Fantasy Flight News

For the Glory of The Imperial Throne!

Announcing an upcoming Battle Pack for Warhammer: Invasion The Card Game

Emperor Karl Franz has few significant eccentricities, but amongst his fervent passions is the furtherance of the Imperial Zoo, a vast complicated of beast-pens and mosaic-covered caravans. Inside its halls reside strange creatures that have been given as gifts from foreign potentates or hunted and captured from the hidden corners of the world.
&nbsp&nbsp &ndashWarhammer, &ldquoThe Imperial Menagerie&rdquo

Fantasy Flight Games is pleased to announce the upcoming release of The Imperial Throne, the sixth glorious Battle Pack in The Capital Cycle for Warhammer: Invasion The Card Game.

With 60 new cards (3 copies each and every of 20 diverse cards), roughly half of which are devoted to the forces of the Empire of Man, The Imperial Throne strengthens the Imperial bid for order and progress inside the Old Globe. Players of the Empire&rsquos allies and enemies also come across new units and support cards to stir up explosive new deck designs.

Out of several, 1

The Imperial Throne introduces one of Emperor Karl Franz&rsquos excellent passions, The Imperial Zoo (The Imperial Throne, 109), and whilst it could be strange to worry about creating a zoo throughout a time of war, the Empire&rsquos focus on different kinds of troops and talents has led directly to the strength of its position.

From a dizzying array of warriors and specialists of various talents, the Empire&rsquos armies war in unison to defend the nation. Even though some might wonder how such a diverse army can function in spite of its differences, a wise scholar once noted that the Empire&rsquos diversity is the really thing that makes it strong. Enemies ready for its spears and blades could falter against its black powder weapons. Enemies ready for each, may possibly suffer against the Empire&rsquos magic or artillery fire.

However, the task of organizing these troops into battle-prepared units is no modest matter. Luckily, the Empire rewards from the leadership of Emperor Karl Franz of Altdorf. A man capable of utilizing even the rare talents of a lunatic infamous for waging wars against forests and swarms of bees, the Emperor may view The Imperial Zoo as something of a breeding ground for new tactical suggestions. Definitely, it can be such a resource for players of Warhammer: Invasion The Card Game.

Placed in your kingdom zone, The Imperial Zoo can start generating two resources every turn for two price. Pay an further two, and you can produce three resources per turn. Invest even more heavily, and your investments begin paying off immediately on the subsequent turn.

New recruits

But what can you do with all those resources? The Imperial Throne delivers fans of the Empire extra card draw with each a new quest and a new tactic card they can play to benefit from discarding redundant copies of The Imperial Zoo. Doubling of the Guard (The Imperial Throne, 112) allows Imperial players to benefit from added copies of special cards or early copies of pricey cards by discarding them to gain card draw equal to the cards&rsquo loyalty costs. This indicates you can play all 3 copies of your method&rsquos central cards and use the extras for purposes other than merely developing your zones.

Recruiting for War (The Imperial Throne, 120) furthers the increased viability of quests that The Capital Cycle introduces. As the Empire seeks to draw from its wide array of resources, the recruiting effort pays off as soon as it begins. Played for zero cost, Recruiting for War quickly makes it possible for you to draw a card, and with a unit assigned to the quest, it offers further draw each and every time you play a non-Attachment support card, such as The Imperial Zoo.

When the Empire assembles its resources and draws up its new recruits, it is a mighty force of order in the Old World.

Appear for The Imperial Throne to introduce The Imperial Zoo, Doubling of the Guard, Recruiting for War, and other exciting new cards to bolster the Empire&rsquos bid for dominance when it releases in the very first quarter of 2012!

Fantasy Flight Games


Bringing Law and Order to The Breathing Jungle

A Call of Cthulhu: The Card Game spotlight by guest writer Marius Hartland

You needn’t think I’m crazy, Eliot–plenty of others have queerer prejudices than this. Why don’t you laugh at Oliver’s grandfather, who won’t ride in a motor? If I don’t like that damned subway, it’s my own business; and we got here more quickly anyhow in the taxi.
–H. P. Lovecraft, Pickman’s Model

The Untouchables

All jungles have predators and wild animals, but not all of them are vast, wooded places. Nor do all Relics need to be ancient or come from eldritch backgrounds in order to hold power. This is a good thing for one of the factions of Call of Cthulhu: The Card Game, as it means The Blackwood Agency can have its own Relic, despite the fact they are generally in the business of destroying dangerous items of ancient and eldritch origin. Though Relics, as defined in the Ancient Relics cycle, are objects that have power, how they were imbued with such power is left unclear.

The Agency gains power through a belief in law, justice, and order. These things are earned through the blood and sacrifice of the agents who swore to protect humanity, no matter the cost. Agency characters feel inspired by heroes like Eliot Ness, who went above and beyond the call of duty to prove that no one is untouchable–not even Al Capone.

Eliot Ness’ Handcuffs (The Breathing Jungle, 50) have become a symbol of this unwavering belief. Powered by his zeal, imbued with his values, his handcuffs have acquired some supernatural properties of their own. They now have the power to remove Willpower and Fast, which can be useful in certain decks. However, in a faction that does a lot of shooting and wounding, the fact that they also remove Toughness and Invulnerability might be more important.

Strange bedfellows

Despite their tendencies toward law and order and their efforts to protect humanity, The Agency has been spotted at many gaming tables joining forces with Hastur. This is because both are good at playing aggressive control strategies. The combination is sound: What can’t go insane can often be shot, and what can’t be shot can often be driven insane. Both faction have cheap and powerful characters, and when you explore the mix of Terror and Investigation alongside all the wounding, the combination offers you many ways to dominate and win stories.

Furthermore, this unholy alliance plugs another hole in Hastur’s powers–its weakness to the Willpower keyword. A self-recurring solution like Eliot Ness’ Handcuffs lets you address that weakness multiple times and increases the partnership’s ability to remove even more characters. But that’s not the strangest trick the cuffs have to offer: They can also temper the attitudes of your characters.

Heroic and Villainous also count as keywords. Thus, if you have problems running Victoria Glasser (Core Set, 82) in your deck while Thomas F. Malone (Core Set, 1) is on the table, you can throw the cuffs on Thomas, and he’ll stop preventing Victoria from joining your side. Or you can play Victoria to drive an opponent’s character insane, and despite whatever atrocities she commits, Thomas will have no hesitations showing up for the party once Victoria’s been handcuffed. After all, the Blackwood Agency may have their ideals, but they’re hardly untouchable. Ultimately, in Call of Cthulhu: The Card Game no one’s incorruptible.

Fantasy Flight Games


The Blood Bowl Season Has Started!

Blood Bowl: Team Manager – The Card Game is now on sale

Say, Jim, that is impressive. You don’t often see that, do you? An Orc who picks up the ball when he’s done flattening the opposition.
Sure don’t, Bob. Oh, ouch! That move’s illegal! Where is the ref looking?
Gouged Eye have the ball again, and are going for the end zone.
Right, Jim. But Grim Ironjaw’s gaining on Varag Ghoulchewer!
I’m afraid he’s not going to make it. Varag’s almost there…almost…

The stands are filled with screaming fans, the teams are taking the pitch, and the wait is finally over. Blood Bowl: Team Manager – The Card Game, the bone-crushing game of exciting sports action, is now on sale at your local retailer and on our webstore!

One of the hits of Gen Con Indy 2011, this exciting game lets you lead a team of Dwarf, Wood Elf, Orc, Human, Chaos, or Skaven players to victory as they compete in head-to-head weekly highlights over the course of a brutal five-week season. Survive the competitions, draft the most promising Star Players, hire talented staff, and grab the best equipment, and you’ll be sure to end up with Spike! Magazine’s “Manager of the Year” award.

Rules are made to be broken

Not sure how Blood Bowl: Team Manager – The Card Game works? Download the rules (pdf, 6.4 MB) from our support page or check out our detailed video tutorial by clicking the link below:


Click the link above to view the tutorial
You can also view it on YouTube, or with QuickTime from the support page.

Faces only a team manager could love

Not everyone will have to blitz their local retailer, however. Two weeks ago, we announced the Show Us Your Game Face contest, an opportunity for fans to put their dedication on display by sending in photos of themselves wearing their best game faces. We received a number of entries ranging from the inspiring to the repulsive, and while the final decision was a difficult one, our panel of referees tallied the bribe money and ultimately decided on these three winners:

Click the above images to enlarge

Congratulations to Shawn S, Andrew W, and Tom H. Your prizes are on the way! And thanks to everyone who participated; you helped make this competition a success.

Ready for the first week of match-ups? Head to your local retailer, and grab your copy of Blood Bowl: Team Manager – The Card Game today!

Fantasy Flight Games


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