April 22nd, 2017
Fantasy Flight Games is proud to announce the upcoming release of the Legend of the Five Rings: The Card Game Core Set.
Originally released in 1995 as a collectible card game, Legend of the Five Rings has since thrived with its unique setting, engaging gameplay, and enthusiastic player base. Now players new and old alike can experience Rokugan like never before in the Living Card Game format.
Legend of the Five Rings: The Card Game is a player-influenced LCG that sees two players take on the role of one of the seven Great Clans of Rokugan, vying for military and political control of the land while maintaining Rokugan society’s strict code of honor.
Each player commands their forces with two separate decks: A Dynasty Deck fills their provinces with characters and holdings and a Conflict Deck consisting of tactics, maneuvers, followers and attachments that can be used to turn the tide in a struggle for supremacy. During a game, players will engage in conflicts, both political and military based, with the goal of breaking their opponent’s stronghold and winning the game. But the rules of society are absolute, and even in the fire of battle and heat of Rokugan’s courts, clans must remember the tenets of Bushid?, lest they lose everything in their single-minded pursuit of glory.
The Legend of the Five Rings: The Card Game Core Set comes with everything a player needs to explore the seven great clans of Rokugan, the Crab Clan, Crane Clan, Dragon Clan, Lion Clan, Phoenix Clan, Scorpion Clan, and Unicorn Clan. It also includes a variety of tokens, cards, and rule sheets that make the Core Set the definitive starting point for the Legend of the Five Rings: The Card Game.
April 22nd, 2017
Ostfront Publishing is excited to announce the release of Westfront, a WWI tabletop game aimed at company to battalion level games and representing the feeling of the great war for those at the front.
Westfront is based on first hand accounts of the war and implements many of the features that provide the flavor of WWI. Communication issues, misguided orders, vehicles bogging down in mud, creeping barrages of artillery giving your men cover as they advance, gas attacks, reconnaissance, getting lost, and more. All presented in a simple and fast-play format, with games taking around 2 hours.
Westfront includes army lists for the central powers and the allies, and has a freeform army list system where you can choose infantry, artillery, vehicles, trenches, barbed wire, pillboxes and cavalry, creating the list you need to fulfill your orders. The lists are split up into early, mid, and late war, showing the evolution of units and tactics throughout the war.
Orders are generated from the dynamic order system, where each player draws a playing card before the game and is given objectives. Sometimes these orders even change mid-game!
Westfront is aimed at 1/72 and 15mm scale, but would work just as well at 10mm or 6mm scales. It puts the player in the shoes of a Field commander who must contend with orders from above, deal with the chaos of the battlefield, all while attempting to command, resupply and communicate with his forces.
Long ago, in a remote village at the edge of the kingdom, lived a Troll. This Troll roamed the streets demanding a toll from any traveller he met; if they refused to pay, he would steal their trousers.One day the Troll stopped a merchant travelling along the road. As usual, he demanded the merchant pay the toll in order to pass undisturbed otherwise he would steal his trousers. The merchant, who was very cunning, made the Troll a proposal…Welcome to Trade & Troll!
April 21st, 2017
You’ve battled for an insignificant, worthless piece of ground for ages—a place with all the tactical significance of a banana—but you’re no closer to giving up than your opponents! After all, if you give up now, there’d be no opportunity to cause more carnage, and that would be simply unacceptable. Besides, it looks like some reinforcements are joining the enemy… and is that a diplomat they’re sending forward?
It’s time to employ some unorthodox tactics and hire new units to fight by your side: the Tricks and Mercenaries army expansion for Kharnage is coming soon from Asmodee! Within this army expansion, you’ll find a host of the titular Tricks and Mercenaries, all offering clever new ways to gain the upper hand for whoever gets to them first. And alongside the tricks and mercenaries, you’ll find new units to add to your Core Set armies, including Dwarves, Humans, Goblins, and Orcs.
Look for the Tricks and Mercenaries army expansion for Kharnage at your local retailer in the third quarter of 2017.
February 20th, 2017
Fantasy Flight Games is proud to announce the upcoming release of The Path to Carcosa, the second deluxe expansion for Arkham Horror: The Card Game!
A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it’s been all the rage in conversations among Arkham’s socialites. But in your efforts to learn more about the play, you’ve uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind.
Everything you find suggests the workings of something foul, even though no connection has yet been proven…
In The Path to Carcosa, it becomes your task to uncover the secrets of this unusual play. The expansion’s two scenarios kick off The Path to Carcosa campaign with a trip to the Ward Theatre and an invitation to the formal dinner party hosted by cast and crew. But with every answer you gain and every clue you uncover, you only find yourself falling deeper into mystery and madness.
Along with its new scenarios and encounter cards, The Path to Carcosa introduces six new investigators and sixty-two player cards (including a complete playset of each) that afford you new ways to explore and enjoy the game—even as they challenge you to overcome new weaknesses.
April 19th, 2017
Blood on the Altar is now available for Arkham Horror: The Card Game!
The third Mythos Pack and fifth chapter in The Dunwich Legacy campaign, Blood on the Altar welcomes you to the eerie little town of Dunwich. The setting for one of H.P. Lovecraft’s most beloved tales of horror, Dunwich has always been a bit more dangerous than it appears. And when you arrive to find that the townsfolk are all on edge due to a series of recent disappearances, there’s already an almost palpable aura of danger in the air.
How are the Dunwich disappearances connected to the bizarre events in Arkham? Might they be related in some way to The Necronomicon and its sinister prose?
The answers to these questions are more hideous than you would ever imagine, but it’s your job to find them. Along with the missing townsfolk and the secret chamber in which they await their gruesome fates. Can you find these abductees and stave off greater evils before it’s too late? Much depends upon the results of your previous investigations. Much more depends upon your current haste.
Perhaps you and your fellow investigators should split up to cover more ground…