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FFG Offices Closed For Holiday
News | Published 02 July 2009 Rating  
 2 votes

The Fantasy Flight Games Offices will be closed on Friday, July 3rd in observance of the Independence Day holiday. We will return to the office on Monday, July 6th.

All of us at FFG hope you have a happy and safe weekend!

 
Treacherous Footing
The second card for the free downloadable plot deck for Descent!
Descent: Journeys In The Dark | Published 02 July 2009 Rating  
 2 votes

As the Summer heats up, Terrinoth, the world of Descent: Journeys in the Dark, grows colder. Ice is spreading across rivers and ponds, and snow falls in small flurries from the sky. In your home town of Tamalir, small groups of heroes are assembling to discover the source of this chiil wind.

As a special bonus to all fans of Descent, we are providing some free downloadable content to add to your Descent: Road to Legend game. Simply print out this card and you have a new plot to add to your Overlord's bag of tricks. Since plot cards do not need to be shuffled, you do not have to worry about sleeving this card or mounting it onto another card. This card is merely available when the heroes and Overlord begin a new Descent: Road to Legend campaign.

This second plot card, "Perilous Paths" will provide new fears as the heroes move about the land. Each path has the chance to prove deadly, as it makes tougher challenges a very real possibility.

Perilous Paths (pdf, 252 kb)

In addition you will need these tokens to mark where the icy paths are.

Icy Path Tokens (pdf, 81 kb)

Over the course of the next few weeks, we will be releasing the remaining cards from this new Overlord plot deck that you can use in your Descent: Road to Legend campaign. The first card in this new freely downloadable plot deck is found int he article Cooling Off. Stay tuned for more free downloadable content for Descent: Journeys in the Dark!

Descent: Journeys in the Dark is a scenario-driven board game that takes a party of adventurers deep into the dungeons of Terrinoth for adventure, treasure, and glory, but beware: the Overlord and his minions stand poised to oppose any heroes foolhardy enough to enter the dungeon. Descent: Road to Legend takes the game to the next level, introducing campaigns and long-term character development for both the heroes and the Overlord. Cross the dungeon's threshold and step into a world of adventure today!

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Canadians Have Big Brains
Announcing the winner of last week’s Ingenious Solo Challenge
Ingenious | Published 02 July 2009 Rating  
 3 votes

Last week, we presented the first-ever Ingenious Solo Challenge, and asked our readers to put their puzzle-solving skills to the test. The response was outstanding!

Of the dozens who participated, only a select few achieved the optimum tile placement: a grand total of 58 points. And, of course, only one such entry could arrive first, thereby claiming for its sender the title of “Most Amazing Brain.”

Your winner is Andrew H., from Burlington, Ontario, Canada! Andrew sent in the following placements:

E32F28, I38J33, K40L39, C42D36, A22B19, G4H3

with the following individual scores: 

red-13, green-10, blue-14, orange-7, yellow-9, purple-5

...for a total of 58 points! What all of the highest entries had in common was that they placed their tiles in an order that allowed them to maximize their points by scoring off of each other. In Ingenious, this strategy is invaluable.

The following participants deserve honorable mentions. They had equally impressive scores, but submitted their responses slightly later than Andrew:

Shawn R. from Edmonton, Alberta, Canada
Christian B. from Broomfield, Colorado, USA
Romain R. from Toulouse, France
Alexander B. from Moscow, Russia

Thanks again to all who participated! And if you see someone with an amazing-looking brain on the streets of Burlington, Ontario, say hello! It may be Andrew!

Ingenious is a strategy puzzle game, in which you must match up colors/shapes in order to put the most together. Keep an eye on how your scores are advancing, as the player with the highest scoring bottom score wins!

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Raid the Armoury and Plunder the Vaults
Second Wave of Warhammer Fantasy Roleplay PDFs Available Now
Warhammer Fantasy Roleplay | Published 02 July 2009 Rating  
 6 votes

For fans of the Warhammer Fantasy Roleplay 2nd Edition roleplaying game, three more hard-to-find titles are now available from the DriveThruRPG and RPGNow websites as PDF downloads.

The second wave of Warhammer Fantasy Roleplay PDF sourcebooks includes:

Old World Armoury
Every adventurer needs the right equipment and the Old World Armoury is a complete resource for all the equipment, weapons, and armour. Anything that can be bought or sold in the Old World can be found here.

Plundered Vaults
Plundered Vaults is an anthology of adventure, featuring six ready-to-run scenarios, complete with NPC stats, maps, and handouts. Kick off a campaign or spice up an existing one with Plundered Vaults.

GM Pack and Toolkit
Featuring "Pretty Things", an introductory adventure that introduces all of the core concepts of the game to both players and GMs, the GM Pack and Toolkit also features handy tables, maps, and handouts to make running your WFRP campaign smooth and easy.

The original files for these books have been updated to incorporate errata, and the PDFs are being generated in an easy-to-use format with handy chapter tabs and searchable text for greater utility.

The Old World awaits: let Fate put your heroes on the path of adventure today!


Set in the war torn world of Games Workshop's Warhammer universe, Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure. 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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Recruiting Cultists
Part 3 of a Three-part series on League Play at your Local Game Store
News | Published 01 July 2009 Rating  
 13 votes

Got a bunch of players looking for a new game to go absolutely insane for? Bell, Book & Comic, of Dayton, Ohio, has been running a Call of Cthulhu: The Card Game league that has been working out very well for them. The success of any league is based on a variety of factors, but the key ingredient is the players. No players, no game! For the final part of our three-part series of guest articles on league play, we present the perspective of a player, Matt Kohls. For a retailer's perspective on leagues, we heard from Peter Bell. For a Servitor's perspective, we heard from Jeff Secrest.

Hopefully this series gives you, as a retailer or player, some ideas on what you can do to run a league at your store. For more background on how to get an LCG league started at your store, please check out this article: "Re-Organizing Play".

We now present our final article from Bell, Book & Comic's resident Cthulhu Champion and former Universal Fighting System Worlds Champion, Matt Kohls. Take it away, Matt!

 

Hi, my name is Matt Kohls, and I've been an avid CCG player for the past 10 years or so. I have played dozens of different CCGs, most recently FFG's Call of Cthulhu Living Card Game (LCG). Over the past few months, we have experienced a great deal of success with this game at my local store, so I just wanted to talk a bit about this new LCG format and the league structure.

Playing multiple CCGs is an arduous task to say the least. Chasing down play sets of rares, keeping up with the shifts in competitive environments, and simply having the time to play and master more than one game is difficult. Though I have played many different CCGs in the past, I could only ever really play one at a time. Every time I wanted to pick up a new game, I would have to quit the old one. However, the LCG format has changed all of that.

We did not have to do this to Matt Kohls to convince him of the LCG concept. I had first heard of the LCG format at GenCon 2008. An FFG representative discussed the nature of this new format with me. To be honest, I was not a big fan of the idea at first. It was such a departure from the traditional CCG model that it just seemed wrong. No pulling ultra rare cards, no buying from the secondary market, no promos or exclusives - it definitely was different and at first did not appeal to the competitive gamer within me. I could see where a casual player might enjoy this, but I still was not sold on it. Yet, it was these same LCG selling points that eventually brought me back to Cthulhu.

I had first played the Call of Cthulhu CCG in 2004 when it released. I played it for a year or so until I decided to move onto another game. I enjoyed the flavor of the game, as well as the game play, but as I said above, it was just too hard to play two CCGs at once. However, when Cthulhu re-launched last January with the new LCG core set, I started reading up on the new structure and was intrigued by the new serial format that follows a single storyline in six monthly increments. This, combined with the fact that I would not have to shell out a ton of cash buying booster boxes and singles, drove me to revisit the game. I picked up my core set and monthly Asylum packs, and a few weeks later we had a league up and running.

The league was an instant success. We had a ton of new players that were coming from miniatures or board game backgrounds that decided to play Cthulhu based on the merits of the LCG format. We also had some CCG players who were able to pick up Cthulhu as a complementary or secondary game to their main CCG. The league format allowed us to have an even playing field that balanced the needs of both casual and competitive players. We were even able to create some really unique and awesome prizes like the domain trophy and league champion t-shirt. We have just wrapped up our second league, which has also been successful, and plan on starting our third league very soon. So, if you are currently playing Cthulhu and have not tried out the league format, I would highly recommend it as a fun, casual gaming experience. If you are worried about getting beat down by Spike and his $500 deck, don't sweat it, in the LCG format each player has access to the same cards and the same strategies. If you are an old school CCG player who is not convinced of the LCG format, I encourage you to give it a try; you may be pleasantly surprised, just as I was.



Thanks Matt for spreading the word about the LCG format! If you're a player trying to break in to a Living Card Game, just remember: whether you're a champion player like Matt Kohls, or a newbie just getting started, everybody in the LCG format is working with the same card pool with the same chances of building a great deck. More importantly: all of our games exist so that people can get together and have a good time. A league at your local store is a great place to meet other players and practice your skills in a friendly yet competitive environment. If your store is running a league, check it out! If you're a retailer and you want to get a league started, contact us at organizedplay@fantasyflightgames.com today.

Players: Are you participating in a league at your store? Share your stories, photos, and tips with us by emailing organizedplay@fantasyflightgames.com. We'd love to hear all about it!


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. To learn more about Call of Cthulhu, visit our minisite.

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Rogue Trader | Published 01 July 2009 Rating  
 18 votes

Greetings Rogue Trader fans!

This week I have something very exciting to show you. It is the first preview of the Rogue Trader core rulebook, and it is the unveiling of the eighth and final Career from the book, the Explorator!

Be sure to check out this 2-page .pdf for a glimpse into the Rogue Trader core rulebook, debuting at Gen Con in August!

Explorator Career Path - web-quality (PDF, 1.8 MB)

Explorator Career Path - high-resolution (PDF, 9.0 MB)

Keep checking back to the FFG site, because there will be more previews and thoughts from the designers coming up!

Rogue Trader is a roleplaying game set in dark gothic far future of Games Workshop's Warhammer 40,000 universe. Players take on the roles of explorers aboard a Rogue Trader's ship, searching for profit and adventure while discovering new alien cultures and threats in the uncharted regions of space.

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A Tour of the Old World
A preview of the upcoming Chaos in the Old World
Chaos in the Old World | Published 01 July 2009 Rating  
 18 votes

The Old World is a land at war. Each of the regions has a distinct style of dress, mannerisms, and ways to wage war. From the dwarfs in the mountains, to the knights of Bretonnia there are many warriors to be found in the Old World. Yet, there are also many dangers and creatures that can spoil the plans of the Chaos gods. The foul Skaven, ratmen from beneath the surface, are active and continually undermining the world in an effort to control it themselves. The orcs have come down from the hills, and are burning and pillaging everything in their path.

This week we will explore the nine regions of the Old World, and map out the dangers that can foil even the most devious plans.

The Northlands
The top of the world is a frightening and frigid place. Populated by hardy peoples, this area is a dangerous place, and provides an excellent testing ground for any chaos army. Comprised of Norsca, Troll Country, and Kislev, the Northlands offer little in the ways of conquest. Kislev is the most densely populated region of the three, and when corrupted, can provide quite a few more points than the other two. However, both Norsca and Troll Country provide excellent launching points, as they have limited points for invading forces to access your domains.

This area sees a fair amount of activity as both Troll Slayers and Norscan Reavers can pop up. Both of these events can spell disaster or an unprepared army.

The Populous Regions
The middle regions contain the majority of the citizens of the Old World. Many people go about their business in the relative safety of numbers. These areas have the highest portion of the populace. These areas will also have the most competition, as every god wants a piece of the crowded Empire Region. Even the less populated Bretonnia and Estalia are still juicy pieces of real estate, and can provide a healthy chunk of points.

However, all three of these locations are well defended, and it will take a concerted effort to exert your dominance over them. All three regions are subject to Bretonnian knights, Witch Hunters, Road Wardens, and even the predations of the Skaven.

The Southlands
The bottom of the world is a hot, dusty place. Found here are the lands of Tilea, the Border Princes, and the Badlands. This region shares a number of strategic similarities with the Northlands, but is more difficult to hold onto. The Badlands are secure behind the borders of Tilea and the Border Princes, but they in turn, share a number of borders with the Populous Regions in the middle of the world.

These areas are subject to the vile Skaven and the invasions of the Greenskinned Orcs, making them dangerous to leave a small number of minions in. Take care, as a number of events create new dangers in these areas.

Advancing The Wastes
The task of dominating the Old World is a large one. Every god must plan their strategy carefully. Nurgle favors the heavily populated regions found in the middle of the world, and will focus most heavily on those areas. Tzeentch will change strategies with setup, as his goal is be where the magic ends up. Slaanesh will move and change the board to his desires, placing heroes and nobles where they will benefit him most. Khorne will go where the others cluster, as he delights in the slaughter. Regardless of the god, the Old World is a deadly place, and conquering will require patience and care.

Don't forget to sign up for the Chaos in the Old World events at GenCon. There are still spots for you to take on Eric Lang, who has issued a challenge to any would be Ruinous Powers.

Chaos in the Old World is a game of conquest, pitting the four Ruinous Powers of Chaos against each other for control of the Old World. Players must out summon, out play, and outwit theirs rivals to ensure their domination of the lands for ages to come.

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Radical Visions Part 2
The second art preview for The Radical's Handbook
Dark Heresy | Published 30 June 2009 Rating  
 23 votes

Greetings Dark Heresy fans!

This week concludes the art previews for The Radical’s Handbook, a new sourcebook for Dark Heresy that delves into the depths of the Radical factions of the Inquisition. These passionate servants of the Imperium stray from the Puritan path to take up the tools of Chaos, Aliens, and Heretics to use against them. Below, you will find a selection of images from this book to help illustrate this concept.

First, we have an image of a Heretek, steeped in the arcane mysteries of Tech-heresy.

Second, we have an image of a shadow operative in the Radical factions.

Third, we present a glimpse at a Calixian faction of Radical Inquisitors known as the Phaeninites.

Fourth, we have an image of a Radical Throne Agent caught between two masters.

Last, we have an image of a Radical Inquisitor carrying out an execution of an Acolyte who simply knew too much...

The Next Step
In future installments, I will be delving into the shadowy corners of The Radical’s Handbook to provide a few more clues and details about the contents of this massive tome. Until then, may the light of the Golden Throne show you the way!

Dark Heresy is a roleplaying game set in the Warhammer 40,000 universe, 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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Calling all Anti-Heroes
A Preview of the Rogue for BattleLore: Heroes Expansion
Battlelore | Published 30 June 2009 Rating  
 21 votes

Welcome back, BattleLore Fans!

In anticipation of the release of the upcoming Heroes Expansion for BattleLore, we are running a series of preview articles on the different character classes of the heroes that can become your armies' commanders. Last time we looked at the
pious and powerful Cleric. While the Cleric’s abilities are specialized towards bolstering defenses, the Rogue is charged with sabotage and sneak attacks. For those who wish to disrupt rather than destroy or defend, we explore the next type of “hero”...


The Rogue

“I seemed to have misplaced my knife. Can you check your back?”

The Rogue is not for the defensive-minded players. A cunning marauder, the Rogue’s focus is the disruption of his opponent’s hero. With a bank of class-specific skills that target an enemy hero, the Rogue forces other heroes to tread carefully. However, it is also worth noting that the Rogue is an opportunist and should not be used toe-to-toe unless forced (especially against a Warrior).

Let’s take a look at the skills available to a fledgling Rogue. It is important to note that the Rogue has a full complement of skills to choose from unlike the Cleric whose initial selection is limited by prerequisites.

Click on the image to the right for a larger version.

 

As all heroes, the Rogue has the “Riding” skill as an option. However the mount, while providing extra mobility, only sets up the use of future skills.

Another movement skill that the Rogue has is “Pathfinder.” This skill allows the Rogue to treat all terrain (including impassable terrain) as though the terrain were countryside. This allows the Rogue to surprise inattentive heroes. Although useful, the movement again only sets up the use of the other Rogue abilities.

Click on the image to the left for a larger version.

The four remaining skills are the heart of the Rogue hero. Two are used in combat while the other two are based on the Rogue’s penchant for stealing from other heroes.

The two combat skills are “Assassin” and “Blademaster.” The former increases combat performance against another hero while the latter improves general melee combat performance. Both are superb skills but an initial choice of one or the other will put the opponent forever on the lookout for situations where that skill can be exploited. It is usually better to forgo one of these skills until you determine how your opponent is going to utilize his hero. A charging Warrior might convince you to take “Assassin” while a turtling “Cleric” may force the selection of “Blademaster” to help wade through the ranks.
 


Click on the images above for larger versions.
 

The two remaining skills are “Leech” and “Thievery.” The “Leech” skill allows the Rogue hero to steal Lore that the opponent rolls when making an attack against the Rogue. A powerful ability, the “Leech” skill is not good during the early stages of hero development since it requires you to be attacked. It should definitely be postponed until at least the third or fourth class-specific selection.

Click on the image to the right for a larger version.

The recommendation is therefore the Rogue skill of “Thievery.” A devastating skill if used successfully against an unwary hero, the “Thievery” skill requires the Rogue to spend all Lore rolled (minimum 2) when in melee combat with an enemy hero. However, the Rogue then steals an artifact from the enemy hero. Since each hero starts with only one and the Rogue can immediately use the stolen artifact, “Thievery” can quickly turn the tide of battle as well as set back the opposing hero’s development.

A good balance of cunning and offense, the Rogue is perfect for guerilla-style attacks that target an enemy hero. He can also deter the movement of the opposing hero who does not want to be subject to a possible equipment loss or the victim of a ruthless backstab.

Next time: Get your troops into line and order your units more effectively as the Field Commander.

Set in a world that bridges history and fantasy, BattleLore is board game that puts players in command of a vast array of miniature troops on the battlefields of medieval Europe. Using the easy-to-learn Commands and Colors system, players can wage thrilling battles without a lengthy time commitment.

 

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