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The Devil Is In The Details
The collected backstory for the first Arkham Horror League.
Arkham Horror | Published 29 May 2009 Rating  
 25 votes

For those firmly entrenched in the current Arkham Horror League, you have followed along with the sometimes brave Calvin. Before Calvin lost his Ella, the story followed the exploits of a few faces, now very familiar faces. This is the collected stories published along with the first scenarios for the Arkham League. Please enjoy them at your own peril...

Arkham League Collected Backstory (pdf, 632 kb)

Arkham Horror is a boardgame of mystery and madness set in Arkham in the 1920's. Players investigate the strange happenings about the town, and race to prevent ancient evil from surfacing. Playable with 1-8 players.

To find out more about the Arkham League, check out From the Mythos.

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Shadows Fall
The City of Secrets Chapter Pack is Now Available for A Game of Thrones LCG
A Game of Thrones LCG | Published 29 May 2009 Rating  
 18 votes

 

 

The first Chapter Pack of the new King's Landing expansion for the A Game of Thrones Living Card Game is now available at your Friendly Local Game Store and at the FFG Webstore. City of Secrets is a bold new step for the A Game of Thrones LCG, introducing the Shadows mechanic, and adding new layers and deck-building opportunities for the AGoT metagame. To read the full rules for the Shadows mechanic, you can download the PDF of the Chapter Pack insert from our A Game of Thrones LCG Support Page.
 

In honor of the release of City of Secrets, we present another preview article by a special guest contributor. This time we are proud to present the work of the inestimable Will Lentz.

 

 

 

The Shadow of the South
by guest contributor Will Lentz

Sly, underhanded, backstabbing deeds. Back room deals. Devious spies. Witty and acerbic family members. Beautiful females. Questionable romantic relationships. A slew of intrigue icons, control, and draw. For anyone that knows me, you would certainly assume that I'm speaking of the strengths and features of the glorious Lords of the Rock, House Lannister.

And today, you would be incorrect. Another player in the only game that matters showcases these traits- the indefatigable Princes of the South, House Martell. Also my second favorite house, for those keeping track. I'm sure it's not difficult to see why they also hold a special place in the Westeros of my heart. But enough of my overly wrought prose, onward with spoilers!

Today we bring you a missive of great troubles from our Rhoynar brethren. Word has reached the Small Council of dark and worrisome events in Dorne, the Shadow in the South! Here we see the new Shadows mechanic continuing to swing in full force throughout the first chapter pack of the King's Landing expansion as well as a continuation of the Small Council-traited events from previous AGoT releases which bodes well for the future, I feel. Upon closer examination, we might notice a few things. Here is our first revealed Shadows card with a zero cost to bring it out of Shadows, greatly increasing the possible surprise factor of this event. As well, there is a bonus effect when it is Summer: more proof that past releases and themes will not be forgotten now that the LCG release model is rolling under proper steam.

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

Now, the effect of the event as a whole is wonderfully thematic for Martell. Traditionally a control house with an emphasis on events, The Shadow in the South brings this strength back to Martell in the LCG environment. Players may debate over the relative strength of a denial effect like this as opposed to the pinpoint permission effect of a straight cancel, but The Shadow in the South has its uses. Fear Challenge phase responses such as Seductive Promise [T175] or Support of the Kingdom [B172]? The Shadow in the South stops them dead in their tracks. Fear Dominance effects like Westeros Bleeds [T176]? Dead again. Need to insure that your opponent won't even have the opportunity to cancel your own Westeros Bleeds? Bingo. The Shadow in the South once again. Not only does the ability to bring it out of Shadows for free in any phase allow you some insane flexibility, but let's not forget that extra clause. As long as you can keep it Summer, it keeps returning to your hand for use the next turn! This thing kills more events dead in their tracks, ready to be plucked from their hand in an intrigue challenge, than the Orkin man kills bugs.

While the forces of Dorne are currently lacking a handful of basic cards in the LCG environment, powerful, reuseable, and flexible effects like this will go a long way towards making them more competitive in the current months and eventually a top contender in the Game of Thrones.

Note: Will's article makes reference to several cards from the AGoT core set. They have been labelled with their set numbers, e.g. T175, to make finding them easy. For reference, you can also visit 2008 AGoT Worlds Champion Tzumainn's website for information on every card that has been released for the A Game of Thrones card game.

Based on George R.R. Martin's bestselling fantasy epic, A Song of Ice and Fire, A Game of Thrones Living 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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Crawling Up From the Shore
The Latest Asylum Pack for the Call of Cthulhu LCG is Now Available
Call of Cthulhu LCG | Published 29 May 2009 Rating  
 25 votes

“...everything alive come aout o’ the water once, an’ only needs a little change to go back agin.” —H.P. Lovecraft

The latest Asylum Pack for Call of Cthulhu: The Card Game, The Thing from the Shore, is now available from your Friendly Local Game Store and at the FFG Webstore. In this Asylum Pack, 40 more cards are added to the Call of Cthulhu metagame, including Unorthodox Psychologist, Literature Professor, and Insect Swarm. The Thing from the Shore adds cards that emphasize the Skill Check and offers a wealth of deckbuilding opportunities. The Thing from the Shore also continues the serial story of Julia Brown into the depths of madness.

To find out more about The Thing from the Shore, you can read this spoiler article by guest contributor Marius Hartland.


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



Watch this space for news and spoilers for the final chapter of the Summons of the Deep: The Path of Y'ha-nthlei. And just when you thought the nightmare was over, the Dreamlands expansion pulls the veil of sleep over the eyes of the unsuspecting this Summer with the release of its first Asylum Pack, Twilight Horror...

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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The Tide Is High
Innsmouth Horror is now on sale!
Arkham Horror | Published 28 May 2009 Rating  
 30 votes

So far I have not shot myself as my uncle Douglas did. I bought an automatic and almost took the step, but certain dreams deterred me. The tense extremes of horror are lessening, and I feel queerly drawn toward the unknown sea-deeps instead of fearing them. I hear and do strange things in sleep, and awake with a kind of exaltation instead of terror. I do not believe I need to wait for the full change as most have waited. If I did, my father would probably shut me up in a sanitarium as my poor little cousin is shut up. Stupendous and unheard-of splendors await me below, and I shall seek them soon. Ia-R'lyehl Cihuiha flgagnl id Ia! No, I shall not shoot myself - I cannot be made to shoot myself!

I shall plan my cousin's escape from that Canton mad-house, and together we shall go to marvel-shadowed Innsmouth. We shall swim out to that brooding reef in the sea and dive down through black abysses to Cyclopean and many-columned Y'ha-nthlei, and in that lair of the Deep Ones we shall dwell amidst wonder and glory for ever.

Deep Ones rejoice! Today the Innsmouth Expansion hits store shelves, ready to enhance your game of Arkham Horror. Featuring a whole host of new material - no less than 8 Ancient Ones and 16 Investigators, personal story cards, the threat of the Deep Ones, and the terror of the Innsmouth Look - this expansion packs a punch.

For all of our previews, check out Story Time, Ancient Ones Rise, Monstrous Awakenings, Fresh Faces, and the Tide is Rising.

Arkham Horror is a boardgame of mystery and madness set in Arkham in the 1920's. Players investigate the strange happenings about the town, and race to prevent ancient evil from surfacing. Playable with 1-8 players.

Comments (2)     
The Ruinous Powers Descend From The North
FFG is proud to announce the Chaos in the Old World board game
Chaos in the Old World | Published 27 May 2009 Rating  
 66 votes

The world is at war. Men constantly battle with the brutal orcs, wicked ratmen known as Skaven, and their ever present foes, themselves. The beleaguered elves and dwarfs offer what assistance they can, but their races are but a fraction of the glory they once were. At the top of the world lies the Northern Wastes, a barren wasteland full of horrible monsters and barbaric savages dedicated to the four Ruinous Powers of Chaos. This terrifying place warps and changes all who enter it, and fierce champions of the Ruinous Powers emerge from it ready to challenge any before them. Now the Powers themselves are surging forth from the top of the world.

“Hell is empty and all the devils are here.”
- William Shakespeare

Chaos in the Old World makes you a god. Each god’s distinctive powers and legion of followers grant you unique strengths and diabolical abilities with which to corrupt and enslave the Old World. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease. Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions. Yet, as you and your fellow powers of Chaos seek domination by corruption and conquest, you must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish you back to the maelstrom of the Realm of Chaos.

“We are each our own devil, and we make this world our hell”
- Oscar Wilde

As one of these four mighty Powers, your time has finally come! Your three petty rivals each think they are about to gain the ultimate victory, but they are deluded; compared to you, they are little more than pretenders. Your efforts, schemes, and the sheer force of will are about to pay off as you drown the world in a sea of Chaos. That which emerges will be formed in your glorious image, and even your pathetic rivals shall bow down before you for all eternity. Let the final struggle begin!

“Hope is the worst of evils, for it prolongs the torment of man”
- Friedrich Nietzsche

 

Designed by Eric M. Lang, award-winning designer of the Call of Cthulhu and A Game of Thrones card games, Chaos in the Old World board game features three ways to win, and gives you an unparalleled opportunity to reshape the world in your image. Every turn you corrupt the landscape, dominating its inhabitants, and battling with the depraved followers of rival gods. Each god has a unique deck of gifts and abilities, and can upgrade their followers into deadly foes. Summon forth living manifestations of Chaos, debased and hidden cultists, and the horrifying greater daemons - beings capable of destroying near everything in their path.

“I used to look down on the world for being corrupt, but now I adore it for the utter magnificence of that corruption.”
Richard J. Needham

For those of you who can’t get enough of the Warhammer world we have an added bonus! Included in the first print run, two very rare in game items for the Warhammer Online: Age of Reckoning MMO. The Signet of the Cursed Company lets you wander the battlefields of the Warhammer Online MMO as a fearsome skeletal warrior. The Call to WAR will instantly teleport you to your capital city. Also be sure to check out the Support page to view the awesome video trailer for Warhammer Online and the link to a free 10-day trial.

Chaos in the Old World is coming this fall, are you ready?

Chaos in the Old World includes:

  • 1 Rulebook
  • 1 Game Board
  • 45 High-quality, fully detailed plastic playing pieces
  • 4 Threat Dials
  • 4 Power Sheets
  • More than 175 Tokens
  • Over 125 Cards
  • 5 Dice
Comments (27)     
Shadows Revealed
The second glimpse into the upcoming Middle-earth Quest!
Middle-earth Quest | Published 26 May 2009 Rating  
 32 votes

In a land dominated by the forces of Sauron, few beings are as scary as Sauron’s chosen minions. Extremely powerful, well equipped, and utterly dedicated, these beings are a direct embodiment of Sauron’s will.

Last time, we focused on the attributes that made our heroes special. Much like the heroes, minions have access to their own decks of combat cards, many of the attributes the heroes enjoy, and a special ability.

The first of these figures to appear is the Lord of Harad, The Black Serpent.

Boasting a deadly nine Fortitude and eight Strength, this minion is a powerhouse. As opposed to heroes, a minion’s Fortitude represents the number of cards drawn at the beginning of combat, Strength determines the number of cards that can be played during a combat.

Some combat cards have a Strength cost of one, while some of the more devastating cards have a higher cost. With such a high Fortitude and Strength, the Lord of Harad is a fearsome opponent, able to boast a large number of cards drawn, he is also able to play a large number of cards, giving the heroes much to fear.

Even worse, the Black Serpent draws his cards from the melee oriented Ravager deck. Within this deck lies the surprising Eviscerate. This melee attack deals additional damage if you dealt any damage this turn. A nasty surprise to an unprepared opponent! Although this deck is melee oriented, it also has a number of ranged attacks. Aimed Shot punishes dedicated fighters, if they play a card of the same type as the one played last round, this attack deals an additional three damage. Poison Arrow is the ranged equivalent of Eviscerate, doing additional damage if any damage was dealt.

In addition to his stats, the Black Serpent is able to move twice during his activation. This can give him the drop on many an unsuspecting hero, or allow him to retreat to a more advantageous position. As movement dictates a large number of options, being able to move faster can mean the difference between a loss and victory. His secondary ability is just as deadly. The Black Serpent allows Sauron to summon his vile monsters next to the Lord of Harad, regardless of influence! This allows the forces of the Shadow to muster far more rapidly, and more far-reaching than they would normally appear.

Standing in his way, the powerful fighter Thálin can be difficult to overcome. No slouch in the Fortitude and Strength department, Thálin is also able to keep moving past enemies that have not been defeated in combat. If the Black Serpent is unable to take Thálin out completely, the proud dwarf can easily get past the Lord of Harad even with his double movement. Heroes such as Eometh can move rapidly, and can be stymied by the presence of such a powerful warrior. The Black Serpent can be used as a deterrent or can be sent after the heroes with lower Strength, using his large hand of cards and high Strength to block the early attacks of the hero, and following up with his more powerful attacks.

The mighty Lord of Harad, the Black Serpent is a terrifying foe on the battlefield. Able to battle from afar or up close and personal, he can spell doom for many an unprepared hero.

More of the devastating minions are to come, spreading the influence of Sauron and corrupting all the lands they come across.

Middle-earth Quest is a game of adventure and conflict set in the time leading up to the creation of the Fellowship. One player will adopt to mantle of Sauron and do his best to spread his evil influence across the lands. Up to three players become heroes and will do their best to foil Sauron's foul plots, and rally the peoples of Middle-earth to their side.

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Making Sense Out Of Madness
The rules are now available for Innsmouth Horror!
Arkham Horror | Published 22 May 2009 Rating  
 33 votes

So far we have glimpsed the personal stories, the new Ancient Ones, the hideous new monsters, fresh new investigators, the deep ones and the newest addition to the heralds. Now we leap head first into the story behind Innsmouth. The rules for this, the newest expansion for Arkham Horror, are now available.

Innsmouth Horror Rules (pdf, 3.7 mb)

Arkham Horror is a boardgame of mystery and madness set in Arkham in the 1920's. Players investigate the strange happenings about the town, and race to prevent ancient evil from surfacing. Playable with 1-8 players.

Comments (11)     
The Emperor's Ferrymen
Navigators in Rogue Trader
Rogue Trader | Published 22 May 2009 Rating  
 35 votes

Greetings Rogue Trader fans!

This week I am proud to introduce a designer diary from Owen Barnes, a name long associated with Warhammer 40,000 Roleplay. Owen has done some fantastic work for Rogue Trader, and I asked him to give the fans some perspective on his efforts towards the mysterious Navigators — and the challenge he faced in making them into a player character Career!

Owen’s Words
As part of my work for Rogue Trader I found myself with the interesting task of designing the powers and abilities for Navigators. Now throughout the ongoing evolution of the 40k background, and the creation of a multitude of games, books and other products, Navigators have been presented in numerous ways — from sociopathic shut-ins, locked away in ship-vaults to be peddled out to point the way across the stars, to free-wheeling, bandana wearing pirates who work on warp-ships in their free time. What hasn’t changed however is the concept that Navigators are a corner stone of what makes the Imperium possible — ever since the Navigator Gene was first isolated and successfully bred they have been the sole reason that a galactic civilisation of such scope and breadth has be able to prosper and endure.

So this was the point I returned to when I started out to created a set of abilities for them, using this core principle to define them within Rogue Trader. It was also an opportunity to pull back the curtain on the Navis Nobilite and show it for the fractious, decadent and Machiavellian organisation it was—grown rich and inbred from millennia of monopolised trade and petty infighting.

This leads me neatly into Lineages — the first thing a player needs to decide when creating his Navigator character. Lineage is essentially the origins of his family line and the purity of his Navigator Gene. For this purpose the myriad of Navigator Houses are grouped into four categories:

Core Houses: The most powerful of the Navis Nobilite houses, often with vast palaces on Terra itself.

Rim Houses: Former Core Houses that have moved out to the edges of the Imperium in search of greater wealth.

Void Houses: Gypsy houses that live in space and move constantly seeking out new contracts and opportunities.

Renegade Houses: Those that have rejected the edicts of the Paternova (the Lord of the Navis Nobilite) and embarked on dangerous breeding programs in the hopes of enhancing the Navigator Gene in their children.

A Navigator’s choice of House influences which powers they can use, their susceptibility to mutation and their social standing with the Imperium — after all a planetary governor is far more likely to grant an audience to a Navigator of a respected Core House than to one from a known Renegade House.

Once the player has chosen his Lineage he can then select his powers. My key goal when creating rules for their powers was that they should be able to hold their own in the company of silver-tongued traders, augmented Imperial warriors and reality bending psykers — bringing a set of unique abilities and skills to the table. They should also have a feel that was all of their own and most importantly be fun to play!

Without giving too much away, a Navigator’s powers are keyed to the warp allowing them an intuitive understanding of its nature and movement. Unlike a psyker who has a long list of powers and disciplines they can learn though training — tapping into the power of the immaterium — a Navigator has a limited list of innate abilities that they can learn and then use at will. Many of these abilities are tied to their perception of the warp — like the ability to track void-ships by the trail of their warp drives, or learn a psyker’s identity from the warp-signature left by his work. Others however are more overt and call upon the Navigator’s limited control over the near immaterium, influencing the flow of power between the two universes — even cutting off a psyker from his power for a short time if they are skilled enough. Finally no set of Navigator powers would be complete without a host of Third Eye abilities, ranging from looking into a man’s soul for signs of possession or taint to killing or sending insane all those who meet the Navigator’s gaze.

In addition to powers Navigators also gain mutations — the inevitable side effect of their Navigator Gene. While all Navigators have the Third-Eye mutation may others are possible — and as a Navigator grows in power and develops his gifts he is at constant risk from these. Unlike other characters however Navigators have their own mutation table — many of which a both beneficial as well as detrimental.

Well I hope that whets your appetite for playing Navigators in Rogue Trader and gives you some idea of what they are going to be capable of, beyond just guiding ships though the warp (oh, by the way, there are a bunch of rules for that too!)

-Owen

Rogue Trader is a roleplaying game set in the Warhammer 40,000 universe, the grim darkness of the far future. Players take on the roles of Explorers aboard a Rogue Trader's ship, searching for profit and adventure in the uncharted regions of space.

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Chapter 8
The next chapter in the Arkham League!
Arkham Horror | Published 21 May 2009 Rating  
 25 votes

The forces that were responsible for the quakes have returned after their initial defeat. The hordes of the undead have once again shambled into town, carrying with them the stench of terror. In the middle of these twin forces stands a select group of investigators. They have given up all thoughts of a normal life, and have dedicated themselves to the eradication of this foulness plaguing the town. They have fought long and hard, they have bested the Black Goat with a thousand young, they have defeated the icy chill of the god of the cold white silence. Now they must face down the combined efforts of the world shaker Shudde M'ell and the spiked bringer of terror, Glaaki!

Chapter 8 (pdf, 692 kb)

Calvin Wright (pdf, 524 kb)

Arkham Horror is a boardgame of mystery and madness set in Arkham in the 1920's. Players investigate the strange happenings about the town, and race to prevent ancient evil from surfacing. Playable with 1-8 players.

To find out more about the Arkham League, check out From the Mythos.

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Single And Looking
Examining the strategies behind the Matriarchy's mercenary.
Tannhäuser | Published 21 May 2009 Rating  
 17 votes

Every faction is stepping up recruitment. New faces are popping up on every front in the war. The forces of the Reich have enlisted the services of Yula Korlïtz, and her deadly close combat skills. The Union has assigned Sergio Ramirez Delastillas to the front, bringing the full might of his explosive expertise. Not to be out done, the semi-divine Matriarchy have called in the skills of the hero of Rugen, Gorgeï Volkov.

The History of Gorgeï

On the dawn of April 4th, 1947, forty Heinkel 111 bombers from the Imperial Squadron dropped more than 135 tons of explosives on the Monastery-Fortress of Czestochowa. The Kaiser had been forced to bomb his own fortified position.

The day before, the Eisendivision under Baron Reimard Von Karloff had left the city to rendezvous with the 103rd Army of the Reich. A few hours later, the city defenses were destroyed in a surprise attack by Grand Hierarch Katerina Hyorovitch. She sacrificed the lives of 17,500 riflemen under her command to scour the depths of the monastery for the Black Madonna. Fearing the consequences should such a relic fall into enemy hands, the Kaiser immediately ordered the destruction of Czestochowa, including the relic and everyone inside.

When the rain of fire and the flames of the bombs finally quieted, there was nothing left for kilometers around but bodies and rubble. At the heart of the inferno, one man - and one man only - survived.

Critically wounded but standing tall like a colossus in the midst of the ruins, he held proudly in his hands the Black Madonna.

Major Volkov is the leader of the Phantom Division - elite, autonomous commandos frequently deployed behind enemy lines and attacking from ambush. Not answerable to any military authority, and acting as his own commanding officer, Gorgeï often allies with one enemy to combat another. Thus, Gorgeï need not share an Affiliation Symbol with the other characters on his team (though this does not change that rule for the other members of his team, who - barring any other exception - must still share a symbol with each other). However, Gorgeï may not be played against a team that includes any characters with the Matriarchy Affiliation Symbol.

Integrating Gorgeï

Adding to the destructive might of the Matriarchy, Gorgeï Volkov adds ranged firepower to the arsenal. Wielding the deadly PPSh-41s Submachine Guns, Gorgeï can lay down a withering burst of firepower. Each of these weapons is lethal, but when put in the skilled hands of the hero of Rugen, they become downright nightmarish. Using the experience he has gained in countless battles all over the globe, Gorgeï can fire his weapons at two different targets in the same activation!

As senior officers, majors are often dispatched to the front lines to accomplish specific tactical and strategic tasks. Major Volkov has never left the front lines. Using his rank, Gorgeï can add a five point bonus to the roll for Deployment. This advantage can be huge, especially so in Story mode or in one of the Scenarios. Choosing exactly where to enter from, and more importantly, leaving your opponent fewer options is always good.

Aside from the benefits Gorgeï provides for his homeland, he can also add his prodigious pistol proficiency to any side. Gorgeï is a mercenary, and while he will freely work for the Matriarchy, he may be purchased to fight for the Union or the Reich.

Adding to the overwhelming firepower of the Union, Gorgeï combined with Barry Daniel Brown and John MacNeal can be devastating. These three can effectively can hold almost any objective, especially if they have victory points to burn for counter-attacks. Alternatively, pair Gorgeï with Tala. Tala has a devastating dynamite attack, but can find it difficult to get close to an already activated model. Send Gorgeï in first to clear a path to the space she needs, then have Tala run up and take out the now defenseless model. The explosive Ramirez can also work well with Gorgeï. Use Hound DOG or the Brothers Bomb to direct enemies onto a single path. Now Gorgeï can use his Multiple Targets ability to great effect, potentially taking out two agents a turn! The opposite can also be particularly nasty. Use Gorgeï to funnel enemy agents together, with the assistance of Hound DOG. Now Ramirez can use his grenade launcher to hit multiple models in one volatile explosion.

The occult forces of the Reich can also enlist the services of the Gorgeï. Providing an additional way to eliminate opposing forces, Gorgeï pairs very well with Karl Zermann and the Marquis General, Hermann Von Heïzinger. Using the Patmos Amulet, Von Heïzinger can move enemy figures onto the same path, allowing Gorgeï a very easy shot to target both figures. Similar to the trick above, Gorgeï can be used to chase enemy agents into the sights of Karl Zermann’s pistol, Doom. Alternatively, Zermann can use Doom to flush Union figures out of rooms filled with smoke into the waiting pistols of Gorgeï.

Regardless of which faction Gorgeï sides with, he is a deadly addition. Possessing the ability to target multiple figures, and the weaponry needed to dispose of any he targets, Gorgeï is sure to see the table often.

Tannhäuser is a squad based game set in a U-chronic past. WWI has never ended and the forces of the Reich have turned to the oocult. The forces of the Union have delved into alien technology and developed deadly weapons of war. Using the revolutionary path-finding system, Tannhäuser is quick and easy to play.

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