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Radical Visions Part 2
The second art preview for The Radical's Handbook
Dark Heresy | Published 30 June 2009 Rating  
 31 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  
 28 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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Incoming Invaders Detected
This week we focus on another staff favorite, Doom!
Doom | Published 30 June 2009 Rating  
 26 votes

“All UAC personnel be advised. There has been a code red security breach in the dimensional gateway research facility here at the Union Aerospace Corporation’s Mars base. We are under invasion. I repeat, we are under invasion. Attention all Marines! Attention all Marines! Report immediately to central command. If you are isolated from the main facility, seek out other Marines, form squads, and engage the invaders with whatever means possible. We are initiating lockdown procedures as described in section Alpha 42-F of the UAC emergency manual. All personnel are hereby granted full weapons clearance for purposes of self defense.”

This week, the klaxons blare the name of our spotlight game, DOOM! Evan Kinne, one of our hard-working warehouse gurus had this to say. “I love the tense feel of this game. I especially enjoy being the invaders, and seeing the marines attempt to kill every monster. It is at that moment you know they are all doomed.”

Doom puts players into one of two teams. One team of terrifying monstrosities who are armed and deadly fighters capable of laying down blistering hails of gunfire, huge gouts of flame, and talons and fangs to rend all who stand before them. Opposing them are a team of brave Marines, trained in all manners of combat and doing whatever it takes to repel these invaders. Between these teams is a space-station chock full of weapons, armor, corridors, and danger. Doom is a tense, turn-based action board game for 2-4 players.

Each Marine has come from a different background, and as such, can draw on a multitude of different skills. Ranging from the deadly Killer Instinct, which lets you move and attack again if you have killed your target, and the always useful Medic, which lets you heal yourself, to the more specialized Officer, which lets you give extra range and damage to Marines around you, and Special Ops, which severely upgrades close combat weapons. All of these skills are dealt out randomly, and each Marine only receives a couple to help him out through this dangerous mission.

Each of these missions has a different layout, fans of Descent may recognize this as the precursor to the now familiar dungeon spreads. From the tight corridors of the "Inferno" to the sprawling "Thy Flesh Consumed", each map gives players the feeling of being in a space-station being overrun by extra-dimensional beings. Nerves on edge as you open the next door, scared to see the invaders filling the rooms ahead; glancing behind as new creatures begin to fill the corridors and hallways, slowly advancing up behind you. The first mission, "Knee Deep in the Dead", places you in the lounge in sector 5 when the first news of invaders hits. “Off in the distance, you hear first one scream and then several more in quick succession. Panicked voices begin cutting in on your radio headsets but are drowned out...”

Each map has a specific goal. With the first mission, lifeboats are launching from the station and you must hurry if you wish to be on one. All that is standing in your way are a handful or hungry looking aliens, a couple of locked doors, and a number of areas just waiting to see new creatures spawned. The Marine players must work as a team if they have any hope of making it out alive. If the Invader player is able to reach six kills, or frags, the Marines have been overrun and the station is lost. This keeps the players moving, and provides a heaping helping of tension as each frag brings you closer to permanent death.

The Invaders have a fair number of tricks up their sleeves to deal with the Marines. Charge lets one invading creature double the amount of movement they get, letting them advance much closer to the Marines. Jump the Gun lets up to three invaders activate on the Marines turn before they get to go! Shaky Footing reduces the movement of the Marines by two until the start of their next turn. Each of these can be deadly in their own rights, but become a nightmare if used in concert.

Not to be outdone, the Marines have access to some of the best weaponry in the dimensions. The Machine Gun is one of the first weapons most Marines will see. This projectile device is capable of shredding most smaller enemies and dealing decent damage to the larger creatures. The next step up is the Chain Gun which improves upon the Machine Gun’s firing capacity by adding four more barrels of deadly firepower. For those who like the action up close and personal, the Chainsaw provides carnage and mayhem on a wide scale. If you run completely out of ammo, and aren’t able to grab some of the crates lying about the station, you can always settle arguments with your fists. Each Marine can deal a fair amount of damage with the weapon at the end of their wrist. For those fans of the video game, the BFG also makes an appearance. This weapon fires a massive blast of energy capable of taking down even the largest invader.

All in all, Doom feels like a first person shooter in board game format. It is fast paced, easy to learn, and keeps everyone at the edge of their seats as the invaders seek out the Marines, and the Marines seek the way out.

Based on the hit FPS computer game by Id Software, DOOM: The Board Game puts players in the role of space marines trapped in a desperate fight against demonic intruders within the claustrophobic confines of an overrun space station.

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Wheel and Deal
A new scenario for Kingsburg!
Kingsburg | Published 30 June 2009 Rating  
 15 votes

The people of the Realm are variegated: there are lazy nobles and skilled craftsmen, fiery soldiers and humble peasants. A wise governor knows which group to favour at the right time to get as many benefits as possible for his own career. Each group must be artfully catered to at the right moment to keep them all happy. Yet, just as you are currying favour with one group, your opponents will be seeking to influence the other groups against you. Do you have the skill to keep them all happy? Find out with Wheel and Deal!

Wheel and Deal (pdf, 156 kb)

Kingsburg is a board game where players take on the roles of provincial governors tasked with protecting the furthest frontiers of the kingdom from marauding monsters. At the same time, players must use their influence to enlist the help of the king's courtiers in to civilize the wilderness, build prosperous towns, and earn the most favor from the king. The player who does the best at all of these things will achieve victory!

Comments (1)     
His Reach Grows Long Indeed
A preview of Sauron for the upcoming Middle-earth Quest!
Middle-earth Quest | Published 29 June 2009 Rating  
 34 votes

“The Dark Lord’s evil knows no borders. It will not stop in the South.” Even as the words were said, a handful of those who listened nodded in agreement. “It is a threat to all of us.”

The lands of Middle-earth lay at a crossroads. Sauron is gathering his strength to locate the Ring, heroes are rising throughout the lands to thwart his schemes. Neither side has yet gained ground. Now new evils are being summoned, and the lands themselves are slowly falling under Sauron’s sway. Today we focus on this most foul of leaders, this blight upon the lands, we dive into darkness.

Becoming the foul lord of the Shadow is no easy task. You will be pressed to influence the peoples against the heroes, and crush these pests utterly. At your disposal are immensely strong and deadly minions, able and fearsome warriors capable of destroying the heroes. It is your will that guides them, and directs their hands.

Here too, people seemed afraid of strangers and quick to anger. Even without his servants, Sauron’s will saw spirits diminish and despair thrive.

It is a dark time, and it is up to you to make it darker still. Spreading your corruption through these lands is no easy matter. Heroes seem to rise up like mushrooms after a rain, and they inspire confidence and hope in the weaklings of Middle-earth. They seek to undo your grip on this realm, and they must be stopped! Extending from your Shadow Strongholds, your poison grips the hearts and minds of the surrounding regions. With every turn, your presence corrupts further and further from your dark citadels. Use your minions to best effect, goading the populace into further subservience. As your presence grows, the lands become far more deadly. Every time a hero enters a region darkened by your will, they must face the dangers you have lain for them. From Orc Scouts ambushing a hero to the mighty battle with the Balrog deep in the halls of the mines of Moria, these perils can spell the death of an unwary adventurer.

He awoke. Head pounding, wounded. The constricting mesh of some loathsome sinew twisted into his flesh. An Orc, small and cunning, knelt down before him, licking its serrated knife, its breath a foul air of dying things. “Are you ready to sing the songs of Mordor?” the Orc hissed. Then, long sharp hours of pain followed.

 

Send forth your foul minions to spread your word, and assault the heroes as they attempt to undo your schemes. The Black Serpent, the Mouth of Sauron, the devastating Witch-king; these are the names that are whispered to quiet children and frighten them into silence. These are the terrors that stalk Middle-earth, they cause the lands to tremble before their awesome might. Every creature that flies your banner will allow you to spread your dominion further. Influence is much more rapidly generated in the presence of your ghastly minions. Every turn they disseminate your orders and undermine what meager hope that has begun to take root in your realm. In addition to the fear that surrounds them, these fell foes are able warriors and can slay any arrayed against them. Cave Trolls, Warg Riders, Uruk-Hai, and Barrow Wights all await the opportunity to grant the heroes the sweet release of death.

“The land grows sour, evil spirits in every corner.” The old blind man waved his hands before him as he spoke. For months his dire warnings had been dismissed as fear-mongering, but now his words seemed more believable.

Although spreading fear and battling heroes is fun, you have many schemes which must see fruition if you are to rule these lands. Creating your army of the deadly Uruk-Hai, corrupting the king Denethor, twisting the Istari wizard Saruman to your will, the capture and torture of the creature known as Gollum; each of these are vital to your mission of locating the One Ring. Every plot is another chance to discover the location of the Ring, or to take the heroes out of the fight. Never falter in your desire to advance these plots. These, and these alone, will allow you to cast the lands of Middle-earth into the Shadow for aeons to come.

They came out of the night, like a foul wind upon the black steeds and thundering hooves. Terror rode with them, and fear was their ally. Unliving servants of Sauron, shadows under his great shadow. Pale swords of black metal were drawn with a hiss. The enemy was upon us.

 

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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A City of Sin
The Latest Chapter Pack for A Game of Thrones LCG is Now Available
A Game of Thrones LCG | Published 29 June 2009 Rating  
 19 votes

A Time of Trials, the second Chapter Pack in the King’s Landing expansion to the A Game of Thrones Living Card Game is available today at your Friendly Local Game Store and at the FFG Webstore. Catelyn Stark, Cersei Lannister, Moon Boy, and The Hound are all featured in this Chapter Pack, along with the City of Sin plot card that reveals the direction of the “City” plot trait. Each Chapter Pack in the King’s Landing expansion contains at least one City plot card, and most of these City plots scale in effectiveness based on how many other City plot cards are in that same plot deck. The deeper into the game (and into the City) a player goes, the more powerful the City plots become...

 

Click on the image below to view a larger version.


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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Enter the Servitor
Part 2 of a Three-part series on League Play at your Local Game Store
News | Published 29 June 2009 Rating  
 16 votes

Any game can be made less daunting with the help of an enthusiastic demoer. You might say that, in the case of Call of Cthulhu: The Card Game, a league's Servitor is the key to the gate of fun and engaging league play. A little joke, but nonetheless true.

As part of our three-part series of guest articles on league play, we present part two of our series. This time around we get the perspective of Bell, Book & Comic's tournament organizer (aka Servitor), Jeff Secrest. Bell, Book & Comic is located in Dayton, Ohio and this past Spring they ran a very successful Cthulhu LCG league.

If you are a retailer or tournament organizer new to Organized Play, or if your store is looking for ideas to spice up your existing OP, check out what's going on a Bell, Book & Comic and hopefully get some ideas for the OP in your area. For more background on how to get an LCG league started at your store, please check out this article: "Re-Organizing Play".

Want to know what it's like to run a league? Without any further ado, we present Servitor Jeff Secrest.


My name is Jeff Secrest and I am a Servitor. Sure, as a Servitor I do the dirty work of the Ancient Ones, rending the veil, human sacrifice and such but I also serve mankind. I am always happy to lead the unsuspecting gamer down a spiraling path of insanity. I achieve this by organizing leagues and tournaments for The Call of Cthulhu Living Card Game here in my home town of Dayton, Ohio.
 
For me it's all about growing the game I love.  The first step is to establish a close relationship with the local game store owners and then demo like mad! I try to be the glue of the community, keeping the players in the loop of the latest developments and supplying FFG with our feedback. Fortunately our gaming community here is quite active. Also it never hurts to have a game store owner who is much like me, a Lovecraft enthusiast. Really that's what drew me to the collectible version of the game way back even before it had been officially released in '04. It seems like aeons ago, demoing at GenCon with the original designer, Eric Lang.
 
Today with a new expandable and non-collectible version of the Call of Cthulhu Card Game, not only is it my duty to introduce new players to the game, it is also my responsibility to help 'old school' players transition to the new format. Our first two Adventure Leagues were great successes and we are just about to begin our third league. All of that demoing really paid off and I cannot emphasize enough the impact that the store owners' aggressive promotion has had on participation! So if you enjoy playing and have a shortage of Servitors in your local area, I strongly encourage you to sign up, plant those little seeds of madness, nurture them and watch'em grow!



Thanks Jeff for the Servitor's perspective! As Jeff says, if you are a Cthulhu player who wants to get more people involved, the best thing you can do is teach them how to play. For more tips on how to demo Call of Cthulhu: The Card Game, check out the instructional video on our Support Page. Also check out veteran Servitor Pete Lane's article, "
Hearken Servitors!" for more demoing tips.

Servitors (and other Tournament Organizers): Are you running 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!

Tune in next time for Part 3 of our three-part series on running an LCG league at your Friendly Local Game Store. Part 3 features Bell, Book, and Comics' Call of Cthulhu Champion Matt Kohls.


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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To Your FLGS, and Beyond!
Two Anima card games are now available
Anima: Shadow of Omega | Published 29 June 2009 Rating  
 13 votes

Your friendly local game store is ready to take you beyond card games as usual! Fantasy Flight Games is pleased to announce that Anima: Shadow of Omega Revised Edition and Anima: Beyond Good and Evil are now available at your FLGS or at our online store.

Designed by a collaboration of Japanese and European artists and game designers, the world of Anima is a fusion of East and West, in a fantasy setting like you have never imagined!

In Anima: Shadow of Omega, players assemble and control a party of exceptional characters on adventures to thwart evil throughout the world of Gaïa. An ancient evil called Omega threatens to break free from its mystical chains and unleash chaos upon the world, but who can stop it? The revised edition features brighter art, enhanced graphics, and an updated rule book; it’s a must-own for both existing fans and newcomers alike!

Anima: Beyond Good and Evil continues the epic story. Omega has been vanquished, but the denizens of Gaïa are not yet safe... A darker and more powerful evil than anything humanity could have imagined plots its destruction! This time, heroes and villains, former adversaries, must unite against a common foe. Best of all, cards from the revised edition of Shadow of Omega can be added to Beyond Good and Evil to create an even more epic gaming experience!

Any fans of anime, fantasy, card games, or all of the above should head to their FLGS today!
 
Anima: Shadow of Omega is an adventure card game that takes place in the world of Gaïa. Illustrated by some of the finest fantasy artists of Europe, Japan, and the US, Anima brings together elements of Eastern and Western art and storytelling traditions and combines them into a fully-realized world of adventure and excitement. See also: Anima: Beyond Fantasy Roleplaying Game and Anima: Tactics miniatures game.

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In League with Cthulhu
Part 1 of a Three-part series on League Play at your Local Game Store
News | Published 26 June 2009 Rating  
 20 votes

The Living Card Game format has been doing exceptionally well since its inception, with new players joining the communities for A Game of Thrones: The Card Game and Call of Cthulhu: The Card Game all the time, and stores eagerly signing up to run leagues and play groups to support these players.

The Call of Cthulhu Living Card Game is doing exceptionally well at Bell, Book & Comic, of Dayton, Ohio, and we of Fantasy Flight Games are proud to present a three-part series of guest articles about running a league at a Friendly Local Game Store.


Our presenters for this series of articles. L-R: Peter Bell, Matt Kohls (wearing his custom Champion T-Shirt, designed by Greg Barker), and Jeff Secrest.

If you are a retailer or tournament organizer new to Organized Play, or if your store is looking for ideas to spice up your existing OP, check out what's going on at Bell, Book & Comic and hopefully get some ideas for the OP in your area. For more background on how to get an LCG league started at your store, please check out this article: "Re-Organizing Play".

Our first article looks at league play from a retailer's point of view. Without any further ado, we present Peter Bell.

 

Greetings FFG community!

My name is Peter Bell and I'd like to share with you my perspective as a retailer on the rebirth of the Call of Cthulhu Living Card Game and my recipe to make an Organized Play Program a success at my store.
 
I am co-owner of Bell, Book & Comic in Dayton, Ohio. In many respects our store is much like your typical comic/gaming shop; similar shops could be found in neighborhoods all over the world. We are home to many types of gamers, varying between board games, RPGs, miniatures and, of course, card games.
 
As a horror fan, I immediately gravitated to the Call of Cthulhu CCG years ago. Our Servitor [What we call a tournament organizer for Call of Cthulhu LCG - ed.] ran the monthly supported events at the store for a small group of dedicated players but then the support for the game waned and eventually the players moved on to other games. I was convinced at that time that I had added yet another CCG to my collection of dead games.
 
       " ....even death may die"
 
As I am sure many were, I was thrilled to learn that the game was being relaunched in a non-collectible format! Many factors had conspired to bring the CCG days to an end and we were determined to not see history repeated. No decision was more crucial in assuring this than our choice of a Servitor. In addition to having a passion for the game, a Servitor must be committed to serving the gaming community. Besides the constant in-shop demoing I also arranged for the Servitor to demo at local shows and conventions including Free Comic Book Day and the Gem City Comic Con. In retail, product placement is everything and I realized something special was necessary. The artwork for the Core Set is phenomenal and it had caught the eye of many customers. We converted the store copy into a counter-top display piece complete with a crown of crouching Cthulhu statues. The remaining contents were used to build a demo kit which rarely remained idle. Even when there was no demoing to be done we were often playing for the sake of visibility and always for fun.
 
The combination of Core set and monthly Asylum Packs saved players time and money and provided them with a competitive environment that was infinitely adjustable. I anticipated the new format would usher many casual first-time players to the game, but wondered about the Cthulhu CCG players. Would they return to the game they once loved and obsessed over? In short, the answer was yes, the Call was just too strong! They jumped at the opportunity to meet new players, show them the ropes and once again play on a regular basis. The next challenge was to create a play environment that would bring the two groups together. We first started with the Adventure League scenario provided by FFG [ "Heads of Fate" in the first League Kit. - ed. ] and then we tweaked it to meet the needs of our players. The six week leagues, which may appeal more to our casual players, were followed by two weeks of more competitive constructed tournaments. For prizes, I drew further upon my community resources by recruiting local craftsmen to produce unique and unmatched prize support for our events. 100% of our league fees were utilized to provide prize support and each participant received something. After all of the preparation and hard work our efforts were rewarded with a spring league that exceeded all expectations! Despite our success we are constantly soliciting player feedback to adjust the events to the changing needs of our community.


Call of Cthulhu LCG League Championship Trophy, created by Kevin Kirby
 

Like never before the Call of Cthulhu Card Game is appealing to a broad spectrum of gaming enthusiasts. The serialized Asylum Pack series has captured imaginations and the Adventure League scenario has provided us with a dark playground in which to exercise them. At Bell, Book & Comic our attitude is 'We are the game' and here the game is growing. If it can happen in my neck of the woods, it can happen anywhere!

Thanks Peter for your contribution! If you live in the Dayton, Ohio area, stop by and check out Bell, Book & Comic's Call of Cthulhu league.

Retailers: Are you running 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!

Tune in next time for Part 2 of our three-part series on running an LCG league at your Friendly Local Game Store. Part 2 features Jeff Secrest, Servitor of Cthulhu.


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.

Comments (4)     
Power At A Price
A new scenario for Runebound!
Runebound | Published 26 June 2009 Rating  
 21 votes

The lands of Terrinoth are dangerous indeed. When a new force allows the strongest heroes to consume their allies to gain their strength, many are faced with the decision to sacrifice another to become stronger. This new force coincides with a new wave of malice from the Dragonlord, Margath! He is spreading his hate across the lands, and many towns are forced to close their doors.

This new scenario for Runebound will offer heroes an interesting twist to their experience. Each player must decide if the allies that have joined them are worth their weight in gold, or if they are better used to make them stronger.

Power at a Price (pdf, 1.04 mb)

Runebound is a fantasy adventure game for 2-6 players. Heroes race about the lands of Terrinoth in an attempt to prevent the ressurection of the evil Dragonlord, Margath. As they encounter the various creatures and traps about the countryside, they will gain experience and new skills. Along the way, they may hire allies and buy new weapons and armor to assist them. Featuring an innovative movement system, Runebound is sure to leave you wanting more.

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