To Sleep, Perchance to Dream
The Fifth Dreamlands Asylum Pack for Call of Cthulhu is now on sale
Call of Cthulhu LCG | Published 08 February 2010 Rating  
 12 votes

“Price pulled a key from his vest pocket and unlocked the door to reveal a rickety looking circular staircase, twisting up into the tower. “Careful now, son, it might be dangerous.” The man raised his ivory studded pistol, and gestured for Gregory to lead. “After you.”
-The Lost Dreamers by Nate French

Fantasy Flight Games is pleased to announce that Sleep of the Dead, the fifth Asylum Pack for Call of Cthulhu: The Card Game, is now on sale at your local retailer and on our webstore. Sleep of the Dead continues the exciting exploration of the Dreamlands.

With this 40 card Asylum Pack, never-before-seen cards are introduced into the Call of Cthulhu: The Card Game metagame, bringing new deck-building strategies for players of every faction. The search for Twila Katherine Price continues in this penultimate entry into the series.

Also included in this Asylum Pack is part five of The Lost Dreamers serial tale by Nate French. This episode follows Gregory Gry through his nerve-wracking encounter with John Henry Price, whose sanity is still very much in doubt.

Head out to your friendly local game store and grab your copy of Sleep of the Dead today!

Based on the fiction of H.P. Lovecraft and his literary circle, Call of Cthulhu: The Card Game takes two players deep into the Cthulhu Mythos where investigators clash with the Ancient Ones and Elder Gods for the fate of the world. The Living Card Game™ format allows players to customize their gaming experience with monthly Asylum Pack expansions to the core game.

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A Triumphant Return
The Adventurer's Toolkit for Warhammer Fantasy Roleplay is back in stock
Warhammer Fantasy Roleplay | Published 08 February 2010 Rating  
 14 votes

The Adventurer’s Toolkit, the first exciting supplement for Warhammer Fantasy Roleplay, is back in stock at your friendly local game store and at our webstore!

As threats to the Empire’s stability loom, some brave individuals step forward to lend their aid to the cause, while others are caught up in fate’s plans to find themselves facing perilous adventures.

With more than 50 action cards, 30 talent cards, 10 new careers, and much more, The Adventurer’s Toolkit expands your options and deepens your Warhammer Fantasy Roleplay experience! Game Masters, too, will find The Adventurer’s Toolkit extremely useful. New career sheets and talent cards can help the GM develop new and compelling non-player characters, enriching the Old World.

With The Adventurer’s Toolkit, you can now play as a sturdy Dwarf Ironbreaker, a formidable High Elf Sword Master, a nimble Wood Elf Wardancer , or as a downtrodden Ratcatcher with a small but vicious dog – or as one of the other new careers introduced. The Adventurer’s Toolkit let’s you face your grim and perilous adventures with more options than ever before. Pick up your copy today!

Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.

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The Heat of Battle
The third Battle Pack for Warhammer: Invasion is now on sale
Warhammer: Invasion The Card Game | Published 08 February 2010 Rating  
 9 votes

Some may fight by sword, and others by sorcery, but when the heat of battle reaches its peak, the Rat Ogres of clan Moulder will fight by tooth and by claw...

Fantasy Flight Games is pleased to announce that Tooth and Claw, the third Battle Pack for Warhammer: Invasion The Card Game, is now on sale at your local retailer and at our webstore!

The first battle pack, The Skavenblight Threat, saw the emergence of the diseased and squabbling Skaven. The second battle pack, The Path of the Zealot, brought new forces for the Skaven and the witch hunters. Now, new heroes are rising to do battle with the growing rat menace.

The Skaven will not give up the gains they have acquired, however, and are bringing the power and ferocity of the Rat Ogres and Gutter Runners; meanwhile the might of the heroic Gurni Thorgrimson and Ugrok Beardburna explode on the scene!

Tooth and Claw is the third monthly Battle Pack installment of The Corruption Cycle, the first linked expansion series for Warhammer: Invasion, a card game of intense warfare, clever kingdom management, and epic questing. This 40 card pack contains 20 different never-before-seen cards designed to augment existing decks and add variety to the Warhammer: Invasion metagame.

Head to your local retailer and pick up your copy today!

Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order or the forces of Destruction as they seek to extend their empire to include the entire Old World. The Living Card Game™ format allows players to customize their gaming experience with monthly Battle Pack expansions to the core game.

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The Naysayer
A look at the upcoming Sleep of the Dead Asylum Pack for Call of Cthulhu
Call of Cthulhu LCG | Published 05 February 2010 Rating  
 22 votes

Gentlemen, there is more to this matter than you think. Mr. Aspinwall does not do well to laugh at the evidence of dreams. Mr. Phillips has taken an incomplete view - perhaps because he has not dreamed enough. I, myself, have done much dreaming.
- H.P. Lovecraft and E. Hoffmann Price, Through the Gates of the Silver Key

Monday marks the release of the fifth asylum pack from the Dreamlands cycle, Sleep of the Dead. So, it’s time to spotlight Ward Phillips, Obsessed Recluse (Sleep of the Dead, F89) – A powerful dreamer on the side of Hastur which should take away all doubts that this faction has become quite a force.

The ability to veto one characters’ triggered effect (anything that reads Action:, Response:, Forced response: or Disrupt:) brings the Hastur faction further back to it’s core ability and adds to the disruptive element as seen in cards like Performance Artist (Core set, F87) and Power Drain (Core Set, F100) and forces your opponents to consider the effects of their characters to be unreliable at best. And it is more ammo against decks that abuse cards like Itinerant Scholar (Core set, F30) or other decks that abuse triggered abilities of characters to produce combo’s, warding you against their devastating effects.

There is also a second effect on the card, a drawback to justify his cheap cost for such powerful ability: Phillips doesn’t like it when other players win a Story card. Good thing there are ways to avoid him being sacrificed. The easiest way is to simply put him in harm’s way when a character with a Terror icon threatens to win a story. While Ward Phillips is insane his text box is blank and he doesn’t ‘see’ the story being won, or more precise: He doesn’t care anymore. While this does open you up to more triggered abilities, at least you can keep Ward around for a little longer.

Exchanging him with Victoria’s Protégé (Search for the Silver Key, F69) or The Thing Behind You (The Path of Y'ha-nthlei, F110) also helps Ward to avoid destruction. The Thing has another interesting interaction with Ward Phillips since the 'return a Hastur character to your hand' is part of the cost of The Things' effect. This means you can pay 2 and return Victoria Glasser (Core Set, F82) to your hand, exhausting Ward to prevent The Thing from entering play, helping Victoria to bring insanity every turn.

Fragile Phillips may not be the best when it comes to struggles, but he likely sticks around longer than any cancellation event the game has seen so far. At the very least he is a cheap lightning rod for your opponents' deadly spells and disaster events. It best, he'll throw a spanner in whatever machinations they had planned.

Special thanks to Marius Hartland, who provided this week’s Call of Cthulhu spotlight.

Based on the fiction of H.P. Lovecraft and his literary circle, Call of Cthulhu: The Card Game takes two players deep into the Cthulhu Mythos where investigators clash with the Ancient Ones and Elder Gods for the fate of the world. The Living Card Game format allows players to customize their gaming experience with monthly Asylum Pack expansions to the core game.

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Behind the Design
Exploring the Dice used in Warhammer Fantasy Roleplay
Warhammer Fantasy Roleplay | Published 04 February 2010 Rating  
 24 votes

WFRP Design Discussion with Jay Little and Daniel Lovat Clark

The inclusion and use of custom dice is perhaps the most immediately recognizable new feature of Warhammer Fantasy Roleplay. The brightly colored dice not only attract a player’s attention, they’re a pivotal part of the game. The dice mechanic is the core engine, the rules system that drives the game – but the dice also fulfill a significant role in the overall gameplay experience.

Custom WFRP DiceJoining me for this Designer Diary is Daniel Lovat Clark, one of the key members of the WFRP design team. We both put a lot of hard work, energy, and decades of GM and play experience into the project. In this Designer Diary, we’re going to take a closer look at the dice, the design and theory behind their development, and a few of the (often subtle) effects the dice pool system has on the game.

Deciding On a Dice Pool

Jay: Since the dice have become one of the signature attributes of WFRP, a lot of people have wondered how we arrived at the decision to use a dice pool for this game. Over the course of the development of the new edition of Warhammer Fantasy Roleplay, more than a dozen different core mechanics for task resolution were designed, evaluated, and tested – including some more traditional task resolution models.

These early designs ultimately ended up delivering predictable, static, or traditional results. Early on in the development cycle, the design team came to the consensus that a dice pool offered the type of organic feel we wanted from task resolution, and multiple dice generated the type of results we were looking for.

From there, a number of different dice pool models were developed and tested, until we settled on the the system that combined the engaging play experience we wanted with the mechanical results that could drive the system’s engine. We wanted to deliver a new, refreshing take on roleplaying games. To do that, we knew we would need to develop a new approach to task resolution, and dice pools comprised of custom dice was the answer.

Dan: Dice pools in general have a notably different “flavour” from more traditional resolution mechanics. Percentile or roll-and-add systems are quick to learn and implement in play, but dice pools have a number of desirable characteristics. The most obvious for our purposes was the ability to have much more nuanced results than a simple pass/fail (more on which later).

Another is that the results are more transparent – counting and canceling is a more visceral and immediate activity for the player than adding or subtracting numbers (just last night I caught myself struggling to add two numbers together accurately in another system, and it’s embarrassing how much difficulty I have determining degrees of success in Rogue Trader).

The final key advantage of the dice pool is reliability. Rolling more dice means that the results trend towards an average, giving us a bell curve. The easy stuff is easier; the hard stuff is harder.

The Cool Factor of Custom Dice

Jay: One of my top design goals was to create a fluid resolution system that could become intuitive very quickly. Additionally, I wanted to build a system that offered a wide variety of results in a single roll. Along these lines, it was important to me to have mixed results allowing “Pyrrhic victory” style outcomes – you could succeed and still have something bad happen… or fail, but still have a silver lining.

This is where the development of banes and boons (and to an extent Sigmar’s Comets and Chaos Stars) really started to take off. By evaluating these results separately from the default “success-or-failure” results, we’re able to deliver a number of different outcomes. Dan’s work with expanding and refining the action card system took this another step further, allowing the results to not just vary based on the environment and the story, but also based on what the character is doing at the time.

Ungor BeastmanFrom a GM and storytelling point, I was interested in exploring the possibility of breaking down tasks into their core elements – the individual factors contributing to the task. By developing different types of dice, and having different symbols associated with each die, we were able to create very distinct types of “effort” that characters can apply toward a task resolution, and different types of obstacles the GM can introduce to challenge the players.

Being able to look at a dice pool and see exactly what part of your character's makeup is contributing toward a task (and to what extent) is an interesting and immersive part of the game. Seeing that the harsh environment or skill of your opponent is adding black misfortune dice, or that your sturdy Toughness is adding blue characteristic dice… the visual nature of the dice and identifying these factors helps create more context for what’s going on in the game. Even if that context isn't articulated out loud, it helps players visualize what's going on, by offering lots of juicy tidbits for their imagination.

Personally, my favorite part of the different dice is the rich narrative food for thought they provide. As a GM, if I see that the beastman succeeded in his attack by virtue of successes on a lot of blue characteristic dice, I can narrate the outcome based on his brute strength and brawny, bestial nature. If he fails due to misfortune dice introduced by the character dodging or parrying, then I can narrate how the character turned aside the blows at the last minute. Rather than making arbitrary interpretations, there are prompts available to help out -- the dice and their results have real in-game relevance.

Even better is the fact that all that information is right there, unobtrusively, in the pool. If the GM and players want to dig in and use that extra layer of flavor provided by the dice -- great! If not, it fades into the background, ready to be called upon when needed.

Dan: I love dice. I can’t resist them. I have a pretty big collection of dice at home, and I keep several on my desk and sometimes I roll them for no reason (much to the annoyance of my co-workers). When I’m playing roleplaying games that use traditional dice, I try to pick my favorites out of my selection, or dice that fit the character in question. (I keep a bronze and a red d10 aside for my Adeptus Mechanicus Rogue Trader character.) I love War of the Ring and Kingsburg not just because they’re great games (which they are), but because I get to roll dice and then use them in interesting ways.

So, a bunch of custom dice with interesting symbols, in a variety of eye-catching colours? Yeah, I’m helpless to resist that. And I wanted to make sure that they were as appealing as possible to players.

I spent some time thinking about what each individual die means. The prime example is the expertise die. It’s the bright yellow one, and it has lots of great stuff on it. Notably, it is the only die that currently features Sigmar’s Comet. Rolling the expertise die is a hard-won privilege, a reward for dedicated training, and it should be awesome. Sigmar’s Comet should be awesome. So I tried to be generous with my use of Sigmar’s Comet effects throughout the action cards, and to make those effects really feel awesome.

If I’ve done my job right, you will all feel about the expertise die the way I feel about all dice, all the time. I’m gonna go roll some dice now. Just ... to roll them.

Success & Failure

Jay: One thing that players may realize soon after a few sessions of Warhammer Fantasy Roleplay, especially if they played earlier editions, is that (for the most part) starting characters feel more competent at a lot of their initial tasks. While this is an intentional and important part of the design behind the dice system, success and failure are not just binary outcomes in WFRP. There are shades of grey, different magnitudes of effect, and various possibilities with each and every task. Howl of Chaos

On the surface, a player may be tempted to think that a dice pool result which yields the most success symbols is the best possible outcome. That’s not necessarily the case. With the ability to generate a variety of results, the best possible outcome can easily change from task to task, from action to action.

Often, the best possible result will be the dice pool that generates a combination of beneficial results, allowing the player to trigger both a high-yield success line from an action card, as well as possible boon or Sigmar’s Comet results that augment, magnify, or improve upon the overall effect of the card. 

This is especially clear when players realize that many actions only have one or two possible success lines available – the rest of the action’s results are often realized by other factors: additional effects provided on the action itself, by a talent, a special career ability, the group’s party sheet, an ongoing spell, a special item, or possibly even the location in which the story is taking place.

So coupled with the design of the cards and rules the dice interact with, success ultimately comes down to “what is the best possible combination of effects I can get out of this task based on my current situation.” Since this can change from scene to scene (or even from round to round during an encounter) this helps to keep task resolution engaging and interesting every time the players grab dice to roll.

For some tasks, especially easy tasks or tasks for which a character is well-equipped, well-trained, or well-prepared, the dice pool’s function is less about determine whether or not the PC succeeds – it’s real function is to describe how, why, and to what extent the PC succeeds. 

Dan: Some matters of game design philosophy have to be decided on very early in the process. For us, one of the core decisions was that, in general, something should happen when you roll the dice. This is reflected in part with the generally higher success rates in this edition when compared to previous, but also in the diverse array of boon, bane, Chaos Star, and Sigmar’s Comet effects.

Another of our philosophies is that bad things happening to your characters can be just as fun as good things, especially when the two happen in concert. So, for example, we wanted to make sure that Chaos Stars, while in some ways the “worst” symbols, didn’t affect success or failure.

We wanted those extra bad effects to happen on top of the rest of it. A Chaos Star on an otherwise excellent Charm roll? You certainly impressed the shopkeeper into giving you a discount! In fact, maybe you impressed her so much that her husband wants to have words with you later. In a dark alley. With a truncheon.

Subtle Side Effects

Jay: As characters become more advanced and the size of their dice pools grow, it can be easy to think that individual dice matter less and less. What help will one fortune die add to my Daunting skill check? How will dodging to add one misfortune die help against a Chaos Warrior’s Ruinous Attack?

Da Brainbursta'Again, since baseline success is only one of the outcomes the dice pool resolves, a single die can dramatically influence an action’s results. While the general effect listed by an action’s success line often has a significant impact, it usually has a number of possible “upgrades” based on boons, additional successes, or other effects.

When you’re being attacked, for example, canceling out even one enemy boon could be the difference between suffering normal damage or critical damage! Keeping them one success symbol shy of their three success line could prevent extra damage, a debilitating status condition, or some other nasty upgrade over a baseline success.

Dan: One of the things I like the most about the new system is the fortune/misfortune dice. The existence of these “minor” dice gives us a great deal of freedom to manipulate the dice pool, either for strictly mechanical reasons or for creative and narrative-driven effects. Want to reward a player for creative thinking? Throw a fortune die into the pool. Think attacking in the mud should have a penalty, but not sure how big a penalty it should be? Sling a black die in there.

However, the ubiquity of these dice can lead to some players undervaluing them, particularly in large dice pools. And we’ve all had the rolls where they all come up blank. But we’ve also had those rolls where they really, really don’t. And anyone who’s seen a fatal strike turned into a glancing blow, or a glancing blow turned into a near miss, by a simple untrained Parry or Dodge knows not to underestimate the humble misfortune die…

A neat side effect of the dice pool system is knowing what did what. If an orc tries to choppa me, and I parry, and he misses because of a challenge symbol on the misfortune die, then I know that my parry just saved my head! If a fortune die from an ally’s assist manoeuvre gives me that one extra success I needed to deal extra damage to the big bad, then I know who to thank.

Howl of Chaos? Da' Brainbursta'? What are those all about? ... They're a sneak peek spoiler at some of the things PCs may be facing in one of their upcoming adventures..!

--
Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.

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A Delicate Balance
A strategic look at the Princes of the Sun expansion for A Game of Thrones
A Game of Thrones LCG | Published 04 February 2010 Rating  
 14 votes

This week’s “card of the week” spotlight for A Game of Thrones: The Card Game was contributed by Will Lentz, and in it, he outlines some of the ways you can maximize your effectiveness as house Martell.

The release of the Princes of the Sun expansion has brought a renewed interest in the Southron Lords of Dorne. If there is any house that can match Lannister in downright sneakiness (and several of the same general strengths) it is Martell, and so it’s no surprise that they are often my second favorite house to play. One of their house themes is a focus on “revenge.” They love to retaliate at their opponents for daring to win challenges against them.

Of course this can be a dangerous method of achieving board superiority... or at least maintaining parity. Managing this “one step back, two steps forward” style of play takes an eye for detail and careful timing to maximize the impact of each effect.

One of the most difficult things to manage about this strategy is that it revolves around the loss of challenges, and the military challenge in particular tends to remove cards from your side of the board when you lose; enter the event Parting Blow. While it appears in the Princes of the Sun Expansion, it actually does not require a particular house and could honestly be useful in builds for nearly any house.

The key, however, is how nicely it slots into an even moderately tuned Martell deck in several ways. Thematically it triggers by one of your characters leaving play which fits revenge nicely, kneels an opponent’s character which provides control that Martell players love, as well as lets you draw a card to replace what was lost, which is a theme in which Martell is usually second only to Lannister.

While all of these things give Parting Blow perfectly legitimate reasons to be in a deck, higher level players will confirm that any effect that relies on an opponent’s actions to trigger is generally less effective than something that you can choose to use to attack your opponent. Luckily the House of the Sun has some tricks up its sleeve. A large handful of their more powerful effects reside on characters that must kill or discard themselves to use their abilities.

Dornish Paramour and House Dayne Skirmisher each remove themselves from play in order to gain you a bigger advantage in hand size. Orphan of the Greenblood is literally a cheap, throw away character to remove icons and temporarily stall an important character on your opponent’s board. The kicker now is when Parting Blow is combined with any of these cards. Suddenly, you have the ability to choose exactly when the character that is leaving play to trigger Parting Blow actually leaves play. Along with this newfound freedom to strike at an opportune moment, you compound the abilities -suddenly you’re drawing and controlling more of the board in a way that is truly greater than the sum of each part.

Thanks, Will! Princes of the Sun hit stores in December, so if haven’t picked up your copy yet, head to your local retailer or our webstore and grab it today!

Based on George R.R. Martin's bestselling fantasy epic, A Song of Ice and Fire, A Game of Thrones: The Card Game brings the beloved heroes, villains, locations, and events of the world of Westeros to life through innovative game mechanics and the highly strategic game play. The Living Card Game™ format allows players to customize their gaming experience with monthly Chapter Pack expansions to the core game.

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The Seven Seals
Announcing the upcoming fourth volume of Legends of Percevan
Legends of Percevan | Published 04 February 2010 Rating  
 16 votes

Coming this spring is the fourth volume of the adventures of gallant Percevan and jolly Kervin: The Seven Seals!

Percevan is a brave and noble knight, exiled from his homeland and adrift in the world with only the faithful Kervin for companionship.

Although no longer in service to his king, Percevan remains committed to the ideals of knighthood. He will travel to the desert sands to defend the innocent and risk everything to protect the world…and everything is, indeed, on the line as an old enemy threatens to bring about the Apocalypse! Even with the assistance of powerful magical allies, does Percevan stand a chance against the Four Horsemen? The red-haired knight won’t be coming through this adventure unscathed, but such is the legend of Percevan…

This volume of the Legends of Percevan collects three stories: The Master of Stars, The Seals of the Apocalypse, and The Seventh Seal. To download a free 8-page preview (pdf, 2.1 MB) of The Seven Seals, head over to our support page.

Legends of Percevan is a series of graphic novels about the adventures of a brave knight, Percevan, and his jovial sidekick, Kervin, in a magical medieval past, filled with witches, sorcerers, and monsters.

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Mastered Skills and Paragon Talents
A look at the new character abilities in Ascension
Dark Heresy | Published 03 February 2010 Rating  
 21 votes

+++Incoming Astropathic Transmission+++

Greetings, Dark Heresy fans!

This week, I would like to talk more about some of the cool stuff you will find within Ascension, the new upcoming sourcebook for Dark Heresy. Specifically, I’d like to talk a bit about Mastered Skills and Paragon Talents.

During the development of Ascension, one of the first things we did is create some Rank 8 Dark Heresy characters to get an idea of where most characters would be coming from as they begin their journey towards heeding the higher call. It quickly became apparent that the character sheet was quite full already, and we knew that in Ascension, we needed to address that issue while still bringing something new to the table. That’s where the idea for Mastered Skills and Paragon Talents came in...

“Knowledge is power: power beyond that of guns, or swords or thronging armies. It is power because in a realm of ignorance those with knowledge are lords of all.”
–Corwanius Tare

The purpose of Mastered Skills and Paragon Talents is to give ascended characters abilities that reflect the status and position they have achieved. These abilities are deliberately powerful and approximate the qualities of many lesser abilities that can be acquired separately. They are the abilities of true lords and masters of the Imperium in their chosen paths. They are also intended to reduce the number of entries on a character sheet and remembered or referenced by a player. It is intended that ascended characters have fewer, more powerful abilities, with a greater scope of application than characters created from the Dark Heresy rulebook and other Dark Heresy supplements.

Mastered skills represent a character’s mastery over a broad area of endeavour which contains a number of individual skills. Mastered skills replace a number of individual skills, or skills with a number of skill groups with a single Mastered Skill. This grants the character a bonus to all of the skills that is replaces. Mastered skills can also be used in conjunction with a number of characteristics depending on the type of skill test being taken. Mastered Skills also allow for the possibility of a character having a particular speciality within a Mastered Skill.

For example, a character may have had the Acrobatics, Climb, Contortionist, Dodge, and Swim Skills, all at different degrees. When he purchases Athletic Mastery, however, he would remove all of these individual skills from his character sheet and simply use the bonus granted by Athletic Mastery to all of the skill tests that would have been covered by the individual skills.

Paragon Talents work in much the same way as Mastered Skills, replacing a number of related Talents and usually grant a further benefit in addition.

The following is an example of one of the Mastered Skills found in Ascension:

Decadent Mastery
Replaces: Carouse, Gamble, Performer (all skill Groups),
Decadent mastery is the fruit of a life spent in epicurean indulgence and reflects expertise in imbibing all forms of intoxicants, gambling, and revelling with abandon.

Ascension Wallpaper #2
As a special bonus, this week you can find the second of four special Ascension wallpapers on the Dark Heresy support page! Enjoy!

Dark Heresy is a roleplaying game set in the Warhammer 40,000 universe, a setting in the grim darkness of the far future. Players take on the roles of Acolytes serving the Inquisition, rooting out heresy and corruption from within the galaxy-spanning Imperium of Man.

 

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The True Threat
Announcing the latest chapter pack for A Game of Thrones: The Card Game
A Game of Thrones LCG | Published 03 February 2010 Rating  
 18 votes

"Words. Words are wind. Why do you think I abandoned Dragonstone and sailed to the Wall, Lord Snow?"
"I am no lord, sire. You came because we sent for you, I hope. Though I could not say why you took so long about it,"
Surprisingly, Stannis smiled at that. "You're bold enough to be a Stark. Yes, I should have come sooner. If not for my Hand, I might not have come at all. Lord Seaworth is a man of humble birth, but he reminded me of my duty, when all I could think of was my rights. I had the cart before the horse, Davos said. I was trying to win the throne to save the kingdom, when I should have been trying to save the kingdom to win the throne." Stannis pointed north. "There is where I'll find the foe that I was born to fight."
-from A Storm of Swords by George R. R. Martin

The battle at The Wall is over, but the war has just begun. The wildlings have been dispersed, but may return again. The Night’s Watch is depleted, and in dire need of reinforcements. And the true threat from the north awaits...

Fantasy Flight Games is pleased to announce the upcoming release of A King in the North, the fifth installment in the Defenders of the North cycle of chapter packs for A Game of Thrones: The Card Game!

Featuring a new version of Margaery Tyrell for your Baratheon deck, the mighty Osha for your Stark deck, the formidable wildling Varamyr Sixskins, and much more, A King in the North will bring exciting new options for your A Game of Thrones experience. This 40 card pack features 20 different never-before-seen cards designed to augment existing decks and add variety to your game.

This spring, prepare to face a more dangerous foe than ever before...

Based on George R.R. Martin's bestselling fantasy epic, A Song of Ice and Fire, A Game of Thrones: The Card Game brings the beloved heroes, villains, locations, and events of the world of Westeros to life through innovative game mechanics and the highly strategic game play. The Living Card Game™ format allows players to customize their gaming experience with monthly Chapter Pack expansions to the core game.

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A Quest For Knowledge
The FAQ for Warhammer: Invasion The Card Game is now online
Warhammer: Invasion The Card Game | Published 03 February 2010 Rating  
 23 votes

The FAQ for Warhammer: Invasion The Card Game (pdf, 1.6 MB) is now available for download on our support page! Note: In disputes, the Warhammer: Invasion FAQ supersedes the rules. This is a living document, and will be updated periodically.

Download it now, and be ready for next week’s release of Tooth and Claw. The third exciting battle pack for Warhammer: Invasion The Card Game is now shipping, and will hit shelves Monday!

Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order or the forces of Destruction as they seek to extend their empire to include the entire Old World. The Living Card Game™ format allows players to customize their gaming experience with monthly Battle Pack expansions to the core game.

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