Krowe Blog

Against the Tide

Published 10 November 2021

|
Journeys in Middle-earth

Against the Tide

Take a Look at the New Heroes of Spreading War

As the shadows of war spread throughout Rohan and Gondor, ruthless mercenaries invade kingdoms of Men under the employ of a mysterious, sinister figure. In these dark times, it is only natural that valiant heroes would rise to face the darkness, and Spreading War, the latest expansion for The Lord of the Rings: Journeys in Middle-earth, is no exception.

We announced Spreading War back in early July of this year, during which we showcased

Beorn

and his alternate form

The Great Bear

. Now, as we swiftly approach the expansion’s release, we’d like to take the opportunity to introduce you to the other five heroes that accompany him!

Boromir

 

The eldest son of the twenty-sixth Steward of Gondor, Denethor II, Boromir loves his land with the burning ferocity of dragon-fire. In Spreading War, Boromir is a young and rising star of Gondor’s army, and he has already gained glory and respect on the battlefield. But with dark times on the horizon, Boromir must be more than just a soldier—he must become a hero who can save not only Gondor, but all of Middle-earth.

With a damage threshold of 7 and 4 might,

Boromir

is a physically durable hero who is perfectly comfortable taking his enemies head-on. Equipped with his signature

Horn

giving him inspiration and his sturdy

Plate Armor

protecting him, it seems that this champion of Gondor will rarely, if ever, fall to damage dealt by his foes. Even Boromir’s low fear threshold of 3 can be overcome through his innate ability, which allows him to suffer damage or fear to guarantee at least 1 success in a last stand test.

Boromir’s skills only add to his durability.

Overpower

and

Blood of Gondor

both have guard, and while Overpower lets him brute force his way through any test with his 4 might, Blood of Gondor gives him three additional chances at succeeding a crucial test. When playing Boromir as the new soldier role, he gains access to even more useful tools, such as the skill

Comrade in Arms

, which lets him or another hero get multiple uses out of their tactic skills (such as the aforementioned Overpower).

Calaminth Took 

Many a weary traveler on the road has been comforted and cheered at the end of the day by the sight of a small cookfire and a friendly face ready to share a story. But very few Hobbits would prefer a dusty campfire to a proper stone hearth. Calaminth Took is the exception. She has wandered far from the Shire in search of the kinds of legends told by firelight. Everywhere she goes, she brings comforts that Hobbits hold dear, and all who share her fire count themselves lucky. But anyone who mistakes her for a meek wanderer will soon learn that this Took can wield a ladle and a mace with equal ferocity.

As Journeys in Middle-earth’s second Hobbit hero,

Calaminth Took

shares several features with Bilbo from the core set, including high fear and low damage thresholds. However, while Bilbo would often try his best to avoid combat, Calaminth is quite a bit scrappier. With her

Mace

in hand, she can deal damage and stun her enemies with just a smattering of successes, and her innate ability ensures she has plenty of inspiration available by preparing aid, food, or valour skills.

Speaking of skills, Calaminth comes with a solid mix of support- and combat-related abilities. Her

Drinking Ditty

can grant her an inspiration through her innate ability (since it’s a food skill) and provide a bit of healing to both herself and her allies, while her

Fierce Resolve

grants her bonus successes when she spends inspiration during an attack—and since it’s a valour skill, she will always have at least 1 inspiration handy to use it! Playing Calaminth as the provisioner role gives her even more food skills to make use of, such as some tasty

Waybread

that can heal a hero’s wounds in a pinch.

Dwalin

 

After residing in Erebor and seeing the Dwarves prosper, Dwalin felt the call to venture back into the wider world for one more great adventure. He knows that the gathered wisdom of many kingdoms could bring even more wealth and progress for the Dwarves of the Lonely Mountain. Though, perhaps it is actually the ancient anger in his heart that drives Dwalin to leave his home in favor of a battlefield of Orcs. And while the years have taken their toll on Dwalin’s combat prowess, his courage in battle has not diminished with time.

Joining his brother Balin in Journeys in Middle-earth,

Dwalin

is a well-rounded hero with a good balance of stats and abilities. His innate ability lets him prepare a card from his discard pile whenever he interacts (so long as he has at least 1 inspiration to pay for it), which is an extremely versatile trick that can help Dwalin get multiple uses out of important skills. Also, with his trusty

Spear

in hand, this Dwarf can show his enemies that he still has plenty of fight left in him.

Dwalin’s skills are equally versatile.

Ancestral Grudge

can make any attack lethal against an Orc or a Goblin or simply add 3 hits against anyone else, while

Stirring Performance

can either increase your chances of success in certain tests or simply be used to shake off some damage or fear. Giving Dwalin the lorekeeper role grants him even more versatility, with cards like

Preparation

granting some extremely useful support-oriented effects that any hero would appreciate having.

Fréahild

The Shieldmaidens of Rohan are sung about in countless legends, but very few of their lineage remain in this age. Fréahild is one of their number, trained as a youth to defend Rohan from the enemies who seek to threaten its borders. Just as famous as the Shieldmaidens are the fine horses of Rohan, each bred to be swift and strong and agile. Fréahild has trusted Snowbright—one of Rohan’s finest mounts—to carry her safely across torn battlefields and storm-swept plains for years, and she treasures that loyal companionship more highly than gold.

The Shieldmaidens of Rohan are a force to be reckoned with, and

Fréahild

is no exception. This warrioress is incredibly difficult to take down, with a damage threshold of 6 and multiple ways to reduce any damage she would take. Fréahild’s innate ability allows her to wield a one-handed item and a two-handed item at the same time, letting her wield her

Spear

at the same time as her

Shield

. Of course, Fréahild would be lost without her trusty partner

Snowbright

, one of the new mount cards that only she can use. Combine Snowbright’s ability with that of her

Padded Armor

, and Fréahild is one hero that won’t go down easily.

Fréahild’s skills reflect how she and Snowbright make everyone in your party stronger together.

Faithful Companion

allows her to support another hero’s skill test from afar or protect them from harm, while

Cavalry Combat

allows Fréahild to dart out of a grisly situation and prepare for what may follow. Put Fréahild in the shieldmaiden role, and she can follow her

Call to Glory

to build up inspiration for her next wave of attacks. Truly this warrior of Rohan is an unstoppable force!

Rénëríen

“Being clever is often better than being mighty” is a piece of advice often repeated by Círdan, the shipwright of the Elves. His daughter Rénëríen has proven those words to be a great truth. She is as inventive as any shipwright, but she is not content to stay at port. Rénëríen knows she has much to accomplish before taking her journey to the West. Joy lights in her eyes even when the shadows of cruelty and war darken the land, because she knows there are often solutions hidden in the most tangled of wrecks for those brave and clever enough to find them.

True to her nature as a sharp-witted problem-solver,

Rénëríen

is a strategic hero with a very unique gameplay style. Her innate ability costs an action to activate, but it allows her to scout on command and, depending on what she prepares, she can either discard a damage/fear or gain an inspiration. Couple that with her

Short Bow

, which uses her high wit, and Rénëríen’s turns will always be full of choices with impactful results.

Rénëríen’s skills are equally clever.

Child of the Lhûn

lets her deal some preemptive damage to an unsuspecting enemy, while preparing

Grey Haven Craft

with her innate ability can trigger all of her ability’s effects and then some. Pairing Rénëríen with the trickster role lets her harrow enemies with skills like

Merry Chase

, which allows her to string an enemy group along or send them down the wrong path!

Steadfast Heroes

Each hero included in Spreading War offers tons of variety and enticing new strategies to all of your games of The Lord of the Rings: Journeys in Middle-earth. This was just a taste of what each of these characters brings to the table, and you can expect even more surprises when Spreading War releases in the near future!

You can pre-order your own copy of Spreading War (JME08) at your local retailer or online through our webstore today!

Discuss this article
in our forums!

The Dark of Mirkwood

Published 4 November 2021

|
The Lord of the Rings LCG

The Dark of Mirkwood

Announcing a New Scenario Pack for The Lord of the Rings: The Card Game

“…they knew that they must soon venture into that forest and that after the mountains it was the worst of the perils they had to pass…”The Hobbit

Your Fellowship of heroes have narrowly escaped from their ordeal in Dol Guldur. After a brief stay in Lórien, your party is on its way back to Thranduil when they see smoke billowing up from the eaves of Mirkwood. The black plumes lead you to the smoldering remains of a Woodman village, with bodies strewn about and black-feathered arrows sticking from their backs. This is clearly the work of Goblins, and the pained gasps of a dying Woodman tells you that the survivors were taken by the fiends to their lair within the forest. You swear an oath to rescue them if you can, or avenge them if you cannot, and so you draw your weapons and follow the trail into the woods.

Fantasy Flight Games is proud to announce The Dark of Mirkwood, a new scenario pack for The Lord of the Rings: The Card Game!

This standalone scenario pack contains two adventures: The Oath and The Caves of Nibin-dûm. These scenarios were originally released as part of the Limited Collector’s Edition for The Lord of the Rings LCG. Now, with the inclusion of new boon and burden cards and the onset of the Revised Core Set, you and your fellow heroes can take on these two challenging scenarios as their own two-part adventure or as an extension of the core set’s Mirkwood Paths campaign. Will you track down the Goblins and rescue the captives? Or will you become lost in the dark of Mirkwood?

Swearing an Oath

The goal of the Dark of Mirkwood scenarios is to find the Goblin hideout within the forest of Mirkwood and rescue the captured Woodmen villagers before it is too late. Along the way, you will face giant spiders, the confounding paths of the forest, and, of course, the very Goblins that you are hunting.

Each scenario covers half of the journey, with The Oath depicting the quest to find the Goblins’ hideout and The Caves of Nibin-dûm covering everything that happens within it. In The Oath, you will fend off threats like the

Spiders of Mirkwood

(The Dark of Mirkwood, 8) as you search for the

Goblin Trail

(The Dark of Mirkwood, 14). When you eventually catch up to

The Rearguard

(The Dark of Mirkwood, 3), you will need to deal with the

Goblin Troop

(The Dark of Mirkwood, 19) before you can plunge into the depths of Nibin-dûm itself.

In The Caves of Nibin-dûm, you will explore abandoned Dwarven mines in search of the captive villagers. With your

torch

(The Dark of Mirkwood, 29) in hand, you will explore

Lightless Passages

(The Dark of Mirkwood, 33) while avoiding enemies like the

Cavern Wargs

(The Dark of Mirkwood, 31) and the looming threat of the

Goblin Chieftain

(The Dark of Mirkwood, 27). You and your fellow heroes must navigate the twisting tunnels of Nibin-dûm quickly and carefully if you hope to be

Oathkeepers

(The Dark of Mirkwood, 7) and rescue the captive Woodmen.

In addition to all of the cards that were originally part of these scenarios, The Dark of Mirkwood also comes with some brand-new boons and burdens to use in campaign play. Use potent boons like

“No Time to Waste!”

(The Dark of Mirkwood, 48) and

The Power of Spirit

(The Dark of Mirkwood, 46) when the time is right, but watch out for the

Stalking Goblin

(The Dark of Mirkwood, 41) and the occasional

Shiny Distraction

(The Dark of Mirkwood, 42) that may hinder you on your quest.

Just like with the Revised Core Set, all of the new campaign-related cards in The Dark of Mirkwood will be made freely available as print-and-play content on our website. That way, even if you already own these scenarios through the Limited Collector’s Edition, you will still be able to take part in this epic quest.

Traversing the Dark

Back when the Limited Collector’s Edition for The Lord of the Rings: The Card Game first released, we made a promise to our players that we would one day make the scenarios included in that limited release widely available as their own separate product. Now, with The Dark of Mirkwood coming in the first quarter of 2022, we can finally say that we fulfilled that oath.

You can pre-order your own copy of The Dark of Mirkwood (MEC102) at your local retailer or online through our webstore today!

Discuss this article
in our forums!

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: October 29

Published 29 October 2021

|
Marvel Champions: The Card Game

Available Now: October 29

The Mad Titan’s Shadow 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 Mad Titan’s Shadow

The universe is full of both good and evil. Mighty heroes clash with dastardly villains in every galaxy, and yet one threat has risen above all the others. One being has established himself as a scourge on all life, whose power is unrivaled across all the cosmos.

Of course, we are talking about Thanos.

In this third campaign expansion for Marvel Champions: The Card Game, you and your fellow heroes must challenge the forces of Thanos. This massive expansion contains a brand-new campaign featuring five thrilling scenarios pitting you against members of the zealous Black Order, including Ebony Maw, Proxima Midnight, Corvus Glaive, and, of course, the Mad Titan himself. As with previous expansions, you can play each of these scenarios individually or as part of a larger campaign, and with a slew of new modular encounter sets, there will be ample opportunity to mix things up for all of your Marvel Champions content. Of course, a new wave of expansions means more heroes as well, and The Mad Titan’s Shadow starts it off with the mighty champions Adam Warlock and Spectrum, both of whom come with fully pre-built and ready-to-play decks right out of the box.

You can pick up your own copy of The Mad Titan’s Shadow (MC21en) 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!

© MARVEL

Trivia Troubles

Published 28 October 2021

|
Arkham Horror

Trivia Troubles

Update Regarding the Arkham Nights 2021 Global Trivia Event

Hello, investigators.

As many of you may know, we originally planned to hold a special, cooperative Global Trivia event on Tuesday, October 26th via FFG Live. Unfortunately, it seems that the lesser-known Ancient One known as CthuTube cursed us with technical difficulties, and the livestream failed to function properly. We appreciate those of you who still managed to participate via the chat, and today we would like to share the questions, the answers, and the prizes that everyone managed to unlock!

(By the way, these are the graphics you would have seen if the stream worked!)

Question 1

Question 2

Question 3

Question 4

Question 5

Question 6

Question 7

Question 8

Question 9

Question 10

Question 11

Question 12

Question 13

Unlocked Prizes

 

Here are all of the prizes that last night’s participants were able to unlock. We hope you look forward to enjoying each of them as they come out!

  • 2 Wallpapers
  • 5 Promo Cards
  • 1 Future Create-a-Card Livestream

Keep an eye on our socials for when each of these prizes drops, and we will update this article with links to each one as they become available. Look forward to the first one arriving early next week!

Discuss this article
in our forums!

Machinations Through Time

Published 21 October 2021

|
Arkham Horror: The Card Game

Machinations Through Time

Announcing a New Standalone Scenario for Arkham Horror: The Card Game

Something is wrong. Nobel Award-winning scientists and their revolutionary discoveries have vanished. This ripple in reality is a devastating loss for humanity, and it must be restored. Who has tampered with the past and disrupted the future? Only time will tell…

Fantasy Flight Games is proud to announce Machinations Through Time, a new standalone scenario pack for Arkham Horror: The Card Game!

The city of Arkham is caught in a dark plot that spans across decades! From the quiet days of Arkham’s past to the bustling days of its future, you and your fellow investigators will chase the culprits of this chronological caper before they undo sixty years of important scientific discoveries. Will you find and rescue the missing scientists from their captivity in the twisted realm of Tindalos? Or will your travels through time cause unintended consequences for the past, present, and future?

Racing Through Time

Like previous scenario packs, Machinations Through Time can be played as a standalone adventure or as part of a larger campaign. You also have the choice to take on these threats as a single group or as part of a large event with up to 12 investigators in Epic Multiplayer Mode. Unlike other scenario packs, however, Machinations Through Time gives us our very first look at Arkham, Massachusetts in other time periods, as well as the ability to travel between them. A seemingly impossible task in Arkham’s present may be easy to solve in its past, and tools or information from the future could be the key to setting history back on its correct path.

All of the locations in this scenario are labeled Past, Present, or Future, with the exception of

Tindalos

(Machinations Through Time, 5A), which is all three at once. By traveling between Tindalos and various landmarks of Arkham in all three eras, you can manipulate the flow of time to your advantage, gaining extra resources, clues, cards, or other benefits depending on the location and era. By coordinating with your fellow investigators, you can set something up in the past and then have a friend immediately reap the benefits in the future, or vice versa.

But simply jumping between time periods is not the goal of this scenario. Thomas Corrigan and Mary Zielinski—two great, award-winning scientists—have been abducted and imprisoned in Tindalos. It is your job to not only rescue them, but also ensure that they are set back on the path to meeting each other and making the incredible discoveries they will one day be known for.

While these scientists are labeled as ally assets, they function a bit differently in Machinations Through Time than in normal Arkham scenarios. No one investigator takes control of these allies—instead, they are placed on locations much like the investigators themselves, and whenever an investigator travels from one location to another, they can bring any Scientist allies from that location with them. However, you cannot take a scientist to a different era of time than the one they belong to!

This means that if you want to move the

past version of Thomas Corrigan

(Machinations Through Time, 12), you will need to travel to another Past location. Likewise, if you want to enlist the aid of the

present version of Mary Zielinski

(Machinations Through Time, 22), you will only be able to do so from a Present location. Corrigan and Zielinski aren’t the only Scientist allies you can encounter during your time-hopping; you may find yourself using

Ezra Graves’

(Machinations Through Time, 23) powerful abilities in Present Arkham, then jump back to the Past to parley with

Nikola Tesla

(Machinations Through Time, 14).

Of course, the forces of the Mythos will hardly let you work with these scientists unhindered. For reasons unknown, the monsters of Tindalos are fixated on capturing not just Thomas Corrigan and Mary Zielinski, but any Scientist they can get their hands on. The brutish

Ghastly Satyrs

(Machinations Through Time, 44) will come for the Scientists with claws bared, while the terrifying

Hounds of Tindalos

(Machinations Through Time, 45) will savage their minds. Each time a Scientist asset would be defeated, they are instead abducted by the fiends of Tindalos, which means you may find yourself racing back to the horrifying realm on more than one rescue mission during this scenario.

Temporal Troubles

With many twists, turns, and time paradoxes, Machinations Through Time will keep even the most experienced investigators on their toes. Will you solve the mystery of who is targeting these scientists throughout history? Or will you become lost in the time stream?

Gather your allies and repair the course of history when Machinations Through Time hits store shelves in the first quarter of 2022!

You can pre-order your copy of Machinations Through Time (AHC62) 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.

The Ultimate Android

Published 14 October 2021

|
Marvel Champions: The Card Game

The Ultimate Android

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

“Odd that some say I am less than human, when in truth I am far superior.” – Vision

Originally created by Ultron to destroy the Avengers, the android known as Vision joined the ranks of Earth’s mightiest heroes instead. Now he uses his incredible powers to protect the planet from danger as The Vision.

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

This incredible android Avenger phases into battle in this expansion pack, which introduces Vision as a new playable hero along with his sixteen signature cards. With a pre-built Protection deck ready to play from the get-go, you’ll be ready to face your enemies with Vision’s unique density-manipulating gameplay from the moment you open the box. With high durability and a plethora of abilities to punish villains, Vision is an adaptable hero that can be an asset to any team!

A Perfect Creation

As a being originally created to be a mighty weapon, Vision has a versatile spread of abilities that build off his core mechanic of density manipulation. His deck comes with a special sixteenth signature card referred to as his mass form upgrade, which is a two-sided upgrade that is always in play. On one side is Vision’s

Intangible

(Vision, 2A) form, which protects him from harm but prevents him from attacking or defending. On the other side is his

Dense

(Vision, 2B) form, which allows Vision to attack and gives him a boost to his ATK and DEF stats.

Most of Vision’s signature cards play off his mass form in some way. Even his

alter-ego

(Vision, 1B) form is affected by it—his recovery is nearly doubled while in Dense form, and his hand size is slightly higher while Intangible. If Vision starts his turn in both alter-ego and Intangible forms, then he can flip to his

hero form

(Vision, 1A) and use his Density Manipulation ability to swap to Dense form. Doing so comes with the added bonus of Vision drawing a card, which means he could essentially start that hero turn with seven cards in hand!

A lot of Vision’s other cards are affected by his current form as well.

Vision’s Cape

(Vision, 6) gives him retaliate while in Dense form and stalwart while Intangible, and

Solar Beam

(Vision, 8) is either an attack or a thwart event depending on which form he’s in. Changing mass forms at the right time is a key aspect of Vision’s strategy, and through

Density Control

(Vision, 7) you can get multiple uses out of powerful events like

Phase Disruption

(Vision, 11) and

Mass Increase

(Vision, 12). With so many ways to take advantage of Vision’s mass manipulation, you will find that every round presents new and exciting strategies to try out.

Outside of his mass form, a lot of Vision’s pre-built deck also focuses on synergies between Android characters. You can use

616 Hickory Branch Lane

(Vision, 4) to search for Vision’s daughter

Vivian

(Vision, 3) or another Android ally and add them to your hand.

Victor Mancha

(Vision, 15) can survive multiple hits from low-attack minions while

Machine Man

(Vision, 22) can be a heavy hitter if you have resources to burn. Use

Jocasta

’s (Vision, 13) ability to pull a useful Defense event like

Defiance

(Vision, 18) out of your discard pile, then play that event to trigger

Flow Like Water

(Vision, 16) and punish an enemy that attacks you. On particularly important turns, play

Reboot

(Vision, 24) to get an extra use out of one of your allies, or even Vision himself!

Phase Disruption

As an iconic member of the Avengers and a hero with a versatile toolkit, it comes as no surprise that Vision is completely at home on any hero team. Bypass Thanos’s defenses and protect your allies from the Mad Titan’s assault when the Vision Hero Pack arrives in early 2022!

You can pre-order your own copy of the Vision Hero Pack (MC26en) at your local retailer or online through our webstore today!

Discuss this article
in our forums!

© MARVEL

Seeking Truths

Published 11 October 2021

|
Arkham Horror: The Card Game

Seeking Truths

Meet Daisy Walker with Guest Writer James Phillips

Join guest writer James Phillips as he casts a special light on one of his favorite investigators for Arkham Horror: The Card Game, Daisy Walker. If you’re interested in picking up the Revised Core Set or are just wondering a bit about Daisy, then read on!

James Phillips Showcases Daisy Walker

With the recent release of the Revised Core Set for Arkham Horror: The Card Game, it’s a great time to introduce yourself to the characters of the Arkham Horror Files universe. There are 5 characters in the box, representing the 5 different classes in the game, and today I want to talk to you about the best class and best investigator – the Core Set Seeker, Daisy Walker.

The characters you play as in the Arkham Horror games are called “investigators” for a reason. There might be monsters to fight, or other tasks to do, but ultimately, your job is to investigate, to find things out, and there are few people better at that than Daisy.

Daisy is a popular character who has appeared in various places over the years – she appeared in a series of novels from Fantasy Flight back in the day, but has also appeared more recently in the Investigators of Arkham Horror book, as well as having significant roles in Aconyte Books’ Litany of Dreams and The Devourer Below. The Aconyte titles are absolutely beautiful, and The Devourer Below is practically required reading someone who is looking to get into Arkham Horror: The Card Game and wants to know more about the wider story.

The various stories all portray Daisy as a calm, sensible, rational, and ultimately very capable young woman. She’s no fighter, but she offers enough just by bringing her brain along that others can afford to pick up a little slack if there are monsters that need bashing. In Litany of Dreams, Daisy is shown as initially quite sceptical as to the reality of the mysteries, monsters, and madness of the world of the Arkham Horror Files, as well as a little nervous about the damage it could do her professionally to be seen as involved with superstitious nonsense. However, beneath the need to maintain a professional veneer, she is also shown as a deeply caring individual, not afraid to make sacrifices to help the unfortunates around her. By the time of The Devourer Below, she seems a bit more experienced in the ways of the Mythos, having survived a few close shaves thanks to the help of fellow investigators. I won’t spoil any more details, but I will let you read the stories for yourself.

In Arkham Horror: The Card Game, the way to win is by investigating and finding clues, typically by taking an investigate action using your intellect – or, as it is sometimes colloquially referred to, your “books.” Daisy is a librarian at Miskatonic University’s Orne library, and as befits a librarian, her ‘books’ skill is high, at 5 (only one other core set investigator has a 5 in any skill).

As well as having a very strong intellect, Daisy’s card reflects her background in other ways: by day she supervises the Restricted Section, where the most dangerous books are found, and her talent with tomes is unrivalled: where most characters can only manage 2 tomes (or indeed 2 of anything that you hold in your hand) at a time, Daisy not only has

a bag to hold an additional book

(Arkham Horror: The Card Game Revised Core Set, 8), but she even gets a free additional action every round to use on one those tomes. For a game that gives you 3 actions per round, that 33% increase in what you’re able to do is huge, and can make Daisy really powerful. You go for

Old Book of Lore

(Revised Core Set, 31) to ensure that you always have the card you need when you need it,

Medical Texts

(Revised Core Set, 35) to heal damage from her small health pool, or even upgrade to an

Encyclopedia

(Revised Core Set, 42), for a +2 boost to any skill. Whatever the task, Daisy will find the right book for the job.

Of course, every Arkham Horror Investigator has a weakness and, fittingly, Daisy’s weakness is another tome – none other than the blasphemous

Necronomicon

(Revised Core Set, 9), the darkest of all the forbidden works of which she is custodian. Once gazed upon, the pages of this blasphemous volume will slowly eat away at your mind, and Daisy will need to pay a hefty cost in sanity, or turn what should have been her greatest successes into failures. While it can cause you problems, the Necronomicon is a very thematic weakness for Daisy and, as a tome, you can at least use her free action to (eventually) get rid of it.

The Tome is Mightier than the Sword

As great as books are, you can’t just hit ghouls and cultists over the head with them, and while she clearly has a brilliant mind, Daisy’s physical stats let her down a little: a mere 5 health, 2 combat and 2 agility – she doesn’t want to be stuck with enemies too long, and she doesn’t appear suited to getting rid of them.

That said, the Seeker role has a few tricks for getting around enemies. Use a

Barricade

(Revised Core Set, 38) to stop an enemy’s approach, and

Mind Over Matter

(Revised Core Set, 36) can let Daisy use her brains to fight instead of her brawn.

Fortunately, as well as a Seeker, Daisy’s exposure to the strange world of the Restricted Section – and the horrors of Arkham beyond that – has opened her mind, and thus she is also a Mystic, able to take Mystic cards from Levels 0-2. If you need to fight something, then you can use spells like

Shrivelling

(Revised Core Set, 60) to blast them with your mind!

Upgrades

As Arkham Horror is inherently a campaign game, your Daisy starting deck won’t stay the same for very long, as you acquire XP and improve cards in your deck. Staple options like an upgraded

Magnifying Glass

(Revised Core Set, 40) to make sure that you get the clues from even the toughest locations, or

Cryptic Research

(Revised Core Set, 43) to get you some more cards. In the Revised Core Set, you also have access to the upgraded

Old Book of Lore

(Revised Core Set, 186), which lets Daisy not only find extra cards with her free tome action, but also play those assets without spending another action!

The Future…

Once you finish playing Daisy through the Revised Core Set, there are so many options open for where to take her next. The Dunwich Legacy cycle is a great thematic fit that will see her confront a new version of the mystical Necronomicon (you can read through the series of fictionalized plays I did of this campaign with her here). If you pick up The Circle Undone cycle, you can simply Deny (the) Existence of any damage that comes your way, whereas a trip into the Dreamlands with The Dream-Eaters cycle can secure the assistance of another librarian, Abigail Foreman. Or you could even grab the Harvey Walters Investigator Starter Deck, and relieve Harvey Walters of the assistance of Whitton Greene.

If you want to get really crazy, you can even venture into a parallel reality where a new Daisy is waiting, and you’d better find her tomes quickly, because it really is Read or Die

Ultimately, there are no bad choices – wherever your Arkham adventures take you, Daisy will be a valuable asset to have on your team.

 James Phillips, or Mighty Jim, is a member of the Card Game Cooperative Podcast Team, and the writer of the Fistful of Meeples Blog. When he isn’t trying to keep up with three different LCGs and a small child, he can be found playing D&D, or painting up miniatures for his board game collection such as Journeys in Middle-earth and Mansions of Madness. You can contact him via the Facebook pages for the blog or podcast, or by sending a DM to MightyJim#6786 on Discord.

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.

Horrors for Days

Published 8 October 2021

|
Arkham Horror

Horrors for Days

Announcing the Schedule for Arkham Nights 2021

Be wary, investigators, for something dark approaches…

Last year, we had a week of horrors that formed the Arkham Nights 2020 event. This year, we find ourselves faced with yet another terrifying event, but this time on an even grander scale. Arkham Nights 2021 is right around the corner, and this year it’s larger than ever.

This event will take place from Friday, October 22nd through Sunday, October 31st. We will talk about the two weekends in this time period (the 22nd through 24th and the 29th through 31st) in a moment, but for now, let’s focus on the tantalizing online events that happen between them, during the week we’d like to call the Week of Arkham.

To kick off the Week of Arkham on Monday, October 25th, we will have a Share the Terror Prize Pack Giveaway. Simply share a photo of you playing any of the games in the Arkham Horror Files universe with the hashtag #ArkhamNights2021 for a chance to win an Arkham Horror Files-themed prize pack. As for what’s in that prize pack, we will reveal that at a later date, so stay tuned!

Next, on Tuesday, October 26th, join your fellow investigators around the globe to tackle a special Cooperative Trivia Challenge. For this event, we will be livestreaming trivia questions starting at 6:00 PM CDT. All viewers will have just a short moment to answer each question, and every correct answer will contribute to a global score. If the global score gets high enough, you will unlock a number of prizes for all Arkham fans to enjoy!

On Thursday, October 28th, tune into FFG Live for a special broadcast with MJ Newman, the lead designer of Arkham Horror: The Card Game. In this broadcast, MJ will take everyone through a whirlwind tour of the Edge of the Earth Campaign Expansion, with a focus on the characters and scenarios that can be found within. For anyone looking forward to Arkham LCG’s Antarctic adventure, you won’t want to miss this tantalizing preview!

Then, on Friday, October 29th, a new batch of recipes from Arkham, Massachusetts will hit our website, expanding the culinary collection that we began as part of last year’s Arkham Nights festivities. Be sure to check out (and try out) these recipes when we unleash them on the world! (Note: If you haven’t seen the recipes from last year, you can still find them here!)

The Week of Arkham will have much more happening on each day as well! Be sure to check in regularly for a plethora of Arkham Horror Files-themed content scattered across our website and social media accounts, including puzzles, quizzes, memes, and more.

Arkham Nights In-Person

Last year was difficult for a number of reasons, and unfortunately we were unable to host any sort of Arkham Nights event in person. Thankfully, this year is different, and we are excited to announce that Arkham Nights is coming back not only to just Roseville, Minnesota, but in stores around the world as well!

In Roseville, folks can look forward to the Gamezenter hosting its Arkham Nights event from October 22nd through October 24th. Those of us from FFG will be there to collaborate with the Gamezenter on their activities and events. If you can make it, join us for things like epic multiplayer games for both the Arkham Horror board game and card game, a pick-and-play game library where you and your friends can play any game from the Arkham Horror Files universe (including the upcoming Unfathomable), and a late-night pub trivia event with some awesome prizes on the line! Be sure to check out the Gamezenter’s website for details and times.

For those of you who don’t live in the Roseville area, do not fret! For the first time ever, other game stores will be able to host their own versions of Arkham Nights as well! In the weeks leading up to the 22nd, be sure to ask your local game store if they plan to host an Arkham Nights event. Each participating store will host the event in their own way, and they can hold it anytime between October 22nd and October 31st. Some stores may even have some official Arkham Nights 2021 swag to give out! Just keep in mind that FFG will not be participating in the events of stores other than the Gamezenter, even though we wish we could.

A Week to Remember

Mark your calendars, Arkham fans. With something happening every day between October 22nd and October 31st—whether it’s online or in-person—you won’t want to miss out on this year’s Arkham Nights event. Join us, and brave the horrors of the Week of Arkham—the world depends on it!

Discuss this article
in our forums!

Retelling the Tale

Published 7 October 2021

|
The Lord of the Rings LCG

Retelling the Tale

Announcing the Revised Core Set for The Lord of the Rings: The Card Game

Sometimes, in order to truly appreciate a tale, one must first go back to its beginning. Grand adventures and strong fellowships are important and wonderful, but the first step of any journey is just as important as the last. With that in mind, it’s time to return to the beginning of one of the most epic adventures of all…

Fantasy Flight Games is proud to announce The Lord of the Rings: The Card Game Revised Core Set!

With increased contents and some quality-of-life improvements, this new version of the classic LCG’s core set is the perfect opportunity for a new player to dive into the game. The box comes with everything you may need to kick off your adventures, including enough cards and components for four-player games right out of the gate. Read on to learn more about The Lord of the Rings: The Card Game and why it has been a fan favorite for over ten years!

Note: Veterans of The Lord of the Rings LCG will already know the information in the next section, and thus will want to skip ahead to the “What is New” section of this article.

What is The Lord of the Rings: The Card Game?

For those of you who have never played The Lord of the Rings: The Card Game before, this game is a cooperative Living Card Game set in the fantastical world of Middle-earth. Players form Fellowships that undertake epic quests, travel through perilous locations, and battle vicious enemies such as Orcs, giant spiders, and the dreaded Nazgul.

Each player chooses up to three heroes and builds a deck of cards that represents the strengths, abilities, tools, and allies of those heroes. During each round, you will do things like play ally and attachment cards to strengthen your heroes, send your characters on quests, travel to various locations, and defend against enemy attacks before launching attacks of your own. All the while, you will need to keep your heroes healthy and carefully watch your threat value, the number that represents the influence of the Eye of Sauron upon you. Each round that passes will increase your threat value bit by bit, and if it ever reaches 50 or all of your heroes are defeated, you are eliminated from the game!

Each hero belongs to one of the four spheres of influence: leadership, lore, spirit, and tactics. Leadership heroes focus on abilities that bolster or defend other friendly characters, such as

Aragorn

(Revised Core Set, 1) using his Sentinel ability to defend allies or other heroes from enemy attacks. Lore heroes use their extensive skills and knowledge to support players in various ways, such as

Beravor

’s (Revised Core Set, 12) ability to let a player draw 2 cards. Spirit heroes specialize in quests and facing the dark machinations of the encounter deck head-on; whether or not the players succeed on quests is determined by their characters’ willpower stats, and

Éowyn

(Revised Core Set, 7) has a whopping value of 4 in this stat and the ability to boost it even higher. Finally, tactics heroes are all about combat, with abilities that deal damage, reward them for dealing damage, or simply boost their attack strength so they deal even more damage, such as

Gimli

’s (Revised Core Set, 4) ability to increase his attack for each point of damage he has suffered.

As you can see, each sphere of influence lends itself to a particular playstyle, and the best part is you are not limited to just a single sphere while building your deck! You can mix and match heroes of different spheres as much as you like to create your own unique deck; however, take careful consideration as you do so. During the game, in order to play a card you must pay its resource cost. Resources are generated by your heroes at the start of each round, and each hero has their own separate resource pool. You can only pay the cost of a card using resources from heroes of the same sphere of influence, which means that if you have only one hero of a certain sphere, then you can only use that hero’s resources to pay for that sphere’s cards. For example, if Gimli is your only tactics hero, then only his resources can be used to pay for the tactics cards in your deck—if you have a lot of tactics cards in your deck, then you may want to consider including a second tactics hero in your lineup.

While each scenario of The Lord of the Rings: The Card Game plays out a little differently, the core mechanics remain the same in each game. Each round, you will decide which of your heroes and allies to commit to progressing the quest, which is how you complete the scenario. However, the more characters you commit to the quest, the fewer you will have ready to defend against enemy attacks. Even weaker enemies like the

King Spider

(Revised Core Set, 74) can deal significant damage when undefended, while powerful enemies like the

Hill Troll

(Revised Core Set, 82) could potentially take out an undefended hero in a single hit. Striking the right balance between questing and combat is key to emerging victorious against the forces of darkness.

What is New?

For the most part, this product is the same The Lord of the Rings: The Card Game that countless fans have known and loved for the past ten years. The rules are the same, and almost all of the cards included in the Revised Core Set are also the same. There are, however, three types of cards included in the Revised Core Set that were not part of the original release: campaign cards, boons, and burdens.

These three card types are all used in the new campaign mode that comes included with the Revised Core Set. In this mode, players can experience each of the core set’s scenarios in sequential order, and the results of each scenario can affect the outcome of the next one.

If you already own everything from The Lord of the Rings: The Card Game, you do not need to buy the Revised Core Set to experience this campaign—instead, we are pleased to announce that all campaign cards, boons, and burdens will be made freely available as print-and-play content on our website. We will also be posting the campaign rules and campaign log to the site as well, which means anyone who owns a core set for this game—original or otherwise—will be able to fully experience this new mode.

If you already own a core set for this game, then the release of the Revised Core Set is the perfect opportunity to introduce your friends to the game. Alternatively, if you played this game using a friend’s copy but have yet to pick up your own, then now is an excellent time to jump in! And remember, this box comes with enough content and components to support up to four players, including plenty of materials to ensure you and your friends have everything you need to start your adventure with this classic game.

The Road Goes On

The Lord of the Rings: The Card Game has been around for over ten years now, and the dedication of its fans has only proven that this game is something special. Because of this, the core set is not the only product getting a revised release; both new and existing fans can look forward to continued efforts to repackage and rerelease past popular content in the near future. Which is good news, because when the Revised Core Set arrives in early 2022, even more players will learn just why this game has stayed strong for over a decade and will remain so for years to come!

You can pre-order your own copy of The Lord of the Rings: The Card Game Revised Core Set (MEC101) at your local retailer or online through our webstore today!

Discuss this article
in our forums!

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: October 1st

Published 1 October 2021

|
Arkham Horror: The Card Game

Available Now: October 1st

The Arkham Horror: The Card Game Revised Core Set 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! 


Arkham Horror: The Card Game Revised Core Set

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

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

You can pick up your own copy of Arkham Horror: The Card Game Revised Core Set (AHC60) 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.