decks on hand when you introduce a friend to the game, since these decks have been tailor-made for new players.

Dwarves of Durin

First of these starter decks is Dwarves of Durin, a deck heavily featuring the Dwarves of Middle-earth and their signature deck-delving style of gameplay. Use allies like

Ered Nimrais Prospector

(Dwarves of Durin, 9) and attachments like

King Under the Mountain

(Dwarves of Durin, 16) to discard cards from the top of your deck (a practice often referred to as “delving”), then call upon the

Erebor Hammersmith

(Dwarves of Durin, 6) to add those cards to your hand. Some cards, such as

Ered Luin Miner

(Dwarves of Durin, 8) and

Hidden Cache

(Dwarves of Durin, 21) automatically come into play or grant bonus effects when they are discarded from the top of your deck, encouraging you to delve as much as possible while playing.

Outside of delving, this deck also heavily focuses on the kinship of the Dwarves, their strength, and their pride. Heroes like

Dáin Ironfoot

(Dwarves of Durin, 1) and

Ori

(Dwarves of Durin, 2) rely on having multiple Dwarf characters in play in order to truly excel, while the

Erebor Record Keeper

(Dwarves of Durin, 7) can make sure important characters like Dáin or

Dori

(Dwarves of Durin, 5) are always ready when you need them to be. By working together and building off of each other, it is clear that these Dwarves are a force to be reckoned with!

Elves of Lórien

Next, we have Elves of Lórien, a starter deck focused on the graceful adaptability of the reclusive Wood-elves. This deck is full of Silvan allies like

Greenwood Archer

(Elves of Lórien, 8) and

Naith Guide

(Elves of Lórien, 11) who have one-use abilities that trigger upon entering play, as well as cards like

Orophin

(Elves of Lórien, 12) and

The Tree People

(Elves of Lórien, 23) to help you get multiple uses out of those abilities. This can lead to some impressive combos, especially if you use the

Galadhrim Minstrel’s

(Elves of Lórien, 5) ability to pull powerful events like

Host of Galadhrim

(Elves of Lórien, 24) into your hand. With that particular combo, you could trigger all of your current Silvan allies’ “enters play” abilities a second time, including the Minstrel’s, who then could allow you to find another Host of Galadhrim to repeat the combo on your next turn! Just make sure you have enough resources to pay for it.

The heroes of this deck also synergize with allies repeatedly entering play.

Celeborn

(Elves of Lórien, 1) increases the stats of any Silvan ally that enters play for the rest of the round, which means if you can return an ally to your hand and play them again on the next round, you can keep that boost going. Likewise,

Galadriel

(Elves of Lórien, 2) grants all of your allies the valuable ability to quest without exhausting on the round they entered play, and with

Nenya

(Elves of Lórien, 16) equipped, she can greatly increase an ally’s willpower during that quest. With quick wit and sharp strategy, you can use all the Elves of this starter deck to maximum effect!

Defenders of Gondor

 

The Kingdom of Gondor has been beset by enemies for centuries, and Defenders of Gondor builds upon that theme with a starter deck that thrives when your back is against the wall. In The Lord of the Rings: The Card Game, you are eliminated if your threat ever reaches 50 or more, which means you normally want to keep your threat as low as possible. However, many cards in the Defenders of Gondor starter deck, such as

Angbor the Fearless

(Defenders of Gondor, 4) and

Soldier of Gondor

(Defenders of Gondor, 5), truly shine while your threat is 40 or higher. With threat that high, you’re going to be engaging a lot of enemies, but fortunately you have stalwart defenders like

Gondorian Spearman

(Defenders of Gondor, 12) and

Defender of Rammas

(Defenders of Gondor, 7) ready to hold the line. Bolster your defenses even further with

Behind Strong Walls

(Defenders of Gondor, 21) and

Gondorian Shield

(Defenders of Gondor, 16), and no matter how many foes you face, Gondor will never fall!

Of course, in order to truly keep the armies of the Enemy at bay, Gondor will need strong leadership, and fortunately the heroes of Defenders of Gondor can rise to the challenge.

Prince Imrahil

(Defenders of Gondor, 2) can avenge your fallen soldiers as they leave play, while

Mablung

(Defenders of Gondor, 3) gives you more resources to work with as you engage with enemies. Use the

Envoy of Pelargir

(Defenders of Gondor, 13) to ensure that

Boromir

(Defenders of Gondor, 1) has a resource in his pool, then use his innate ability in tandem with

Visionary Leadership

(Defenders of Gondor, 20) to power through quests and enemy forces alike!

Riders of Rohan

Finally, rounding out the starter decks, we have Riders of Rohan. The Rohirrim are renowned across Middle-earth for their cavalry, and this starter deck’s playstyle draws inspiration from a cavalry charge. Some allies like

Escort from Edoras

(Riders of Rohan, 5) and

Riddermark Knight

(Riders of Rohan, 9) rush into quests or combat with wild abandon, and then retreat with self-discard effects. Others, such as

Westfold Horse-breaker

(Riders of Rohan, 11) and

Westfold Lancer

(Riders of Rohan, 13), can discard themselves to grant you useful effects, while

Éomund

(Riders of Rohan, 4) can ready all other Rohan characters on his way out of play.

While having your allies constantly leaving play may seem like a detriment, the heroes of this starter deck ensure that it is nearly always worthwhile.

Lothíriel

(Riders of Rohan, 3) can let you play an ally for free when she quests, and when that ally gets shuffled back into your deck,

Éomer

(Riders of Rohan, 1) becomes a powerhouse with 5 attack until the end of the round. With support from

Firefoot

(Riders of Rohan, 16) and a

War Axe

(Riders of Rohan, 19) equipped, Éomer can tear through swathes of enemies by himself, which means you will always have an answer to enemy forces even while your allies are mustering for another charge.

Kickstarting Your Adventure

With their own distinct playstyles and a plethora of cards for deckbuilding options, the four Starter Decks for
The Lord of the Rings: The Card Game have something for anyone looking to enhance the start of their journey with this beloved game. Be sure to grab the starter deck (or decks) of your choice when all four of these products hit store shelves in Spring 2022!

You can pre-order your own copies of Dwarves of Durin (MEC103), Elves of Lórien (MEC104), Defenders of Gondor (MEC105), and Riders of Rohan (MEC106) at your local retailer or online through our webstore today!

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

Available Now: December 3

Published 3 December 2021

|
Arkham Horror: The Card Game

Available Now: December 3

Edge of the Earth Campaign Expansion is Now Available in Select Markets

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


Edge of the Earth Campaign Expansion

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!

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


You can pick up your own copy of the Edge of the Earth Campaign Expansion (AHC64) 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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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.

Sinister Motives

Published 2 December 2021

|
Marvel Champions: The Card Game

Sinister Motives

Announcing a New Campaign Expansion for Marvel Champions: The Card Game

“With great power comes great responsibility.”

In the Marvel universe, those six words carry great significance as the driving principle behind one of the greatest heroes ever known: Spider-Man. This web-slinging, wisecracking hero is beloved by many, but he also has his fair share of mortal enemies. Fortunately, Peter Parker is not the only wall-crawler protecting the streets of New York from villains and their sinister schemes…

Fantasy Flight Games is thrilled to announce Sinister Motives, the fourth campaign expansion for Marvel Champions: The Card Game!

In this expansion, you and your fellow heroes take to the streets and rooftops of New York City and face off against a rogues gallery of classic Spider-Man villains, including Sandman, Venom, Mysterio, and the notorious Sinister Six. As with previous expansions, you can play each of these scenarios individually or as part of a larger campaign, and with a sinister spread of new modular encounter sets, there will be ample opportunity to mix things up for all of your Marvel Champions games. Sinister Motives also kicks off a new wave of playable heroes for the game, starting with two iconic web-warriors: Ghost-Spider and Spider-Man (Miles Morales), both of whom come with fully pre-built and ready-to-play decks right out of the box.

Sinister Schemes

New York City. The Big Apple is home to some big names, both on the side of the law and against it. Somebody has hired some particularly big names to stir up trouble for our heroes, and so we kick off the Sinister Motives campaign with

Sandman

(Sinister Motives, 61).

This gritty foe is certainly no pushover. By spreading his sand all throughout the

City Streets

(Sinister Motives, 65), Sandman can wreak a wide range of havoc in multiple ways at once. The heroes will have to remove sand counters from City Streets if they hope to slow down this slippery villain, all while dealing with his pesky

Sand Form

(Sinister Motives, 66) and his army of

Sand Clones

(Sinister Motives, 67).

Not long after catching Sandman, the heroes will have to deal with the wild and dangerous

Venom

(Sinister Motives, 73). This symbiote-empowered villain puts facedown boost cards on your identity every time you attack and damage him, and his main scheme,

“Leave Us Alone!”

(Sinister Motives, 76B) lets him use all of those extra boosts when he activates against you! This causes Venom’s damage output to ramp up fast, but fortunately, this villain has a signature weakness that you can exploit: the bell tower.

While the tower is

quiet

(Sinister Motives, 77A), you can choose to build up its chimes instead of damaging Venom (and giving him extra boost cards to use against you). Then, once the bell is

ringing

(Sinister Motives, 77B), take advantage of the increased damage dealt to Venom to take him down in as few hits as possible! Just be careful—Venom may be aggressive, but he isn’t a fool, and sometimes he will

Guard the Bell Tower

(Sinister Motives, 79) to stop you from using it to your advantage.

Once you get Venom to calm down, you won’t have much time to rest, because next you must face the baffling

Mysterio

(Sinister Motives, 84), the campaign’s third villain.

This master illusionist puts the heroes into a dizzying

Maze of Mirrors

(Sinister Motives, 87B), and he disrupts their actions by shuffling encounter cards into their decks and discard piles. These cards will come in as extra facedown encounter cards at inopportune moments, so you will have to stay on your toes. Watch out for Mysterio’s illusions, such as

Humongous Hallucination

(Sinister Motives, 89) and

Shifting Apparition

(Sinister Motives, 91), and try not to let this

Fearmonger

(SinisterMotives, 93) get the best of you!

A Dastardly Team

Of course, no Spider-Man-themed campaign would be complete without the iconic squad of villains, the Sinister Six! This terrible team consists of

Doctor Octopus

(Sinister Motives, 94),

Electro

(Sinister Motives, 95),

Hobgoblin

(Sinister Motives, 96),

Kraven the Hunter

(Sinister Motives, 97),

Scorpion

(Sinister Motives, 98), and

Vulture

(Sinister Motives, 99). While each of these villains may not have that much health—their hit points don’t scale with the number of players, after all—they make up for it in their tenacity and their

Sinister Synchronization

(Sinister Motives, 100B).

Unlike most scenarios in Marvel Champions, you don’t win against the Sinister Six simply by defeating them—they just keep coming back to hound you again and again. The only way to win is to escape, which you do by completing both sides of the side scheme,

Light at the End

(Sinister Motives, 102A). But this is easier said than done, since the Sinister Six hardly play fair. While working together, they will have

Heightened Morale

(Sinister Motives, 103) and will occasionally

Take One for the Team

(Sinister Motives, 106). They even have their own version of team-up cards, such as Hobgoblin and Vulture collaborating as

Frequent Flyers

(Sinister Motives, 108) or Doctor Octopus and Scorpion unleashing mayhem with their

Robotic Enhancements

(Sinister Motives, 110). Clearly, this is a team of villains that will put up one heck of a fight!

By now, you may be wondering who the final villain in Sinister Motives will be. We’re not going to reveal who it is today, but we will leave you with this hint: what happens when you combine the abilities of two quintessential Spider-Man villains? The answer is a truly terrifying and formidable foe!

Web-Slinging Warriors

The villains in Sinister Motives are an unruly bunch, and they can make things extremely unpleasant for the citizens of New York. Fortunately, this expansion also comes with two high-speed heroes ready to swing in and protect their city!

First up is

Ghost-Spider

(Sinister Motives, 1A), an alternate-universe version of Gwen Stacy who was bitten by a radioactive spider instead of Peter Parker. Ghost-Spider is a combo-heavy hero able to react to a wide range of situations with ease. Her innate ability, Dizzying Reflexes, lets her ready after resolving an Interrupt or Response ability, which means she can build up some impressive momentum in pivotal moments. With cards like

Ghost Kick

(Sinister Motives, 2) and

Phantom Flip

(Sinister Motives, 4), Ghost-Spider can deal a pile of damage or remove an impressive amount of threat by combining them with her basic powers and Dizzying Reflexes. Her ability works during the villain phase as well, giving cards like

Pirouette and Punch

(Sinister Motives, 5) the bonus effect of readying her just in time for the next hero phase. Combine all of that with her

Web-Bracelets

(Sinister Motives, 9), and Ghost-Spider is ready to react to anything the villains throw at her!

That said, sometimes pulling off Ghost-Spider’s killer combos may require a bit of setup, but fortunately

Gwen

(Sinister Motives, 1B) has access to some handy assets to get her momentum going. Gwen’s father,

George Stacy

(Sinister Motives, 7), can hang onto event cards for you until the moment you need them, while

Ticket to the Multiverse

(Sinister Motives, 8) is a powerful upgrade that can completely reset your turn once per game!

Befitting her react-and-punish playstyle, Ghost-Spider comes with a pre-built Protection deck that can help her lock down the villain phase. Use

Across the Spider-Verse

(Sinister Motives, 18) to call on the aid of fellow web-warrior

Silk

(Sinister Motives, 10) to preemptively discard a treachery card from the encounter deck, and with

Spider-UK

(Sinister Motives, 12) on defense, you can deal some solid damage to an enemy that dares to attack you.

Jump Flip

(Sinister Motives, 14) out of the way of an attack to trigger your Dizzying Reflexes, and if a villain phase is particularly nasty, use

What Doesn’t Kill Me

(Sinister Motives, 16) on your next turn to help you regain your momentum—just make sure you have at least one “physical” resource available to pay for it!

Also patrolling the streets of New York is Ghost-Spider’s crime-fighting partner,

Spider-Man

(Sinister Motives, 30A)! Though he shares his hero name* with Peter Parker,

Miles Morales

(Sinister Motives, 30B) is a mighty wall-crawler in his own right with two especially potent innate abilities, Venom Blast and Spider Camouflage. Spider-Man can only trigger these abilities through the use of certain cards in his deck, but they always leave their mark whenever he activates them.

Swing In

(Sinister Motives, 33) to the situation to remove some threat and confuse the villain with Spider Camouflage, then hit your enemy with a

Web-Shot

(Sinister Motives, 34) to deal some damage and stun them with Venom Blast. Once your foe is stunned and confused, launch a dizzying assault with

Arachnobatics

(Sinister Motives, 31) to deal an impressive 8 damage!

Sometimes, you may not have the resources to pay for all those events but still want to activate Venom Blast or Spider Camouflage. That’s where upgrades like

Power Within

(Sinister Motives, 37) and

Defense Mechanism

(Sinister Motives, 38) come into play, allowing you the freedom to trigger those abilities at precisely the right moment. If you’ve burned through most of Spider-Man’s cards, swap to alter-ego form to get one back into your deck, then take advantage of your

Double Life

(Sinister Motives, 32) to leap right back into the fray.

Spider-Man swings into Sinister Motives with a pre-built Justice deck, and while Ghost-Spider’s deck focused on web-warriors, Spider-Man’s deck is all about the agents of S.H.I.E.L.D.! Allies like

Monica Chang

(Sinister Motives, 40) and

Agent 13

(Sinister Motives, 46) let you get extra uses out of supports like

Field Agent

(Sinister Motives, 44) and the tried-and-true

Surveillance Team

(Sinister Motives, 45). Once you have plenty of S.H.I.E.L.D. cards in play, use events like

Homeland Intervention

(Sinister Motives, 42) and

Global Logistics

(Sinister Motives, 43) to leave the villain’s schemes in tatters!

*Note: Even though Spider-Man (Miles Morales) shares his hero name with Spider-Man (Peter Parker) from the Marvel Champions core set, their identity-specific cards are not interchangeable. This includes their hero cards, obligations, and nemesis encounter sets.

Community Service

It’s time to take to the streets for some web-slinging action. Fans of Marvel Champions: The Card Game won’t want to miss out on this thrilling wave of content when the Sinister Motives campaign expansion launches in spring of 2022—and of course, they can also look forward to more heroes joining the ranks of Ghost-Spider and Spider-Man against the threat of the Sinister Six with the four new hero packs soon to follow!

You can pre-order your own copy of Sinister Motives (MC27en) at your local retailer or online on our webstore today!

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in our forums!

© MARVEL

The Legend So Far

Published 1 December 2021

|
Descent: Legends of the Dark

The Legend So Far

Celebrating Descent: Legends of the Dark

The road to Descent: Legends of the Dark has been long and full of adventure. As we have said before, this game is the largest single project that Fantasy Flight Games has ever done, and it’s not over yet! Our designers are hard at work crafting the next part of this legend. That said, as we head into the last month of the year, we’d like to take the opportunity to celebrate the monumental achievement that is this game. It’s a December of Descent—Descentember, if you will. And to kick off Descentember, let’s take a look back at the highlights that happened both leading up to and after the game’s release.

Highlight 1: Meet the Heroes and Villains

Back in mid-May, we released an article to introduce the six intrepid heroes of Descent: Legends of the Dark: Brynn, the human avenger; Chance, the hyrrinx rogue; Galaden, the elf huntsman; Kehli, the dwarf artificer; Syrus, the human prodigy; and Vaerix, the dragon-hybrid outcast. Each of these heroes has a rich backstory and their own motivations for undertaking the quest of the Blood and Flame campaign. If you missed this introduction back when we first shared it, you can still find it here.

Likewise, in June we also introduced the villainous organizations of Descent: LotD. First and foremost are the hordes of the Uthuk Y’llan, a swarm of violent, dangerous foes that take the forms of enemies such as the berserkers and the bloodwitches. Beyond the Uthuk are the lurching armies of Waiqar the Undying, with enemies such as the specters and wights filling their ranks. Finally, we introduced the Dragonlords’ legions, with dragon hybrid harbingers and centurions visiting despair and ruin on the free peoples of Terrinoth. For information on the history of these three villainous factions, be sure to check out the original article here.

Highlight 2: A Summer of Sights and Sounds

Also in June was the final round of Descent: Legends of the Dark mobile wallpapers. These wallpapers depicted several of the fantastic and unique art pieces from the game, ranging from character art to splash art to even art of some weapons. Several wallpapers have been added since we originally announced these in March, so be sure to check out this article for any that you may have missed!

Jump forward to July, and we released the official soundtrack for Descent: Legends of the Dark on our YouTube Channel. Each of these songs was specifically made for the game, which means that all of Descent: LotD’s music is brand new! With 21 tracks totaling over an hour of music, this soundtrack is the perfect way to immerse yourself into the world of Descent: Legends of the Dark and put you in just the right mood for some adventure.

Highlight 3: Stories and Sponsorship

Throughout the summer, we uploaded a number of short stories to our website. Each of these stories starred one of the six heroes of Descent: LotD and provided a bit of history and context to help you get into character when you next play the game. Written by Robbie MacNiven, who also wrote two novels set in Terrinoth—The Doom of Fallowhearth and The Gates of Thelgrim—these short stories are a great read for anyone wanting to learn more about these colorful characters. You can find all six stories here.

Finally, one of our most recent highlights is a partnership with Critical Role!

To help promote Descent: Legends of the Dark and show our love for tabletop adventures of all kinds, Fantasy Flight Games was the official sponsor for the fourth episode of Critical Role’s third campaign. We sent copies of Descent: LotD to the cast, and if you check the 2:55:45 timestamp, you’ll get Marisha Ray and Matt Mercer’s opinions on the game. The episode is titled “On the Trail of a Killer,” and can be found on Critical Role’s YouTube channel now!

And More to Come

Descentember is just getting started. There is a reason that this game is included on several sites’ “top games of 2021” lists, and it only gets better from here. Be sure to keep an eye out—both on our website and on our socials—for more Descent: Legends of the Dark content in the near future. Gather your fellow adventurers this holiday season and Dare to Descent!  

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© and ™ Fantasy Flight Games.

Available Now: November 26

Published 26 November 2021

|
Marvel Champions: The Card Game

Available Now: November 26

The Hood Scenario Pack for Marvel Champions: The Card Game is Now Available in Select Markets

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


The Hood Scenario Pack

Ever since he witnessed a battle between Electro and Daredevil as a child, the life of a supervillain was enticing to Parker Robbins. Later, while stealing money to pay for his mother’s medical care, a chance encounter with a demon left Robbins with a pair of boots that let him walk on air and an equally-mystical red cloak. Now, as the Hood, Robbins and his budding criminal empire are swiftly becoming a formidable threat to the people of New York City.

This 78-card scenario pack introduces a new scenario to Marvel Champions showcasing the Hood and his notorious organization of supervillains. Also included are a whopping nine modular encounter sets that can be mixed in with any scenario—including the Hood’s—to add more customization options to your Marvel Champions experience. Are you prepared to take down a dangerous criminal empire?

Not a standalone product. The Marvel Champions: The Card Game core set is required to play.

You can pick up your own copy of The Hood Scenario Pack (MC24en) 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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© MARVEL

Available Now: November 19

Published 19 November 2021

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Arkham Horror: The Card Game

Available Now: November 19

The Edge of the Earth Investigator Expansion is Now Available in Select Markets

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


Edge of the Earth Investigator Expansion

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.

You can pick up your own copy of Edge of the Earth Investigator Expansion (AHC63) 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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© 2016 Fantasy Flight Games. Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® Fantasy Flight Games.

Reliving the Legacy

Published 18 November 2021

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Arkham Horror: The Card Game

Reliving the Legacy

Announcing the New, Repackaged The Dunwich Legacy Cycle for Arkham Horror: The Card Game

“No one, even those who have the facts concerning the recent horror, can say just what is the matter with Dunwich.” – H.P. Lovecraft, The Dunwich Horror

A monstrous presence once terrorized the secluded village of Dunwich. The season of horror ended only after three professors from Miskatonic University—Dr. Henry Armitage, Dr. Francis Morgan, and Professor Warren Price—ventured to Dunwich, armed with secret knowledge that enabled them to defeat the creature. Now, several months later, Dr. Armitage’s colleagues have gone missing, and he fears the worst…

Fantasy Flight Games is thrilled to announce The Dunwich Legacy, a pair of repackaged expansions for Arkham Horror: The Card Game!

Return to the very first cycle of content for Arkham Horror LCG with The Dunwich Legacy Investigator Expansion and The Dunwich Legacy Campaign Expansion. Similar to the previously-announced Edge of the Earth expansions, all player cards for this cycle can be found within the Investigator Expansion while all campaign- and scenario-related cards can be found in the Campaign Expansion. This is the perfect opportunity for new fans of the game to experience its very first 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 Dunwich Legacy!

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

Drifting into Dunwich

In order to help you overcome the terrors of the Mythos, The Dunwich Legacy Investigator Expansion comes with five playable investigators to rise to the challenge.

 

Each investigator has their own strengths and weaknesses, and the five from The Dunwich Legacy all share an interesting level of deckbuilding adaptability. While the investigators from the core set are limited to just one “primary” class and one “secondary” class of cards—such as

Roland Banks

(Revised Core Set, 1) only being able to include Guardian and Seeker cards, respectively—all of The Dunwich Legacy investigators can include cards from any class outside of their “primary” one in their deck! However, the trade-off is each of these investigators can only include up to 5 out-of-class cards in their decks, and only ever at their most basic level. You’ll have to plan carefully if you want to bring out the full potential of these five characters!

Whether or not you mix up their decks, there is no denying that the investigators themselves have plenty of tools to combat the Mythos. Take

Zoey Samaras

(The Dunwich Legacy Investigator Expansion, 1), for example. With high health and solid sanity, Zoey is perfectly suited to dive into the fray against monsters of all kinds. By using

Taunt

(The Dunwich Legacy IE, 17) to draw enemies in and then brandishing her

cross

(The Dunwich Legacy IE, 6) at them, Zoey can deal some preemptive damage before she even attacks her foes. With events like

Emergency Aid

(The Dunwich Legacy IE, 105) and

“If it bleeds…”

(The Dunwich Legacy IE, 225), Zoey can keep fighting pretty much indefinitely, which is good, since she also has an obsessive need to

Smite the Wicked

(The Dunwich Legacy IE, 7). If she can’t defeat her designated foe by the end of the scenario, then the guilt will haunt her for the rest of the campaign!

Where Zoey follows a determined path of righteous smiting,

“Ashcan” Pete

(The Dunwich Legacy IE, 5) follows the road to wherever it takes him next. With his trusty dog

Duke

(The Dunwich Legacy IE, 14) at his side, Pete is a kindhearted drifter who just wants to help any people he can. While Pete’s stats may not seem that impressive at first glance, Duke more than makes up for his lack of both combat and investigation skills, and the best part? Duke doesn’t even count toward Pete’s ally slot, which means he’s never forced to choose between his best friend and another ally. (And let’s be honest, who wouldn’t choose Duke?)

Even if Duke is exhausted, Pete still has access to some handy tricks up his sleeve. With a

Fire Axe

(The Dunwich Legacy IE, 32) in hand, Pete can spend some resources to reliably attack an enemy, and he can always check out the

Newspaper

(The Dunwich Legacy IE, 155) if he needs help with an investigation. Even if none of these things are available, Pete can always

Rise to the Occasion

(The Dunwich Legacy IE, 192) in a pinch. Pete just needs to be careful not to rely on his assets too much—if he becomes

Wracked by Nightmares

(The Dunwich Legacy IE, 15), he won’t be able to use any of them!

Where Horror Awaits

Even if you have no interest in the investigators of the Investigator Expansion, you can still look forward to a thrilling story in The Dunwich Legacy Campaign Expansion!

The campaign begins with a call from Dr. Henry Armitage, the head librarian at Miskatonic University and an old mentor of you and your fellow investigators. The elderly man is distraught because two of his colleagues—Dr. Francis Morgan and Professor Warren Rice—have gone missing, and he worries they may be in trouble. You must try to find them, and the adventure begins with a choice: who will you look for first? That decision will determine which scenario you play first, and it will have lasting consequences for the rest of the campaign.

Your investigations will take you from the Miskatonic Museum to a speeding passenger train and, eventually, to the titular village of Dunwich itself. Throughout your journey, you must find Dr. Armitage’s colleagues and keep them—and Armitage himself—safe, and hopefully put a stop to the machinations of a mysterious group before they summon the end of the universe as we know it!

All eight scenarios of The Dunwich Legacy campaign are included in the Campaign Expansion, with all the twists and turns that come with them. With courage, wits, and a bit of luck, you may yet be able to solve the dark mysteries surrounding the village of Dunwich. Are you up to the challenge?

Undimensioned and Unseen

With dark forces on the rise and a sinister plot hidden in the backdrop of Dunwich, only you and your fellow investigators can hope to unravel the truth and save the world. Whether you missed the original version of The Dunwich Legacy or are just now getting into Arkham Horror: The Card Game, you can look forward to adding The Dunwich Legacy Investigator Expansion and The Dunwich Legacy Campaign Expansion to your collection when both products release in early 2022!

You can pre-order your own copy of The Dunwich Legacy Investigator Expansion (AHC65) and The Dunwich Legacy Campaign Expansion (AHC66) 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.

Available Now: November 12

Published 12 November 2021

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Unfathomable

Available Now: November 12

New Products are Now Available in Select Markets

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!


Unfathomable

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.

You can pick up your own copy of Unfathomable (UNF01) at your local retailer or online through our webstore today!*


War Machine

A proud soldier and a longtime friend of Tony Stark, James Rhodes fought for his country as a United States Marine fighter pilot before Stark outfitted him with his very own advanced armored suit. Now, he fights for all of Earth as War Machine, and the forces of Thanos won’t know what hit them!

This heavily-armored Avenger flies into battle in this expansion pack, which introduces War Machine as a brand-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 eager to unload on your enemies with War Machine’s massive arsenal from the moment you open the box. With tons of powerful weapons and upgrades to play with, War Machine is an awesome hero that is perfectly at home on the front lines.

You can pick up your own copy of the War Machine Hero Pack (MC23en) 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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© and ™ Fantasy Flight Games.