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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Fantasy Flight Games</title><link>https://www.fantasyflightgames.com/</link><description>Leading publisher of board, card, and roleplaying games.</description><atom:link href="https://drafts.fantasyflightgames.com/en/rss/" rel="self"></atom:link><language>en</language><copyright>2016 Asmodee North America</copyright><lastBuildDate>Tue, 09 Jun 2026 00:30:32 -0000</lastBuildDate><item><title>About Hidden Kingdoms</title><link>https://www.fantasyflightgames.com/en/news/2014/11/7/about-hidden-kingdoms/</link><description>
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            Published 7 November 2014
          
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          &lt;h1&gt;About Hidden Kingdoms&lt;/h1&gt;
        
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          &lt;p&gt;Learn More About This Expansion for Warhammer: Invasion The Card Game&lt;/p&gt;

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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2014/11/7/about-hidden-kingdoms/</guid></item><item><title>Cataclysm</title><link>https://www.fantasyflightgames.com/en/news/2014/11/7/cataclysm/</link><description>
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            Published 7 November 2014
          
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          &lt;h1&gt;Cataclysm&lt;/h1&gt;
        
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          &lt;p&gt;Learn More About This Expansion for Warhammer: Invasion The Card Game&lt;/p&gt;

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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2014/11/7/cataclysm/</guid></item><item><title>Warhammer: Invasion - Legends Expansion</title><link>https://www.fantasyflightgames.com/en/news/2014/11/7/warhammer-invasion-legends-expansion/</link><description>
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            Published 7 November 2014
          
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          &lt;h1&gt;Warhammer: Invasion - Legends Expansion&lt;/h1&gt;
        
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          &lt;p&gt;Learn More About This Expansion for Warhammer: Invasion The Card Game&lt;/p&gt;

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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2014/11/7/warhammer-invasion-legends-expansion/</guid></item><item><title>March of the Damned</title><link>https://www.fantasyflightgames.com/en/news/2014/11/7/march-of-the-damned/</link><description>
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            Published 7 November 2014
          
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          &lt;h1&gt;March of the Damned&lt;/h1&gt;
        
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          &lt;p&gt;Learn More About This Expansion for Warhammer: Invasion The Card Game&lt;/p&gt;

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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2014/11/7/march-of-the-damned/</guid></item><item><title>Hidden Kingdoms Is Now Available</title><link>https://www.fantasyflightgames.com/en/news/2013/11/26/hidden-kingdoms-is-now-available/</link><description>
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            Published 26 November 2013
          
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          &lt;h1&gt;Hidden Kingdoms Is Now Available&lt;/h1&gt;
        
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          &lt;p&gt;The Final Reinforcements for Warhammer: Invasion Have Arrived&lt;/p&gt;
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    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/WHC42-Box-Right.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;“Amid the darkness and horror of a world splintering apart, the armies of the true creators, we who were ancient at the dawn of time, will march forth once more. We shall sweep away all that is chaos and disorder, for ours is the true path, and none shall defy us.”    	–Translation from ancient plaques attributed to Venerable Lord Kroak&lt;/i&gt;&lt;/p&gt; &lt;p&gt;Four new armies march to war, and the Old World will never be the same!&lt;/p&gt; &lt;p&gt;The &lt;a href="/edge_npm.asp?epmi=s&amp;amp;eidm=197"&gt;&lt;i&gt;Hidden Kingdoms&lt;/i&gt;&lt;/a&gt; deluxe expansion for &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt; is now available at your local retailer and online through &lt;a href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=WHC42"&gt;our webstore&lt;/a&gt;!&lt;/p&gt; &lt;p&gt;In &lt;i&gt;Hidden Kingdoms&lt;/i&gt;, four of the game’s neutral races take new life as full-fledged, playable races. The &lt;i&gt;&lt;b&gt;Lizardmen&lt;/b&gt;&lt;/i&gt; of Lustria, the &lt;i&gt;&lt;b&gt;Wood Elves&lt;/b&gt;&lt;/i&gt; of Athel Loren, the &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; of Sylvania, and the subterranean &lt;i&gt;&lt;b&gt;Skaven&lt;/b&gt;&lt;/i&gt; all arrive ready for war, backed by the full support of new capitals and legends, as well as intimidating regiments of new units, supports, and tactics.&lt;/p&gt; &lt;p&gt;With its 172 cards (including four capital cards and the maximum legal number of fifty-five different player cards), &lt;i&gt;Hidden Kingdoms&lt;/i&gt; does more than simply add powerful new abilities to existing strategies, it carves out new play space for each of its four neutral races. The result is a deluxe expansion that introduces four playable races every bit as unique and flavorful as those from the &lt;i&gt;Core Set&lt;/i&gt;.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/WHC42-cardfan-3.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;The Final Reinforcements&lt;/b&gt;&lt;/p&gt; &lt;p&gt;The release of the &lt;i&gt;Hidden Kingdoms&lt;/i&gt; deluxe expansion marks the end of FFG’s development of new content for &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;. Its new legends and units lead the game to an exciting balance between ten playable races, and they will be the game’s final reinforcements.&lt;/p&gt; &lt;p&gt;Over the past four years of publication, &lt;i&gt;Warhammer: Invasion&lt;/i&gt; has grown from the &lt;i&gt;Core Set&lt;/i&gt; to include &lt;a href="/edge_minisite_sec.asp?eidm=85&amp;amp;esem=2&amp;amp;esum=132"&gt;five deluxe expansions&lt;/a&gt;, thirty-six Battle Packs, and dynamic rules for multiplayer &lt;a href="/edge_npm.asp?epmi=s&amp;amp;eidm=183"&gt;&lt;i&gt;Cataclysm&lt;/i&gt;&lt;/a&gt; games. This wealth of content provides a great, robust experience for new and veteran players alike, and it allows the game to stand on its own as a complete collection that players can explore and enjoy.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/WHC-boxfan.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;Now, we conclude our development of the game with pride in what we have accomplished. This also means that Organized Play for &lt;i&gt;Warhammer: Invasion&lt;/i&gt; will come to a close with the current Season Three 2013 Game Night Kits. Still, we know know fans will continue to enjoy the game, and the &lt;i&gt;Core Set&lt;/i&gt; and its expansions will remain in print. Players will be able to lead their favorite armies into the Old World’s many battle at any time.&lt;/p&gt; &lt;p&gt;We believe that &lt;i&gt;Hidden Kingdoms&lt;/i&gt; is a strong conclusion to the game. It now allows players to field new armies built from four of their favorite &lt;i&gt;Warhammer&lt;/i&gt; races, and we feel its final reinforcements add a tremendous depth to the game that should make it a rich and rewarding experience for years to come.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Four New Armies Rally for War&lt;/b&gt;&lt;/p&gt; &lt;p&gt;In our previews, we’ve already explored the new ways in which the &lt;a href="/edge_news.asp?eidn=4360"&gt;&lt;i&gt;&lt;b&gt;Wood Elves&lt;/b&gt;&lt;/i&gt;&lt;/a&gt; seek to draw upon the mystical strength of their ancient forest home, and we saw how the &lt;a href="/edge_news.asp?eidn=4406"&gt;&lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt;&lt;/a&gt; legend, &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/count-vlad-von-carstein.png"&gt;Count Vlad von Carstein&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 28), ensures his army grows stronger the more the battlefields are littered with corpses.&lt;/p&gt; &lt;p&gt;Now that &lt;i&gt;Hidden Kingdoms&lt;/i&gt; is available, it’s time to turn away from previews and look at how you might use its cards in your games. Thus, we’re pleased to present a deck list by guest writer Torsten Krämer that explores the Savage new options available to the &lt;i&gt;&lt;b&gt;Lizardmen&lt;/b&gt;&lt;/i&gt; of Lustria:&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/lizardmen-capital.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/lizardmen-capital.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;With the release of &lt;/i&gt;Hidden Kingdoms&lt;i&gt;, the Lizardmen are now a playable race, capable of launching devastating early attacks with powerful, new units and a legend that is an offensive powerhouse. Meanwhile, the Lizardmen retain their aptitude for unit control thanks to the Savage keyword and their capital’s ability, and their new &lt;/i&gt;&lt;b&gt;Pyramid&lt;/b&gt;&lt;i&gt; supports enhance these strengths. So let's see how a new Lizardmen deck might use these tools to conquer the Old World…&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;Units:&lt;/b&gt; &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/chameleon-stalker.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/chameleon-stalker.png" hspace="10" alt=""&gt;&lt;/a&gt;3 &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/chameleon-stalker.png"&gt;Chameleon Stalker&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 3) 3 Skinks of Sotek 3 Spawn of Itzl 3 &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/spawn-of-sotek.png"&gt;Spawn of Sotek&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 4) 2 Chakax 3 &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/saurus-oldblood.png"&gt;Saurus Oldblood&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 5) 3 &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/frenzied-carnosaur.png"&gt;Frenzied Carnosaur&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 2) 2 Deadly Salamander 2 Carnosaur Rider 2 Loqtza&lt;/p&gt; &lt;p&gt;&lt;b&gt;Legend:&lt;/b&gt; 3 &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/scar-leader-kroq-gar.png"&gt;Scar-Leader Kroq-Gar&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 1)&lt;/p&gt; &lt;p&gt;&lt;b&gt;Tactics:&lt;/b&gt; 3 Born Predators 2 Cube of Darkness 2 Shield of the Gods 2 &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/ruination-of-cities.png"&gt;Ruination of Cities&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 9)&lt;/p&gt; &lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/ruination-of-cities.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/ruination-of-cities.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;b&gt;Quests:&lt;/b&gt; 2 Guardians of the Gods&lt;/p&gt; &lt;p&gt;&lt;b&gt;Supports:&lt;/b&gt; 3 &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/sun-temple-of-chotec.png"&gt;Sun Temple of Chotec&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 7) 3 Blood Shrine of Sotek 2 &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/ziggurat-of-quetli.png"&gt;Ziggurat of Quetli&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 8) 2 &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/great-temple-of-tlazcotl.png"&gt;Great Temple of Tlazcotl&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 6)&lt;/p&gt; &lt;p&gt;&lt;i&gt;This deck can set up quickly with the Chameleon Stalker and Sun Temple of Chotec, then put massive early pressure on your opponent with a second turn Frenzied Carnosaur or Kroq-Gar. Should you find yourself forced into a longer game, you can exert considerable control over your opponent thanks to Savage, the Skinks and Spawns, Loqtza (&lt;/i&gt;March of the Damned&lt;i&gt;, 37), and tactics like Born Predators (&lt;/i&gt;March of the Damned&lt;i&gt;, 41) and Cube of Darkness (&lt;/i&gt;Karaz-a-Karak&lt;i&gt;, 77). The display of the Slann's might, Ruination of Cities (&lt;/i&gt;Hidden Kingdoms&lt;i&gt;, 9), is expensive, but it can win you the game.&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;If you're willing to make thematic sacrifices, your Lizardmen army can easily benefit from the inclusion of other neutral cards, from classics like Contested Village (&lt;/i&gt;Core Set&lt;i&gt;, 111) to the new &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/corb-polybog.png"&gt;Corb Polybog&lt;/a&gt; (&lt;/i&gt;Hidden Kingdoms&lt;i&gt;, 37), and you might also find it very worthwhile to branch out and include &lt;/i&gt;&lt;b&gt;Wood Elf&lt;/b&gt;&lt;i&gt; or core faction cards. But whether or not they look for the support of others, the Lizardmen of &lt;/i&gt;Hidden Kingdoms&lt;i&gt; are a force to be feared!&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;No One Is Truly Neutral&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;Warhammer: Invasion&lt;/i&gt; is full of battle-scarred units, heroic legends, and ancient animosities. Now, with &lt;i&gt;Hidden Kingdoms&lt;/i&gt;, the game’s four primary neutral races need no longer ally themselves to other races and their causes. It is time for the &lt;i&gt;&lt;b&gt;Lizardmen&lt;/b&gt;&lt;/i&gt;, &lt;i&gt;&lt;b&gt;Wood Elves&lt;/b&gt;&lt;/i&gt;, &lt;i&gt;&lt;b&gt;Skaven&lt;/b&gt;&lt;/i&gt;, and &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; to muster their own forces and strike out in their own bids for dominion of the Old World!&lt;/p&gt; &lt;p&gt;&lt;i&gt;Hidden Kingdoms&lt;/i&gt; is now available at your local retailer and online through &lt;a href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=WHC42"&gt;our webstore&lt;/a&gt;. Again, we thank you for your support and hope you continue to enjoy your battles in the Old World for years to come!&lt;/p&gt;&lt;p&gt;&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/11/26/hidden-kingdoms-is-now-available/</guid></item><item><title>Corb Polybog</title><link>https://www.fantasyflightgames.com/en/news/2013/10/23/corb-polybog/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 23 October 2013
          
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        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Corb Polybog&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;Jeremy Zwirn Previews His Champion Card from Hidden Kingdoms&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

    &lt;/div&gt;
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  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/WHC42-Box-Right.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“Long before the rise of Man, the Fimir worshipped the Chaos Gods, and for a time enjoyed their favour.”
   	–Warhammer: Storm of Magic&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Our earlier previews of &lt;/i&gt;&lt;a href="/edge_npm.asp?epmi=s&amp;amp;eidm=197"&gt;Hidden Kingdoms&lt;/a&gt;&lt;i&gt; focused on two of the four neutral races it will soon allow players to support in the eternal battles of &lt;/i&gt;&lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;Warhammer: Invasion The Card Game&lt;/a&gt;&lt;i&gt;. In &lt;a href="/edge_news.asp?eidn=4360"&gt;our first preview&lt;/a&gt;, guest writer Torsten Krämer explored the ways in which the Wood Elves of Athel Loren may draw upon the strength of their forest as they march to war. Then, in &lt;a href="/edge_news.asp?eidn=4406"&gt;our second preview&lt;/a&gt;, we saw how the Undead might rise to prominence as they rally around their new legend, &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/count-vlad-von-carstein.png"&gt;Count Vlad von Carstein&lt;/a&gt; (&lt;/i&gt;Hidden Kingdoms&lt;i&gt;, 28).&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;However, there’s plenty in &lt;/i&gt;Hidden Kingdoms&lt;i&gt; for fans of all the game’s races. New units, tactics, and &lt;/i&gt;&lt;b&gt;Tribute&lt;/b&gt;&lt;i&gt; cards bolster the Empire, Dwarfs, High Elves, Dark Elves, Orcs, and Chaos. Additionally, the expansion introduces a number of cards that players will want to consider splashing into just about any deck, and one of those is the champion card designed by 2012 World Champion Jeremy Zwirn.  &lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Jeremy Zwirn on His Champion Card from Hidden Kingdoms&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;What's possibly the coolest prize in gaming? It's having the opportunity to design your own card! FFG offers its &lt;a href="/edge_npm.asp?eidm=14"&gt;Living Card Game®&lt;/a&gt; champions the chance to become a small part of their games, and I was fortunate to receive this unique opportunity. Today, I get to offer you a behind-the-scenes look at the design of &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/corb-polybog.png"&gt;Corb Polybog&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 37).
 
&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/corb-polybog.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/corb-polybog.png" hspace="10" alt=""&gt;&lt;/a&gt;My goal was to design a card which provided interesting choices while bringing something unique to &lt;i&gt;Warhammer: Invasion&lt;/i&gt;. It was easy coming up with a treasure trove of ideas; the difficult part was narrowing down those ideas into a single card. I began by taking care of the basics, choosing a faction and card type. When I found out &lt;i&gt;Hidden Kingdoms&lt;/i&gt; would be the “neutral” expansion, I decided to design a pure neutral card, and since units are the heart of the game, I made a unit.&lt;/p&gt;
&lt;p&gt;I chose Corb Polybog’s ability for a few reasons:&lt;/p&gt;
&lt;ul&gt;
    &lt;li&gt;First, it creates interesting gameplay. Choosing the optimal card to name is difficult; you have to know what you’re up against and single out the biggest threats. You might name different cards each game against the same deck or realize the optimal card to name on turn one isn't the same as on turn six.&lt;/li&gt;
    &lt;li&gt;Second, I wanted to create a proactive card that you could play at your leisure, but that would still have an immediate effect. Corb Polybog can generate resources or attack even while forcing your opponent to adapt to his ability.&lt;/li&gt;
    &lt;li&gt;Third, I wanted to introduce a tool that players could use against one-dimensional strategies. Combo decks built around a few key cards can be very powerful, but uninteresting to see time and again. Corb Polybog is a thorn in the side of those decks.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;b&gt;Playing with Corb Polybog&lt;/b&gt;
 
Corb Polybog gives players choices. Knowing when to play him and what to name can be difficult, but just like commanders on a battlefield, the best players learn to adapt to rapidly changing circumstances. There are no hard rules, just guidelines.&lt;/p&gt;
&lt;ul&gt;
    &lt;li&gt;Against combo decks, instead of naming the kill cards, it’s usually better to name the enablers. Naming a card like &lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/rising-dawn/lore-seeker.png"&gt;Lore Seeker&lt;/a&gt; (&lt;i&gt;Karaz-a-Karak&lt;/i&gt;, 63) is often better than choosing &lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/the-accursed-dead/lothern-sea-master.png"&gt;Lothern Sea Master&lt;/a&gt; (&lt;i&gt;Rising Dawn&lt;/i&gt;, 9).&lt;/li&gt;
    &lt;li&gt;Some cards are so powerful that they can single handedly turn a loss into a win. &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/end-times.png"&gt;End Times&lt;/a&gt; (&lt;i&gt;Faith and Steel&lt;/i&gt;, 120) and &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/judgement-of-verena.png"&gt;Judgement of Verena&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 49) are just a couple examples. It can be difficult to play around such game-changing cards, but Corb Polybog lets you fight back: If you suspect any such cards are on their way, just say no!&lt;/li&gt;
&lt;/ul&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/end-times.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/end-times.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/judgement-of-verena.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/judgement-of-verena.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;ul&gt;
    &lt;li&gt;Corb Polybog works well with cards which let you take a peek at your opponent's hand, such as &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/gaze-of-nagash.png"&gt;Gaze of Nagash&lt;/a&gt; (&lt;i&gt;The Imperial Throne&lt;/i&gt;, 117) and &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/second-sight.png"&gt;Second Sight&lt;/a&gt; (&lt;i&gt;The Warpstone Chronicles&lt;/i&gt;, 89). You’ll then know exactly what cards are in his hand and what card to deny him from playing.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Corb Polybog also works surprisingly well with the forces of the Empire. &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/iron-discipline.png"&gt;Iron Discipline&lt;/a&gt; (&lt;i&gt;Tooth and Claw&lt;/i&gt;, 45) and &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/church-of-sigmar.png"&gt;Church of Sigmar&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 39) help protect him, while cards like the &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/osterknacht-elite.png"&gt;Osterknacht Elite&lt;/a&gt; (&lt;i&gt;The Eclipse of Hope&lt;/i&gt;, 87) allow you to replay him to target a different card, and the Osterknacht Elite and &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/called-back.png"&gt;Called Back&lt;/a&gt; (&lt;i&gt;The Fall of Karak Grimaz&lt;/i&gt;, 6) can return an opponent's unit to their hand. Then Corb Polybog can make it stay there for good.
 
&lt;b&gt;Acknowledgements&lt;/b&gt;
 
I'd like to thank FFG for giving me the chance to be forever linked to &lt;i&gt;Warhammer: Invasion&lt;/i&gt;, and I hope players are as excited to use Corb Polybog as I was to design him.
 
Corb Polybog gives you the power to deny your opponent’s most powerful cards, but you must choose which card to name. Choose wisely!&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Thanks, Jeremy!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Hidden Kingdoms&lt;i&gt; will soon rattle the foundation of the Old World, introducing four new playable races to the tumultuous struggles of &lt;/i&gt;Warhammer: Invasion The Card Game&lt;i&gt;. Until it arrives, keep your eyes open for more information, including a look at a &lt;/i&gt;&lt;b&gt;Lizardmen&lt;/b&gt;&lt;i&gt; deck list by guest writer Torsten Krämer!&lt;/i&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/10/23/corb-polybog/</guid></item><item><title>Develop Your Battle Plans</title><link>https://www.fantasyflightgames.com/en/news/2013/10/18/develop-your-battle-plans/</link><description>
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    &lt;div class="blog-head"&gt;
        
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            Published 18 October 2013
          
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        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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      &lt;div class="blog-titlelead-container"&gt;
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          &lt;h1&gt;Develop Your Battle Plans&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;Download the Updated FAQ and Tournament Rules for Warhammer: Invasion&lt;/p&gt;
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      &lt;/div&gt;

    &lt;/div&gt;
  &lt;/div&gt;
    
  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;i&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/warhammer-lcg-logo.png" hspace="10" alt=""&gt;&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;The &lt;a href="/edge_minisite.asp?eidm=196&amp;amp;enmi=FFG%20World%20Championship%20Weekend"&gt;FFG World Championship Weekend&lt;/a&gt; is just three weeks away, which makes this a great time to study the newly updated FAQ (pdf, 4.6 MB) and Tournament Rules (pdf, 5 MB) for &lt;/i&gt;&lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;Warhammer: Invasion The Card Game&lt;/a&gt;&lt;i&gt;! The Old World is full of danger and battle, but you can maneuver confidently through the battlefield after studying the errata and restricted list contained in these documents.&lt;/i&gt;&lt;/p&gt; &lt;p style="text-align: left;"&gt;&lt;i&gt;Click the images below to download the FAQ and Tournament Rules. Then read the developer’s introduction to the biggest changes in &lt;/i&gt;Warhammer: Invasion&lt;i&gt;.&lt;/i&gt;&lt;/p&gt; &lt;p style="text-align: left;"&gt; &lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;i&gt;&lt;a href="/media/ffg_content/warhammer_lcg/FAQ/WHI-Tournament-Rules.pdf"&gt;&lt;img align="center" vspace="10" src="/media/ffg_content/warhammer_lcg/FAQ/wi-tournament-rules-2.0-prev.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/FAQ/WHI-FAQ.pdf"&gt;&lt;img align="center" vspace="10" src="/media/ffg_content/warhammer_lcg/FAQ/FAQ_Warhammer_2.2-prev.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/i&gt;&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;i&gt;Download the updated Tournament Rules (left) and the FAQ (right).&lt;/i&gt; &lt;/p&gt; &lt;p style="text-align: left;"&gt;&lt;b&gt;A Word from the Developers&lt;/b&gt;&lt;/p&gt; &lt;p&gt;Hello, &lt;i&gt;Warhammer: Invasion&lt;/i&gt; Players!&lt;/p&gt; &lt;p&gt;Now that &lt;i&gt;Cataclysm&lt;/i&gt; has been released, the primary focus of this this FAQ was to create a new banned and restricted list for the exciting new multiplayer format. Our goal with these lists was to prevent degenerate multiplayer play, while still providing players with the opportunity to use their favorite cards. The cards on the banned list detract from the multiplayer experience and make the format less fun to play. The restricted list is designed to give players access to some of the game’s most powerful effects, while still making hard choices about which effects are right for their deck.&lt;/p&gt; &lt;p&gt;&lt;a href="/media/ffg_content/hall-of-heroes/warhammer-invasion/Robert-Graves/Judgement-of-Verena.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/hall-of-heroes/warhammer-invasion/Robert-Graves/Judgement-of-Verena.png" hspace="10" alt=""&gt;&lt;/a&gt;Other changes to the FAQ include the breaking up of an infinite combo made possible by the cards Doubling of the Guard (&lt;i&gt;The Imperial Throne&lt;/i&gt;, 112), Order in Chaos (&lt;i&gt;The Burning of Derricksburg&lt;/i&gt;, 18), and Star Crown Fragments (&lt;i&gt;Fragments of Power&lt;/i&gt;, 21). This combo could be triggered early in the game and provided a player with infinite card draw via Doubling the Guard, infinite resources with Innovation (&lt;i&gt;Core Set&lt;/i&gt;, 119), and infinite indirect damage through Pigeon Bombs (&lt;i&gt;City of Winter&lt;/i&gt;, 83). Several of the cards involved in the combo have received the “Limited” keyword to prevent the worst abuses without interrupting the other synergies that these cards offer.&lt;/p&gt; &lt;p&gt;In addition to breaking up unhealthy combos, we have made minor changes to the restricted list to provide players with some new deckbuilding choices. These changes include taking Will of the Electors (&lt;i&gt;Core Set&lt;/i&gt;, 44) and Wilhelm of the Osterknacht (&lt;i&gt;The Fall of Karak Grimaz&lt;/i&gt;, 25) off the restricted list, and placing &lt;a href="/media/ffg_content/hall-of-heroes/warhammer-invasion/Robert-Graves/Judgement-of-Verena.png"&gt;Judgement of Verena&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 49) and Friedrich Hemmler (&lt;i&gt;Redemption of a Mage&lt;/i&gt;, 63) on the list. These two cards are extremely powerful and have the ability to swing games in the favor of their controller by their very presence. Players should have to think hard before choosing which card is appropriate for their particular deck. To go along with this adjustment to the restricted list, several cards have received errata to mitigate their overall power level in the game, including: End Times (&lt;i&gt;Faith and Steel&lt;/i&gt;, 120), Snotling Invasion (&lt;i&gt;Fragments of Power&lt;/i&gt;, 38), and Drakenhof Castle (&lt;i&gt;The Accursed Dead&lt;/i&gt;, 56).&lt;/p&gt; &lt;p&gt;This FAQ also includes answers to several questions concerning the multiplayer format to help players enjoy the game!&lt;/p&gt; &lt;p&gt;Brad Andres  Lukas Litzsinger&lt;/p&gt; &lt;p&gt;&lt;i&gt;Thanks, guys!&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;Are you prepared for unending war at FFG World Championship Weekend? Download the updated FAQ and Tournament Rules, and prepare to bring your army to the biggest showdown of the year! &lt;/i&gt;&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/10/18/develop-your-battle-plans/</guid></item><item><title>The Dead Shall Rise</title><link>https://www.fantasyflightgames.com/en/news/2013/10/9/the-dead-shall-rise/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 9 October 2013
          
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        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;The Dead Shall Rise&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A Preview of the Hidden Kingdoms Expansion for Warhammer: Invasion&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

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  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/WHC42-Box-Right.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“They cannot be reasoned with, bribed or coerced. They know neither fear nor mercy. They need no sleep or warmth, neither drink nor wholesome sustenance and, as they march onwards, their ranks are swelled by the corpses and trapped souls of their former opponents.”
   	–Warhammer: Vampire Counts&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="/edge_npm.asp?epmi=s&amp;amp;eidm=197"&gt;&lt;i&gt;Hidden Kingdoms&lt;/i&gt;&lt;/a&gt;, the upcoming deluxe expansion for &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt;, brings four neutral races to life as playable factions, complete with their own capital boards and legends.&lt;/p&gt;
&lt;p&gt;&lt;a href="/edge_news.asp?eidn=4360"&gt;In our last preview,&lt;/a&gt; guest writer Torsten Krämer explored the different ways the Wood Elves may wage war when they finally have the chance to fight their own battles. Today, we turn our attention to another of the four new playable races: the &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Terrifying Reign of Count Vlad von Carstein&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The unending wars for the Old World take their toll on every race, but the &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; of &lt;i&gt;Hidden Kingdoms&lt;/i&gt; have overcome the limitations of mortality, conquering death itself. Surely, their conquest of the Old World must be soon at hand…&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/count-vlad-von-carstein.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/count-vlad-von-carstein.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;i&gt;Hidden Kingdoms&lt;/i&gt; bolsters the ranks of the &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; with a host of new &lt;i&gt;&lt;b&gt;Vampires&lt;/b&gt;&lt;/i&gt;, wraiths, and other creatures. Possessing no sense of fear or mercy, nor any need for sleep or sustenance, these &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; units require only the guidance of a cruel and cunning leader to cut a swath of death and destruction as they swarm out of Sylvania. That leader arrives in Hidden Kindoms – the new legend, &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/count-vlad-von-carstein.png"&gt;Count Vlad von Carstein&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 28).&lt;/p&gt;
&lt;p&gt;As your legend, Count Vlad von Carstein adds two power to both your Kingdom and Quest zones and can lend two power to any attack in which he participates, and because legends are harder to target with troublesome effects than units or supports, those power icons make him an effective and powerful option for a player looking to raise his &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; army. However, Count Vlad has much more to offer; his unique ability offers a form of undeath to your very deck.&lt;/p&gt;
&lt;p&gt;In &lt;i&gt;Warhammer: Invasion&lt;/i&gt;, players win by burning two of their opponent’s capital’s zones or by escaping destruction long enough to see their opponent’s entire draw deck depleted. The discard victory condition is a little like surviving a siege: Your opponent batters at you over and over, but when all his supplies run out, death will overtake him… Except when you’re already dead, things are a bit different. Accordingly, Count Vlad can turn the discard loss into a discard win, provided you can deplete your hand of cards before the last of your draw deck is discarded.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Power of Necromancy&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Among the many ways in which Count Vlad’s ability alters the game is that it greatly enhances the power of Necromancy. Cards with Necromancy can be played from the discard pile and go to the bottom of their owner’s deck at the end of the turn, so if you have more cards in your discard pile – and many of them have Necromancy – you have more options for each of your turns. It’s a little like having two hands: your normal hand and your hand of Necromancy effects in your discard pile.&lt;/p&gt;
&lt;p&gt;Thus, cards like &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/swarm-of-bats.png"&gt;Swarm of Bats&lt;/a&gt; (&lt;i&gt;Legends&lt;/i&gt;, 52) do not merely boost their own power. They can add cards with Necromancy to your discard pile and expand your options. While it’s normally dangerous, even for a Necromancy deck, to drive too many cards to your discard pile, Count Vlad von Carstein’s ability greatly reduces that risk. All you need is a way to dump your hand, such as &lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/vessel-of-the-winds/windcatcher-prism.png"&gt;Windcatcher Prism&lt;/a&gt; (&lt;i&gt;Vessel of the Winds&lt;/i&gt;, 61) or &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/reap-whats-sown.png"&gt;Reap What’s Sown&lt;/a&gt; (&lt;i&gt;Tooth and Claw&lt;/i&gt;, 59), and Count Vlad converts a sudden loss into a sudden win.&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/abyssal-terror.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/abyssal-terror.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/cackling-hexwraith.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/cackling-hexwraith.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Naturally, a legend so focused on the power of Necromancy will want to field a necromantic army, and Hidden Kingdoms offers plenty of units to terrify your foes. The &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/abyssal-terror.png"&gt;Abyssal Terror&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 29) gains one power for each unit in your discard pile, and the &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/cackling-hexwraith.png"&gt;Cackling Hexwraith&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 32) can help drive those units into your discard pile (and speed you along the path to Count Vlad’s alternate victory condition) by discarding the top two cards of your deck whenever it enters or leaves play.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;End Games&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;As deadly as these &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; can be, your opponent might not be as terrified by your potential discard victory as you’d like. After all, a well-timed &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/long-winter.png"&gt;Long Winter&lt;/a&gt; (&lt;i&gt;The Fall of Karak Grimaz&lt;/i&gt;, 40) could spell disaster, sending a card back to your hand in the same chain of effects that discards the last of your deck. Suddenly, the Count is vanquished, and your discard victory turns back into a discard loss.&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/mortis-engine.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/mortis-engine.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;To ensure you aren’t surprised by such tactics, you may wish to run &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/gaze-of-nagash.png"&gt;Gaze of Nagash&lt;/a&gt; (&lt;i&gt;The Imperial Throne&lt;/i&gt;, 117), especially since you shouldn’t be in short supply of &lt;i&gt;&lt;b&gt;Vampire&lt;/b&gt;&lt;/i&gt; units. And if you’re running Gaze of Nagash – or &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/wight-lord.png"&gt;Wight Lord&lt;/a&gt; (&lt;i&gt;March of the Damned&lt;/i&gt;, 48) – then you might simply prefer to ignore the discard victory altogether, in favor of turning your opponent’s greatest units against him with &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/mortis-engine.png"&gt;Mortis Engine&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 33). After all, when you represent the forces of the &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt;, the Old World’s bloody and scarred battlefields are strewn with potential allies…&lt;/p&gt;
&lt;p&gt;Your games of &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; are set amid the Old World’s unending warfare, fueled by grudges that endure for generations upon generations, so if you’re looking for a force that might be able to claim ultimate victory, consider pledging your allegiance to an army that owes no fealty to the passage of time. Accept the Blood Kiss. Give yourself over to the &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; armies of &lt;i&gt;Hidden Kingdoms&lt;/i&gt;!&lt;/p&gt;&lt;p&gt;&lt;/p&gt;
    
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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/10/9/the-dead-shall-rise/</guid></item><item><title>Defenders of Athel Loren</title><link>https://www.fantasyflightgames.com/en/news/2013/9/17/defenders-of-athel-loren/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 17 September 2013
          
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        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Defenders of Athel Loren&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A Preview of Hidden Kingdoms by Guest Writer Torsten Krämer&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

    &lt;/div&gt;
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  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/WHC42-Box-Right.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“In the defence of their woodland realm, the Wood Elves and their allies are deadly and unforgiving.”
   	–Warhammer: Wood Elves&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;With the upcoming release of the &lt;/i&gt;&lt;a href="/edge_npm.asp?epmi=s&amp;amp;eidm=197"&gt;Hidden Kingdoms&lt;/a&gt;&lt;i&gt; expansion, four new playable races are coming to &lt;/i&gt;&lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;Warhammer: Invasion The Card Game&lt;/a&gt;&lt;i&gt;: Wood Elves, Lizardmen, Skaven, and Undead. You can already find each of these races represented among the game’s neutral cards, but &lt;/i&gt;Hidden Kingdoms&lt;i&gt; will allow you to play them on their own, freeing them from any obligation to other races. In &lt;/i&gt;Hidden Kingdoms&lt;i&gt;, each of these races can focus on developing its own kingdom, battling for its own causes, and trying to gain dominion over the Old World by pursuing its own strategies.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Today, guest writer Torsten Krämer provides us with a glimpse at the first of these four new, neutral races – the Wood Elves.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Hidden in the Woods&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/highborn-champion.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/highborn-champion.png" hspace="10" alt=""&gt;&lt;/a&gt;Developments represent many things in &lt;i&gt;Warhammer: Invasion&lt;/i&gt;, from the villages and towns of the Empire to the spreading influence of Chaos. When you command the Wood Elves, your developments can represent the sprawling, untamed wilds of their sylvan homeland, Athel Loren, which they relentlessly defend against intruders. The Asrai, as the Wood Elves call themselves, have long displayed a variety of card effects in &lt;i&gt;Warhammer: Invasion&lt;/i&gt; that help you place developments faster than normal, and that yield greater benefits the more developments you possess.&lt;/p&gt;
&lt;p&gt;In &lt;i&gt;Hidden Kingdoms&lt;/i&gt;, these themes are expanded and strengthened. The Wood Elf capital allows you to begin the game with one development in every zone. Of course, this provides a head start on getting great use out of classic neutral cards like &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/innovation.png"&gt;Innovation&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 119). More importantly, it lays the foundation for benefiting from other &lt;i&gt;&lt;b&gt;Wood Elf&lt;/b&gt;&lt;/i&gt; cards, including both established cards like &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/talismanic-tatoos.png"&gt;Talismanic Tattoos&lt;/a&gt; (&lt;i&gt;Shield of the Gods&lt;/i&gt;, 117) and new ones like the &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/highborn-champion.png"&gt;Highborn Champion&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 15), a unit with the potential to be a great asset to your economy, a vital part of your army, or both.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Launching Your Ambush&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;It’s natural that any player utilizing development-heavy strategy would want to make use of the Ambush mechanic, and the Wood Elves will, indeed, expand their arsenal of deadly ambushes. Under the guidance of their queen, Ariel, the Waywatchers and other powerful units can strike from the shadows. As effective as these strikes can be, ambushing your developments slows their accumulation and might weaken some of your other &lt;i&gt;&lt;b&gt;Wood Elf&lt;/b&gt;&lt;/i&gt; cards that want a high number of developments. Fortunately, &lt;i&gt;Hidden Kingdoms&lt;/i&gt; also brings us &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/the-oak-of-ages.png"&gt;The Oak of Ages&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 16), an ancient tree at the heart of Athel Loren where Ariel holds court. This venerable tree makes every &lt;i&gt;&lt;b&gt;Wood Elf&lt;/b&gt;&lt;/i&gt; unit count as a development. Now, when you lose a development because one of your Waywatchers had to reveal himself to take out an attacker, the unit instantly makes up for it, and every unit you put into play ensures the power of your Highborn Champions grows rapidly and to great heights.&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/the-oak-of-ages.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/the-oak-of-ages.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/eternal-guard.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/eternal-guard.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Naturally, counting your units counting as developments allows you to make creative use of cards like &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/long-winter.png"&gt;Long Winter&lt;/a&gt; (&lt;i&gt;The Fall of Karak Grimaz&lt;/i&gt;, 20) or &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/will-of-the-electors.png"&gt;Will of the Electors&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 44). But it also makes your units vulnerable to similar effects played by your opponents. And even without The Oak of Ages, the Asrai depend greatly upon being able to develop fast, in multiple zones, and to keep those developments in place. So how will the Wood Elves deal with Chaos or Orc armies loaded with the ability to destroy developments? How will they deal with the Empire's ability to move developments? One answer is the &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/eternal-guard.png"&gt;Eternal Guard&lt;/a&gt; (Hidden Kingdoms, 12), an inexpensive unit that, in turn, can make it very costly for your opponent to try to match his development destruction against your developing speed. Combined with The Oak of Ages, the Eternal Guard will also serve to protect your units, and there is, of course, the possibility of branching out to combine your Wood Elves with core faction cards like the &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/church-of-sigmar.png"&gt;Church of Sigmar&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 39) for an even higher degree of protection.&lt;/p&gt;
&lt;p&gt;With powerful synergies and strong defenses, the Wood Elves of &lt;i&gt;Hidden Kingdoms&lt;/i&gt; stand ready to prove that invading Athel Loren will be a most foolish undertaking.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Thanks, Torsten!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The four new races of &lt;/i&gt;Hidden Kingdoms &lt;i&gt;are quickly readying their forces for war, so head to your local retailer to pre-order your copy today!&lt;/i&gt;&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
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    &lt;div class="legal-text"&gt;
      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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  &lt;/div&gt;

&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/9/17/defenders-of-athel-loren/</guid></item><item><title>Train for Battle</title><link>https://www.fantasyflightgames.com/en/news/2013/7/25/train-for-battle/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 25 July 2013
          
        &lt;/span&gt;
         
        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
      &lt;/div&gt;

      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Train for Battle&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;The FAQ and Tournament Rules for Warhammer: Invasion Have Been Updated&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

    &lt;/div&gt;
  &lt;/div&gt;
    
  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/warhammer-lcg-logo.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Constant war wracks the Old World of &lt;/i&gt;&lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;Warhammer: Invasion The Card Game&lt;/a&gt;&lt;i&gt;, and massive armies rampage across the war-torn land. Minions of Chaos spread pestilence and sow corruption, hordes of Orcs tear through cities and raze them to the ground, proud High Elves ride steeds swiftly through enemy ranks, and every race draws strength from ancient animosities. Amid the chaos of battle, you can never know quite what to expect. Still, knowledge of the battlefield is critical, and you’ll find no better way to improve your knowledge than by downloading the game’s newly updated &lt;a href="/media/ffg_content/warhammer_lcg/FAQ/WHI-FAQ.pdf"&gt;FAQ&lt;/a&gt; (pdf, 1.3 MB) and &lt;a href="/media/ffg_content/warhammer_lcg/FAQ/WHI-Tournament-Rules.pdf"&gt;Tournament Rules&lt;/a&gt; (pdf, 4.7 MB)!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Just in time for the North American Championships at Gen Con Indy, these documents ensure the overall health of the game and its metagame, and the game’s developers introduce the documents’ most substantial updates below:&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;A Word from the Developers&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;After the last major update to the FAQ we have seen a great leap forward in deck diversity and strategies along with a rise in the diversity of races being played at tournaments. This updated FAQ is intended to further improve the metagame and its diversity. It adds a few more cards to the Restricted List, breaking up some overpowered card combinations, and forcing players to make more meaningful choices when they build their decks.&lt;/p&gt;
&lt;p&gt;Additionally, several cards received errata in this FAQ, to prevent abuse by players and limit their overall impact in the game. These cards include &lt;a href="/media/ffg_content/warhammer_lcg/capital-cycle/city-of-winter/convocation-of-eagles.png"&gt;Convocation of Eagles&lt;/a&gt; (&lt;i&gt;City of Winter&lt;/i&gt;, 84), &lt;a href="/media/ffg_content/warhammer_lcg/capital-cycle/city-of-winter/fists-of-mork.png"&gt;Fists of Mork&lt;/a&gt; (&lt;i&gt;City of Winter&lt;/i&gt;, 82), and &lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/fragments-of-power/snotling-invasion.png"&gt;Snotling Invasion&lt;/a&gt; (&lt;i&gt;Fragments of Power&lt;/i&gt;, 38). Other cards have received restriction, as follows:&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/capital-cycle/city-of-winter/convocation-of-eagles.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/capital-cycle/city-of-winter/convocation-of-eagles.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/capital-cycle/city-of-winter/fists-of-mork.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/capital-cycle/city-of-winter/fists-of-mork.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/battle-for-the-old-world/wurrzag.png"&gt;Wurrzag&lt;/a&gt; (&lt;i&gt;Battle for the Old World&lt;/i&gt;, 41) and &lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/rising-dawn/the-unending-horde.png"&gt;The Unending Horde&lt;/a&gt; (&lt;i&gt;Rising Dawn&lt;/i&gt;, 6) are staples of a very popular Orc control deck that has risen to prominence in the past few months. These restrictions are intended to create variety for this particular deck and force players to choose how they want the deck to play.&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/battle-for-the-old-world/wurrzag.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/battle-for-the-old-world/wurrzag.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/rising-dawn/the-unending-horde.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/bloodquest-cycle/rising-dawn/the-unending-horde.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/vessel-of-the-winds/pleasure-cults.png"&gt;Pleasure Cults&lt;/a&gt; (&lt;i&gt;Vessel of the Winds&lt;/i&gt;, 79) has been restricted, because the Dark Elves current cardpool allows for an unhealthy level of board control. We feel that players should have to make hard choices about how their deck controls the game, thus making this restriction a necessity.&lt;/p&gt;
&lt;p&gt;Finally, the card &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/end-times.png"&gt;End Times&lt;/a&gt; (&lt;i&gt;Faith and Steel&lt;/i&gt;, 120) is now restricted as well. The recent Regionals Championships season has shown that a deck centered on End Times is extremely powerful in a way that subverts the core structure of the game. This restriction is necessary to prevent the worst abuses of this card.&lt;/p&gt;
&lt;p&gt;Brad Andres
Lukas Litzsinger
Fantasy Flight Games&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Thanks, Brad and Lukas!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Are you prepared to battle for dominion of the Old World? Will you prevail, or will your opponents rise triumphant over your grave? Hone your knowledge of battle by downloading the updated &lt;a href="/media/ffg_content/warhammer_lcg/FAQ/WHI-FAQ.pdf"&gt;FAQ&lt;/a&gt; and &lt;a href="/media/ffg_content/warhammer_lcg/FAQ/WHI-Tournament-Rules.pdf"&gt;Tournament Rules&lt;/a&gt; from the &lt;/i&gt;Warhammer: Invasion&lt;i&gt; &lt;a href="/edge_minisite_sec.asp?eidm=85&amp;amp;esem=4"&gt;support page&lt;/a&gt;, and prepare for unending war!&lt;/i&gt;&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
    &lt;a href="/edge_foros_temas.asp?efid=83"&gt;
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    &lt;/a&gt;
    &lt;div class="legal-text"&gt;
      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

    &lt;/div&gt;
  &lt;/div&gt;

&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/7/25/train-for-battle/</guid></item><item><title>Nowhere Is Safe</title><link>https://www.fantasyflightgames.com/en/news/2013/7/19/nowhere-is-safe/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 19 July 2013
          
        &lt;/span&gt;
         
        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
      &lt;/div&gt;

      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Nowhere Is Safe&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;Cataclysm Is Now Available for Warhammer: Invasion The Card Game&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

    &lt;/div&gt;
  &lt;/div&gt;
    
  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/WHC41-box-right.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“Towering citadels of bone and sinew burst upwards from the ground at the command of cackling mages. The parched lands crack and split to reveal mass graves, moaning faces, hissing lava. Monstrous terrors prowl the wilderness in search of fresh meat. Nowhere is safe.”&lt;/i&gt;
   	&lt;i&gt;–Warhammer, “War Unending”&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Though the battles have raged for years, the war is just now ready to intensify. &lt;a href="/edge_npm.asp?epmi=s&amp;amp;eidm=183"&gt;&lt;i&gt;Cataclysm&lt;/i&gt;&lt;/a&gt;, the fourth deluxe expansion for &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt;, is now available at local retailers and online through &lt;a href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=WHC41"&gt;our webstore&lt;/a&gt;!&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Cataclysm&lt;/i&gt; raises the stakes with 159 new player cards (three copies each of fifty-three different cards) and the addition of multiplayer rules that create a dramatic alternative to the game’s standard head-to-head format. For the first time, players can take to the field in a free-for-all melee. While battling over key fulcrums, each player strives to collect enough dominance to establish his superiority and rout his opponents.&lt;/p&gt;
&lt;p&gt;Meanwhile, each faction receives new cards for use in both the multiplayer and head-to-head formats, and you will find that the tumultuous upheaval of &lt;i&gt;Cataclysm&lt;/i&gt; introduces a wealth of new opportunities!&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/card-fan-2.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Battle for the Fulcrums&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The multiplayer format for &lt;i&gt;Cataclysm&lt;/i&gt; introduces a new card type, the fulcrum, and controlling these new fulcrums is the key to dominance over the Old World. In multiplayer games, you no longer win by burning your opponents’ zones. Instead, you win by scoring and securing dominance points. At the end of every round, each fulcrum you control grants you a number of dominance points. The longer you can hold a fulcrum, the closer it will bring you to ultimate victory.&lt;/p&gt;
&lt;p&gt;Fulcrums do more than simply advance you along your path to dominance. They can also provide important benefits and special abilities. Each turn, you can choose to place an uncorrupted unit from your battlefield on top of a fulcrum you control to “channel” it. When your unit channels a fulcrum, you gain access to the unique benefits if offers, and sometimes, those benefits may give you the edge you need to win the war for the Old World.&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/dreadfire-portal.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/dreadfire-portal.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;As you and your opponents battle back and forth, burn districts, and jockey for position, even a single point of dominance can prove the deciding factor in your quest for victory. By channeling the &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/dreadfire-portal.png"&gt;Dreadfire Portal&lt;/a&gt; (&lt;i&gt;Cataclysm&lt;/i&gt;, 54) and destroying the unit you used to channel it, you can steal one dominance from an opponent. This is in addition to the one dominance this fulcrum already provides for controlling it. Other fulcrums can bolster your units in battle, corrupt your foes, or help you to establish tenuous alliances, but Dreadfire Portal and its special ability directly carry you one step closer to victory, while pushing your most threatening opponent further away.&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/magewrath-throne.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/magewrath-throne.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Sometimes, in order to win, you need to take a chance. Seizing the &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/magewrath-throne.png"&gt;Magewrath Throne&lt;/a&gt; (&lt;i&gt;Cataclysm&lt;/i&gt;, 59) is a bold gambit for any player. Because it provides two dominance at the end of every round, controlling this fulcrum can prove vital, but any time you take control of it, you must immediately lose one dominance. If you can continue to hold the Magewrath Throne, the two dominance that it grants every round will quickly outweigh the initial cost, but there’s no guarantee you can maintain control of a fulcrum throughout the bloody battles of &lt;i&gt;Warhammer: Invasion&lt;/i&gt;. You must decide for yourself whether or not to climb the treacherous steps of Magewrath Throne!&lt;/p&gt;
&lt;p&gt;&lt;b&gt;A New Form of Battle&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;In the new battles of &lt;i&gt;Cataclysm&lt;/i&gt;, everything changes. Your capital will come under siege from not just one opponent, but several. You and the Old World will see battles so large as to stagger the mind. Blood will flow, the battlefield with be strewn with corpses, and you must navigate your way to victory through the clever manipulation of fulcrums and dominance.&lt;/p&gt;
&lt;p&gt;The battles are bigger and bloodier than ever with the new cards and gripping player interactions of &lt;i&gt;Cataclysm&lt;/i&gt;. Head to your local retailer, or visit &lt;a href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=WHC41"&gt;our webstore&lt;/a&gt;, to pick up your copy today!&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
    &lt;a href="/edge_foros_temas.asp?efid=83"&gt;
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    &lt;div class="legal-text"&gt;
      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

    &lt;/div&gt;
  &lt;/div&gt;

&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/7/19/nowhere-is-safe/</guid></item><item><title>Seven Cards to Shake the Firmament</title><link>https://www.fantasyflightgames.com/en/news/2013/7/9/seven-cards-to-shake-the-firmament/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 9 July 2013
          
        &lt;/span&gt;
         
        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
      &lt;/div&gt;

      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Seven Cards to Shake the Firmament&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;How Cataclysm Will Impact the Head-to-Head Battles of Warhammer: Invasion&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

    &lt;/div&gt;
  &lt;/div&gt;
    
  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/WHC41-box-right.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“The Great Cataclysm shook the firmament with such force its echoes still pervade, and always will. All semblance of tranquility was blasted away in an instant.”
   	–Warhammer, “War Unending”&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Just as the Great Cataclysm forever reshaped the face of the Old World, &lt;a href="/edge_npm.asp?epmi=s&amp;amp;eidm=183"&gt;&lt;i&gt;Cataclysm&lt;/i&gt;&lt;/a&gt; will forever reshape the struggles of &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt;. This deluxe expansion adds a new multiplayer format to the game, and its 159 player cards (three copies each of fifty-three different cards) fuel the fires of both the game’s multiplayer and head-to-head formats.&lt;/p&gt;
&lt;p&gt;In earlier previews, &lt;a href="/edge_news.asp?eidn=4066"&gt;lead developer Lukas Litzsinger&lt;/a&gt; and &lt;a href="/edge_news.asp?eidn=4139"&gt;guest writer Torsten Krämer&lt;/a&gt; explored the multiplayer battles of &lt;i&gt;Cataclysm&lt;/i&gt;. Today, we’ll look at the impact &lt;i&gt;Cataclysm&lt;/i&gt; is likely to make upon the game’s head-to-head play.&lt;/p&gt;
&lt;p&gt;Each &lt;i&gt;Cataclysm&lt;/i&gt; player card is playable in both multiplayer and head-to-head, and each faction gains a new &lt;i&gt;&lt;b&gt;Hero&lt;/b&gt;&lt;/i&gt;, a number of other units, supports, and tactics. For the most part, these cards reinforce the factions’ core identities and bolster their signature strengths. While many of them shine brightest in the &lt;i&gt;Cataclysm&lt;/i&gt; multiplayer format, all of these new cards also add new abilities. This means you’ll find more options as you build your deck.&lt;/p&gt;
&lt;p&gt;To more closely examine how these options may allow you to build a deck more specifically attuned to your preferred style of play, we’ll explore seven of the expansion’s new cards–one for each faction and one neutral card.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;The Last Oath&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/the-last-oath.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/the-last-oath.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/the-last-oath.png"&gt;The Last Oath&lt;/a&gt; (&lt;i&gt;Cataclysm&lt;/i&gt;, 8) continues a strong Dwarf tradition of valiant deaths and retaliatory strikes. It also adds something new to the faction: direct damage capable of destroying units in an opponent’s Kingdoms or Quest zones at action speed. Previously the Dwarfs had few options to damage an opponent’s units in those zones. One of the most popular options was the &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/dwarf-ranger.png"&gt;Dwarf Ranger&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 10), but his two hit points made him vulnerable to many Destruction strategies. Furthermore, he was limited to the Quest zone if you wanted to trigger his ability. Finally, he could only deal one point of damage per action, meaning that many units were effectively immune to his effect, either because they had Toughness or too many hit points for his damage to prove effective. Another card the Dwarfs could use to damage opposing units was the &lt;i&gt;&lt;b&gt;Hero&lt;/b&gt;&lt;/i&gt;, &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/duregan-thorgrimson.png"&gt;Duregan Thorgrimson&lt;/a&gt; (&lt;i&gt;The Fourth Waystone&lt;/i&gt;, 81), and his ability only worked at the beginning of the Dwarf player’s turn. However, because Dwarf players can choose from any number of beneficial effects that force the sacrifice of their units, they will soon be able trigger The Last Oath at any point to to change the state of a game.&lt;/p&gt;
&lt;p&gt;The addition of The Last Oath to the card pool means that the Dwarfs will be better positioned than ever to suppress their enemies’ acquisition of cards and resources, and, of course, the card only gets better in the multiplayer format.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Warlord Go Smash&lt;/b&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/warlord-go-smash.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/warlord-go-smash.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;In &lt;i&gt;Cataclysm&lt;/i&gt;, the Orcs are depicted as a bloodthirsty race, driven by an insatiable thirst for battle. Many of their most powerful cards play for free if they burn a zone, and once they burn a zone, they can also trigger a number of devastating abilities.&lt;/p&gt;
&lt;p&gt;Still, the Orc hordes prove most successful when they’re driven by the leadership and vision of a cunning warlord. Brute strength is great, but it’s even better when it’s paired with clever tactics. One of the cleverest new tactics that Orc players will want to use is &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/warlord-go-smash.png"&gt;Warlord Go Smash&lt;/a&gt; (&lt;i&gt;Cataclysm&lt;/i&gt;, 15). Few factions can hit the Battlefield running as quickly as the Orcs, and if they can get to an early lead, Warlord Go Smash can help them maintain it, along with such cards as &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/pillage.png"&gt;Pillage&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 78), &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/troll-vomit.png"&gt;Troll Vomit&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 80), and &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/the-unending-horde.png"&gt;The Unending Horde&lt;/a&gt; (&lt;i&gt;Rising Dawn&lt;/i&gt;, 6).&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Fervent Disciple&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The new cards in &lt;i&gt;Cataclysm&lt;/i&gt; provide several factions with abilities directly tied to the burning or damaging of zones, and while the Orcs grow in ferocity with each attack, the Empire stands strongest so long as all its citizens stand together.&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/fervent-disciple.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/fervent-disciple.png" hspace="10" alt=""&gt;&lt;/a&gt;Accordingly, while &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/fervent-disciple.png"&gt;Fervent Disciple&lt;/a&gt; (&lt;i&gt;Cataclysm&lt;/i&gt;, 20) and other such cards may offer immediate, high-impact rewards, they best reward Empire players who can design decks that balance the principles of both attacking and defending. In such decks, the Fervent Disciple is a potent mid-cost unit that can apply early pressure as a first-turn drop or that can serve as a strong finisher.&lt;/p&gt;
&lt;p&gt;Of course, to get the most out of your Fervent Disciple, you need to keep her zone from burning, and this requires some strategy. That’s why the unit’s artwork and flavor text are particularly appropriate. They indicate that this &lt;i&gt;&lt;b&gt;Priest&lt;/b&gt;&lt;/i&gt; unit is a militant devotee of Myrmidia, the Goddess of War, and Myrmidia represents the art and science of warfare, not just raw fury.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Reprimand&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Cataclysm&lt;/i&gt; introduces a number of High Elf cards that lend new dimension to the faction’s use of healing and indirect damage. It also strengthens the faction with a new Champion Card, &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/reprimand.png"&gt;Reprimand&lt;/a&gt; (&lt;i&gt;Cataclysm&lt;/i&gt;, 31).&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/reprimand.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/reprimand.png" hspace="10" alt=""&gt;&lt;/a&gt;Designed by Timothy Lyons after his 2011 World Championship, Reprimand provides the High Elves with a flexible response to its opponents.&lt;/p&gt;
&lt;p&gt;Timothy provided us with more information about this powerful tactic:&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“I wanted to accomplish a few goals with Reprimand. First, I wanted to give Order a way around Necromancy and Destruction’s ability to return cards from the discard pile to play. Second, I wanted to give the High Elves a cost-effective way to deal with early threats like &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/spider-riders.png"&gt;Spider Riders&lt;/a&gt; (&lt;/i&gt;The Skavenblight Threat&lt;i&gt;, 8) or &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/clan-moulders-elite.png"&gt;Clan Moulder’s Elite&lt;/a&gt; (&lt;/i&gt;Tooth and Claw&lt;i&gt;, 57), but I didn’t want it be another &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/judgement-of-loec.png"&gt;Judgement of Loec&lt;/a&gt; (&lt;/i&gt;Legends&lt;i&gt;, 26). I feel that Reprimand fills this role perfectly. With its variable cost, it will always be just as costly as the unit that you’re whisking away to the bottom of your opponent’s deck. Additionally, it can really shine against units with an alternative cost such as a &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/daemon-prince.png"&gt;Daemon Prince&lt;/a&gt; (&lt;/i&gt;The Imperial Throne&lt;i&gt;, 114).”&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Serpent’s Strength&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/serpents-strength.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/serpents-strength.png" hspace="10" alt=""&gt;&lt;/a&gt;Sometimes, you just want to watch things burn. At those times, you should consider playing Chaos.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Cataclysm&lt;/i&gt; provides Chaos with a number of cards that gain strength whenever a zone burns, and the faction doesn’t particularly care if it’s an opponent’s zone that burns or its own. So long as it doesn’t cost them the game, the forces of Chaos love to watch their zones burn. The more things burn, the stronger they become.&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/serpents-strength.png"&gt;Serpent’s Strength&lt;/a&gt; (&lt;i&gt;Cataclysm&lt;/i&gt;, 38) is just one of the new cards that helps drive Chaos toward ultimate destruction. While it’s easy to see how frightening this card could become in a multiplayer game where three or four players might all have zones burning at the same time, the card is no less effective in head-to-head play, especially given the recent prominence of the new legends from the &lt;a href="/edge_minisite_sec.asp?eidm=85&amp;amp;esem=2&amp;amp;esum=219"&gt;&lt;i&gt;Eternal War&lt;/i&gt;&lt;/a&gt; cycle. When any of those legends enters play, it triggers its &lt;b&gt;Forced&lt;/b&gt; ability, &lt;i&gt;“When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.”&lt;/i&gt; This means that if your opponent is running one of these new legends, Serpent’s Strength could potentially reward you with three additional combat damage for zero resources. And if you’re also running a legend from the &lt;i&gt;Eternal War&lt;/i&gt; cycle? Then, a single copy of Serpent’s Strength could functionally serve as four free power for your Battlefield!&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Corsair Tower&lt;/b&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/corsair-tower.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/corsair-tower.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Hand destruction and deck destruction have long been two of the Dark Elves’ hallmark strategies. Yet, even though these strategies have long coexisted, they haven’t always worked well together. While it may seem natural for a deck focused on starving your opponent of cards to be able to attack his hand and his deck simultaneously, very few cards have rewarded both forms of destruction. Accordingly, Dark Elf players have long found it difficult–though not impossible–to balance the two effects in decks that were also slim and efficient enough to start quickly and withstand an opponent’s attacks.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Cataclysm&lt;/i&gt; may change that.&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/corsair-tower.png"&gt;Corsair Tower&lt;/a&gt; (&lt;i&gt;Cataclysm&lt;/i&gt;, 45) is just one of several cards that push these strategies, and the synergies it promotes mean that the better your deck is at hand destruction, the better it becomes at deck destruction.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Arcane Orrery&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;One of the cards from &lt;i&gt;Cataclysm&lt;/i&gt; that’s likely to make a heavy, immediate impact upon the tournament metagame is the support, &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/arcane-orrery.png"&gt;Arcane Orrery&lt;/a&gt; (&lt;i&gt;Cataclysm&lt;/i&gt;, 52). Limited to neither the forces of Order nor Destruction, this powerful magical &lt;i&gt;&lt;b&gt;Item&lt;/b&gt;&lt;/i&gt; is truly neutral, meaning any player can include it in his deck.&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/arcane-orrery.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/arcane-orrery.png" hspace="10" alt=""&gt;&lt;/a&gt;What makes this card so special? Certainly, it’s not the ratio of power to cost that it yields. At two cost, its one power is entirely standard, but its ability is anything but standard. The ability of the Arcane Orrery is game-changing.&lt;/p&gt;
&lt;p&gt;Throughout recent tournament seasons, a wide number of top players have taken advantage of a number of “infinite” loops that led to instant victories. Meanwhile, other players were able to find tremendous success with heavily aggressive strategies, like those driven by &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/call-the-brayherd.png"&gt;Call the Brayherd&lt;/a&gt; (&lt;i&gt;Fiery Dawn&lt;/i&gt;, 114) that could overwhelm their opponents with early swarms. However, nearly all infinite loop and swarm strategies rely upon the ability to play multiple copies of their cards within the same turn. By preventing them from doing so, the Arcane Orrery carves new space within the game for those strategies that need a few more turns to build toward success.&lt;/p&gt;
&lt;p&gt;Because it’s vulnerable to all the standard support destruction, and because it doesn’t make any impact if it never enters play, the Arcane Orrery doesn’t quite spell the death of either loops or swarms, but it’s one truly powerful card that’s bound to make its impact felt across the Old World!&lt;/p&gt;
&lt;p&gt;&lt;b&gt;War Is Coming&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;If you haven’t already pre-ordered your copy of &lt;i&gt;Cataclysm&lt;/i&gt;, head to your local retailer today. &lt;i&gt;Cataclysm&lt;/i&gt; will soon shake the very foundations of the Old World!&lt;/p&gt;
&lt;p&gt;This deluxe expansion for &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; will arrive at retailers next week.&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/7/9/seven-cards-to-shake-the-firmament/</guid></item><item><title>Hidden Kingdoms</title><link>https://www.fantasyflightgames.com/en/news/2013/6/6/hidden-kingdoms/</link><description>
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      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

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        &lt;span class="meta-date float-left"&gt;
          
            Published 6 June 2013
          
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        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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          &lt;h1&gt;Hidden Kingdoms&lt;/h1&gt;
        
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          &lt;p&gt;Announcing the Fifth Deluxe Expansion for Warhammer: Invasion The Card Game&lt;/p&gt;
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    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/WHC42-Box-Right.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“For thousands of years after the collapse of the polar gates, with the immediate threat of Chaos thwarted, the Lizardmen existed in relative seclusion while the world changed around them.”
   	–Warhammer: Lizardmen&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The Old World shudders with the throes of eternal war. Ancient animosities and powerful ambitions drive the world’s races to conflict, and even those who have long kept to the sides cannot long remain isolated…&lt;/p&gt;
&lt;p&gt;Fantasy Flight Games is proud to announce the upcoming release of &lt;a href="/edge_npm.asp?epmi=s&amp;amp;eidm=197"&gt;&lt;i&gt;Hidden Kingdoms&lt;/i&gt;&lt;/a&gt;, the fifth deluxe expansion for &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt;!&lt;/p&gt;
&lt;p&gt;The &lt;i&gt;&lt;b&gt;Lizardmen&lt;/b&gt;&lt;/i&gt; of Lustria travel far from their jungle homes to impose the laws of their masters across the Old World. Within the forests of Athel Loren, the &lt;i&gt;&lt;b&gt;Wood Elves&lt;/b&gt;&lt;/i&gt; hunger for vengeance and muster for war. In the depths of their subterranean kingdom, &lt;i&gt;&lt;b&gt;Skaven&lt;/b&gt;&lt;/i&gt; hordes plot, scheme, and multiply. Meanwhile, the Old World’s Vampire Counts and &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; thirst for blood and begin to turn their attentions to the lands beyond the borders of forsaken Sylvania.&lt;/p&gt;
&lt;p&gt;In &lt;i&gt;Hidden Kingdoms&lt;/i&gt;, these four neutral races launch their assaults!&lt;/p&gt;
&lt;p&gt;Each becomes a playable faction, complete with its own capital, legend, faction-specific supports, a host of new units, and powerful support for its racial themes and mechanics. The 172 cards (including four capital cards and the maximum legal number of fifty-five different player cards) of &lt;i&gt;Hidden Kingdoms&lt;/i&gt; hand players the keys to fun and effective strategies built around &lt;i&gt;&lt;b&gt;Skaven&lt;/b&gt;&lt;/i&gt; swarms, &lt;i&gt;&lt;b&gt;Wood Elf&lt;/b&gt;&lt;/i&gt; developments, and the Necromancy and Savage keywords.&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/WHC42_CardFan1.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Capitals to Call Home&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The battles of &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; are battles for dominion over the Old World. You build from the strength of your capital. You win by burning your opponent’s capital.&lt;/p&gt;
&lt;p&gt;Accordingly, each of the game’s factions must have its own capital. The Men of the Empire rule from their palaces and outposts. The Dwarfs hold their Karaks. The Dark Elves of Naggaroth forge their war plans in the frozen spires of Naggaroth. Even without a kingdom to call their own, the greenskin tribes dominate vast tracts of land where they establish crude lairs and massive campsites from which they can fuel their next Waaagh! In &lt;i&gt;Hidden Kingdoms&lt;/i&gt;, the &lt;i&gt;&lt;b&gt;Lizardmen&lt;/b&gt;&lt;/i&gt;, &lt;i&gt;&lt;b&gt;Wood Elves&lt;/b&gt;&lt;/i&gt;, &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt;, and &lt;i&gt;&lt;b&gt;Skaven&lt;/b&gt;&lt;/i&gt; all gain capitals that they can call home.&lt;/p&gt;
&lt;p&gt;Lead developer Brad Andres explains how these capitals help to turn the game’s neutral  races into full-fledged factions with rich personalities:&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“The most exciting piece of the &lt;/i&gt;Hidden Kingdoms&lt;i&gt; expansion is the new capital cards. Players will finally be able to field some of their favorite races from their home turf, and they’ll reap benefits for doing so. These capitals don’t have loyalty icons; instead, each capital has a special ability designed to play to the advantage of its home race. These abilities provide synergies with each neutral race’s cards, in the existing card pool and in &lt;/i&gt;Hidden Kingdoms&lt;i&gt;, and the capitals’ abilities also reinforce their races’ mechanical identities.”&lt;/i&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/lizardmen-capital.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/lizardmen-capital.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Instead of a loyalty symbol, each neutral race’s capital bears a racial icon that corresponds to the faction-specific capital rules outlined in the &lt;i&gt;Hidden Kingdoms&lt;/i&gt; rules insert. The &lt;i&gt;&lt;b&gt;Lizardmen&lt;/b&gt;&lt;/i&gt; and &lt;i&gt;&lt;b&gt;Wood Elves&lt;/b&gt;&lt;/i&gt; capitals are aligned with the forces of Order, while the &lt;i&gt;&lt;b&gt;Skaven&lt;/b&gt;&lt;/i&gt; and &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; capitals are aligned with the forces of Destruction. Each neutral race’s capital allows the play of faction-specific units and legends. Additionally, each racial icon is tied to a unique game effect.&lt;/p&gt;

    
        
            &lt;img align="middle" vspace="0" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/lizardmen.png" hspace="0" alt=""&gt;
            After an attack against you is resolved, deal 1 uncancellable damage to a unit that participated in the attack.
        
        
            &lt;img align="middle" vspace="0" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/wood-elf.png" hspace="0" alt=""&gt;
            After determining the first player during Setup, place 1 card from the top of your deck into each zone as a development (start with the Kingdom Zone, then the Battlefield Zone, and finally the Quest Zone).
        
        
            &lt;img align="middle" vspace="0" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/skaven.png" hspace="0" alt=""&gt;
            You have 2 [POWER] in both your Kingdom and Quest Zones. Lower the cost of the first Skaven unit you play into your battlefield each turn by 1.
        
        
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            After determining the first player during Setup, discard the top 5 cards of your deck.
        
    

&lt;p&gt;As Brad states, these neutral race capitals do more than allow you to play each faction’s faction-specific units, supports, and legends. They bolster each race’s signature personality and mechanics, giving you plenty of reasons to consider playing these races on their own, rather than as support for another of the game’s factions!&lt;/p&gt;
&lt;p&gt;&lt;b&gt;They Will Be Legendary&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/count-vlad-von-carstein.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/hidden-kingdoms/count-vlad-von-carstein.png" hspace="10" alt=""&gt;&lt;/a&gt;In addition to their new capitals, the new neutral factions from &lt;i&gt;Hidden Kingdoms&lt;/i&gt; all welcome the arrival of new legends to lead their troops to battle. These legends can only be played if you field the race’s capital, but each is certain to make a big impact upon the game.&lt;/p&gt;
&lt;p&gt;Like &lt;a href="/media/ffg_content/warhammer_lcg/hidden-kingdoms/count-vlad-von-carstein.png"&gt;Count Vlad von Carstein&lt;/a&gt; (&lt;i&gt;Hidden Kingdoms&lt;/i&gt;, 28), these powerful legends all add new dimensions to their factions’ potential strategies. While many of the units and supports in &lt;i&gt;Hidden Kingdoms&lt;/i&gt; directly build upon the factions’ traditional mechanics, lending strength and versatility to keywords like Savage and Necromancy, these new legends all take their factions’ strengths and add a new wrinkle. Count Vlad von Carstein ensures that your discard pile isn’t just a temporary resting place for your Necromancy units; he converts it into your stronghold. If everything is dead, the &lt;i&gt;&lt;b&gt;Undead&lt;/b&gt;&lt;/i&gt; win!&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Tributes and Treaties&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The main thrust of the &lt;i&gt;Hidden Kingdoms&lt;/i&gt; deluxe expansion may come from its four new playable factions, but there’s plenty more to excite fans of the game’s other races. You’ll find new units, tactics, and &lt;i&gt;&lt;b&gt;Tributes&lt;/b&gt;&lt;/i&gt; for the Empire, Dwarfs, High Elves, Chaos, Orcs, and Dark Elves. These cards further distinguish the races’ personalities, such as the Empire’s mobility and the Dark Elves’ bloodlust. Meanwhile, &lt;i&gt;&lt;b&gt;Tributes&lt;/b&gt;&lt;/i&gt; targeting each of these six races allow you to forge temporary treaties, ignoring the loyalty cost of the next card you play out of faction.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;No One Is Truly Neutral&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;In a world of eternal war, no race can remain forever neutral, and &lt;i&gt;Hidden Kingdoms&lt;/i&gt; finally gives you the chance to launch four of your favorite &lt;i&gt;Warhammer&lt;/i&gt; races into the ferocious, fast-paced battles of &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; as fully developed factions.&lt;/p&gt;
&lt;p&gt;Get ready for battle. &lt;i&gt;Hidden Kingdoms&lt;/i&gt; is scheduled to release late in the third quarter of 2013!&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/6/6/hidden-kingdoms/</guid></item><item><title>Diplomacy, Treachery, and Brute Strength</title><link>https://www.fantasyflightgames.com/en/news/2013/5/15/diplomacy-treachery-and-brute-strength/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 15 May 2013
          
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        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Diplomacy, Treachery, and Brute Strength&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;Preview the Multiplayer Battles of Cataclysm with Guest Writer Torsten Krämer&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

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  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/WHC41-box-right.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“The Great Cataclysm shook the firmament with such force its echoes still pervade, and always will. All semblance of tranquility was blasted away in an instant.”
   	–Warhammer, “War Unending”&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The world of &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt; is a world of blood and war. The Great Cataclysm reshaped the Old World in a howling tempest of raw magic. It altered lands and beasts; they were twisted from their former beauty into terrible and maddening shapes. The game’s six races must constantly prove themselves in battle. Monsters, Orcs, and minions of Chaos prowl the wilds, and barbaric hordes thunder down from the north. Even among the forces of Order, ancient enmities can erupt into open hostility. No place is safe, and just when you think you may have formed an unbeatable battle plan, along come the multiplayer battles of &lt;a href="/edge_npm.asp?epmi=s&amp;amp;eidm=183"&gt;&lt;i&gt;Cataclysm&lt;/i&gt;&lt;/a&gt;…&lt;/p&gt;
&lt;p&gt;When you participate in the fast-paced, back-and-forth battles of two-player &lt;i&gt;Warhammer: Invasion&lt;/i&gt;, you may not always know when the next attack is coming, but you always know who’s going to launch it. In the multiplayer battles of &lt;i&gt;Cataclysm&lt;/i&gt;, however, your opponents’ attacks can be much harder to predict. There are more of them, and they can come from any side. That makes defending yourself a much more difficult prospect in &lt;i&gt;Cataclysm&lt;/i&gt; than in the two-player game, so it might be to your benefit to encourage your opponents to direct their attacks at each other, instead.&lt;/p&gt;
&lt;p&gt;Today, guest writer Torsten Krämer looks at the fleeting alliances and opportunistic backstabbing made possible by the multiplayer format in &lt;i&gt;Cataclysm&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Fleeting Alliances and Opportunistic Attacks&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Among the things that excite me most about &lt;/i&gt;Cataclysm&lt;i&gt; are the interactions you only get in a multiplayer game. The discussions. Convincing the Dark Elf player he should attack the Dwarfs instead of my cute, harmless little Goblins. Trying to get everyone to gang up on the High Elves because, really, who wants all that indirect damage? The deals. Forming an alliance – and then stabbing your ally in the back when the time is right. Surely some games will be so fast and vicious, there will be little time for such deal-making, but the manipulation of other players will have its place, and it’ll add a whole new dimension to the game.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;While all this come naturally with the format, &lt;/i&gt;Cataclysm&lt;i&gt; also brings us cards which support these interactions. One such card is &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/chosen-of-the-gods.png"&gt;Chosen of the Gods&lt;/a&gt; (&lt;/i&gt;Cataclysm&lt;i&gt;, 39). I both love and hate this card. I hate it out of fear; it’s effect is so profound, and I don’t want to be the one who sees his undamaged, perfectly defended zone go up in flames. But I love it because it often leads to negotiations, to promises – and ultimately to treachery. Sure, if you’re the Chaos player who wants to play this tactic, you might want to wait until one of your zones is burning; otherwise, you can suffer the effect yourself. But, ideally, you’ll find a way to play it early, likely encouraging an opponent to play your ally and target another foe, like some pesky Empire player, who benefits from all his unburned zones. Then you’ll just have to trust your new ally will pick that other person and not turn the effect back on you.&lt;/i&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/chosen-of-the-gods.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/chosen-of-the-gods.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/ostland-bowmen.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/ostland-bowmen.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Sometimes, it's in your best interest if one opponent can’t win a battle against another. Maybe you don’t want the strongest opponent to pull further ahead; maybe you’re just not yet ready for the game to end. Many effects already in the game can allow you to interfere, but &lt;/i&gt;Cataclysm&lt;i&gt; will provide Order players an additional, immediate way to come to another player's aid. &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/ostland-bowmen.png"&gt;The Ostland Bowmen&lt;/a&gt; (&lt;/i&gt;Cataclysm&lt;i&gt;, 18) can defend any unburned zone, not just their controller’s. Too weak to stop an assault force by themselves, they can nevertheless tip the scales in favor of the defender – and you! Of course, it should come as no surprise that you can find a similarly opportunistic attacker on the side of Destruction, always ready to join your opponents’ assaults.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Let the Bidding Begin&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/fickle-sellswords.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/Cataclysm/fickle-sellswords.png" hspace="10" alt=""&gt;&lt;/a&gt;Another card sure to create heated interactions is &lt;a href="/media/ffg_content/warhammer_lcg/Cataclysm/fickle-sellswords.png"&gt;Fickle Sellswords&lt;/a&gt; (&lt;/i&gt;Cataclysm&lt;i&gt;, 49). With two power and two hit points for just one cost, these mercenaries offer a deal too good to pass up. Unfortunately, they also offer it to everyone, all the time, always threatening to abandon you, because they will gladly join anyone’s assault. Of course, for the right price, Fickle Sellswords are always willing to rejoin you. Smart players will prepare for bidding wars with greedy Dwarfs and the newly rich leaders of Raider squads, or they’ll wait until their opponents have squandered their riches on other cards before hiring these Sellswords. Sometimes, though, it’s worth just taking the risk. Sometimes, there’s a lot to be gained by attacking a poor target…so long as you can convince the other players that they shouldn’t lure away your Fickle Sellswords until you can declare them as an attacker.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Thanks, Torsten!&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Cataclysm&lt;/i&gt; is coming, and the world of &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; is bound to be changed forever! Boundaries will fall, cities will burn, nations will turn against each, and no one is safe.&lt;/p&gt;
&lt;p&gt;When the battles come, will you try to create a wall of defenses too high to overcome? Or will you try to play your foes against each other? Can you survive unending warfare without forging alliances? Can you trust the allies you make? In the multiplayer battles of &lt;i&gt;Cataclysm&lt;/i&gt;, you must balance diplomacy, treachery, and brute strength to win dominion over the Old World.&lt;/p&gt;
&lt;p&gt;Look for your chance to test your skill in the multiplayer battles of &lt;i&gt;Cataclysm&lt;/i&gt;. This deluxe expansion for &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; arrives soon!&lt;/p&gt;
    
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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/5/15/diplomacy-treachery-and-brute-strength/</guid></item><item><title>Rout Your Foes with Faith and Steel</title><link>https://www.fantasyflightgames.com/en/news/2013/4/26/rout-your-foes-with-faith-and-steel/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 26 April 2013
          
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        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Rout Your Foes with Faith and Steel&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;The Final Chapter Pack in the Eternal War Cycle Is Now Available&lt;/p&gt;
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  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/WHC40-box-right.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“The fearsome Battle Wizards of the Colleges of Magic destroy the Emperor’s enemies with powerful spells, and heavily armoured horsemen of the Knightly Orders crush their foes beneath their thunderous charges.”
   	–Warhammer: The Empire&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The Empire’s greatest mage has arrived to join his nation’s Knightly Orders on the field of battle. &lt;i&gt;Faith and Steel&lt;/i&gt;, the sixth and final Battle Pack in the &lt;a href="/edge_minisite_sec.asp?eidm=85&amp;amp;esem=2&amp;amp;esum=219"&gt;&lt;i&gt;Eternal War&lt;/i&gt;&lt;/a&gt; cycle for &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt;, is now available at local retailers and online through &lt;a href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=WHC40"&gt;our webstore&lt;/a&gt;!&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Faith and Steel&lt;/i&gt; lends new strength to the Empire’s cause, and to each of the game’s six races. The Empire gains the powerful new legend, &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/balthasar-gelt.png"&gt;Balthasar Gelt&lt;/a&gt; (&lt;i&gt;Faith and Steel&lt;/i&gt;, 101); an efficient support card that’s great for the early game; a versatile &lt;i&gt;&lt;b&gt;Mission&lt;/b&gt;&lt;/i&gt; quest; and a new Ambush unit. Meanwhile, the Empire’s allies and enemies also gain valuable units, supports, and tactics, all of which they will soon employ in the final, climactic battles of the &lt;i&gt;Eternal War&lt;/i&gt; cycle!&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/WHC40-card-fan.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Steeds and Steel and Spells&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The Old World of &lt;i&gt;Warhammer: Invasion&lt;/i&gt; is torn by constant strife. Soldiers clash and die on blood-soaked battlefields. Though the members of other races find inspiration in ancient enmities, fueled by the rage that burns in their bellies, men of the Empire gain their strength from faith and steel. They find a shining example of courage and valor in their patron deity, Sigmar, and they draw hope from such sights as lines of fully armored knights charging through their foes.&lt;/p&gt;
&lt;p&gt;Now, as the Empire’s Knightly Orders thunder across the Old World’s battlefields, the Empire’s armies gain further support from the arrival of the nation’s most powerful wizard, Balthasar Gelt. Much as the threat of his spells makes the Empire’s swords, spears, and lances all the more effective, the cards from &lt;i&gt;Faith and Steel&lt;/i&gt; complete and enhance the battlefield-focused strategies enabled by the &lt;i&gt;Eternal War&lt;/i&gt; cycle.&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/balthasar-gelt.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/balthasar-gelt.png" hspace="10" alt=""&gt;&lt;/a&gt;The sample deck list below illustrates how &lt;i&gt;Faith and Steel&lt;/i&gt; and the other Battle Packs from the &lt;i&gt;Eternal War&lt;/i&gt; cycle offer new hope to the Empire’s &lt;i&gt;&lt;b&gt;Knights&lt;/b&gt;&lt;/i&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Legend (3):&lt;/b&gt;
Balthasar Gelt x3&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Units (15):&lt;/b&gt;
Glorious Preceptor x3
Knights Panther x3
Osterknacht Elite x3
&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/panther-champion.png"&gt;Panther Champion&lt;/a&gt; (&lt;i&gt;The Ruinous Hordes&lt;/i&gt;, 86) x3
Rodrik’s Raiders x3&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Supports (20):&lt;/b&gt;
&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/chapterhouse-stables.png"&gt;Chapterhouse Stables&lt;/a&gt; (&lt;i&gt;Battle for the Old World&lt;/i&gt;, 49) x3
Church of Sigmar x3
Clockwork Horse x3
&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/pyromancy.png"&gt;Pyromancy&lt;/a&gt; (&lt;i&gt;The Ruinous Hordes&lt;/i&gt;, 87) x3
Runefang of Solland x3&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/chapterhouse-stables.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/chapterhouse-stables.png" hspace="10" alt=""&gt;&lt;/a&gt;
&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/the-emperors-statue.png"&gt;The Emperor’s Statue&lt;/a&gt; (&lt;i&gt;Faith and Steel&lt;/i&gt;, 103) x3&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Tactics (6):&lt;/b&gt;
Ancient Map x3
Call for Reserves x3
&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/devoted-to-taal.png"&gt;Devoted to Taal&lt;/a&gt; (&lt;i&gt;Battle for the Old World&lt;/i&gt;, 48) x2&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Quests (6):&lt;/b&gt;
Protect the Empire x3
&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/recon-in-force.png"&gt;Recon in Force&lt;/a&gt; (&lt;i&gt;Faith and Steel&lt;/i&gt;, 102) x3&lt;/p&gt;
&lt;p&gt;This Empire deck is built around the &lt;i&gt;&lt;b&gt;Knight&lt;/b&gt;&lt;/i&gt; trait and makes use of no fewer than twenty cards from the &lt;i&gt;Eternal War&lt;/i&gt; cycle, including the key ingredients of its alchemy, Chapterhouse Stables and Balthasar Gelt. These cards both provide early power and can greatly reduce the cost of the first &lt;i&gt;&lt;b&gt;Knight&lt;/b&gt;&lt;/i&gt; unit played each turn, meaning that when you ride through your opponent’s units with the &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/osterknacht-elite.png"&gt;Osterknacht Elite&lt;/a&gt; (&lt;i&gt;The Eclipse of Hope&lt;/i&gt;, 87), you’ll still have plenty of resources to send more &lt;i&gt;&lt;b&gt;Knights&lt;/b&gt;&lt;/i&gt; to your battlefield and to pay for abilities like that of the &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/knights-panther.png"&gt;Knights Panther&lt;/a&gt; (&lt;i&gt;Redemption of a Mage&lt;/i&gt;, 64).&lt;/p&gt;
&lt;p&gt;Of course, Balthasar Gelt’s ability reduces the cost of the first card you play each turn, no matter the type, so while his ability can combine with that of the Chapterhouse Stables to reduce the cost of your first &lt;i&gt;&lt;b&gt;Knight&lt;/b&gt;&lt;/i&gt;, it can also reduce the cost of your Chapterhouse Stables, itself, or of tactics such as &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/call-for-reserves.png"&gt;Call for Reserves&lt;/a&gt; (&lt;i&gt;Legends&lt;/i&gt;, 21), which can return your Osterknacht Elite to your hand to conduct another charge.&lt;/p&gt;
&lt;p&gt;Meanwhile, Devoted to Taal ensures that you won’t lose any highly valuable cards to Balthasar Gelt’s experience, Recon in Force provides card draw and allows you to recycle valuable units and tactics from your discard pile, and the Panther Champion makes an imposing defender when he quests to &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/protect-the-empire.png"&gt;Protect the Empire&lt;/a&gt; (&lt;i&gt;Arcane Fire&lt;/i&gt;, 5). In fact, one or two Panther Champions can greatly mitigate enemy attacks when they’re equipped with the &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/runefang-of-solland.png"&gt;Runefang of Solland&lt;/a&gt; (&lt;i&gt;Warpstone Chronicles&lt;/i&gt;, 85), Pyromancy, and one or more copies of the &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/clockwork-horse.png"&gt;Clockwork Horse&lt;/a&gt; (&lt;i&gt;Realm of the Phoenix King&lt;/i&gt;, 23).&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/panther-champion.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/panther-champion.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/pyromancy.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/pyromancy.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;To War!&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The &lt;i&gt;Eternal War&lt;/i&gt; cycle has brought &lt;i&gt;Warhammer: Invasion&lt;/i&gt; back to the battlefield with a mighty roar. Now, whether you ride with the Empire’s Knightly Orders or summon daemons to the battlefield, you’ll find bold inspiration for new decks and strategies among the sixty new cards of &lt;i&gt;Faith and Steel&lt;/i&gt; (three copies each of twenty individual cards).&lt;/p&gt;
&lt;p&gt;Pick up your copy of &lt;i&gt;Faith and Steel&lt;/i&gt; today! Head to your local retailer, or order your copy online from &lt;a href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=WHC40"&gt;our webstore&lt;/a&gt;.&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/4/26/rout-your-foes-with-faith-and-steel/</guid></item><item><title>Prepare for Regionals - Warhammer: Invasion The Card Game</title><link>https://www.fantasyflightgames.com/en/news/2013/4/19/prepare-for-regionals-warhammer-invasion-the-card-game/</link><description>
&lt;div class="blog-detail"&gt;
  
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      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
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        &lt;span class="meta-date float-left"&gt;
          
            Published 19 April 2013
          
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        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Prepare for Regionals - Warhammer: Invasion The Card Game&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;Find Hints from the Game's Top Players in Our 'Prepare for Regionals' Series&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

    &lt;/div&gt;
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  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/organized-play/2013/2013-regionals-logo(1).png" hspace="5" alt=""&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/warhammer-lcg-logo.png" hspace="5" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“There can be no failure in this battle for the fate of the world.”
   	–Emperor Karl Franz, addressing his troops at the battle of Mount Eyrie&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The 2013 Regional Championship tournament season for &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt; is now underway, and the year’s first shots have already been fired in the ongoing battle for the Old World!&lt;/p&gt;
&lt;p&gt;FFG’s &lt;a href="/edge_news.asp?eidn=3954"&gt;Regional Championship tournaments&lt;/a&gt; are exciting events that draw top players and enthusiasts from far and wide to compete for exclusive prizes, including playmats, custom Capital cards, and a Championship trophy. Additionally, the winner of each Regional Championship earns free entry to the &lt;a href="/edge_minisite.asp?eidm=196&amp;amp;enmi=FFG%20World%20Championship%20Weekend"&gt;FFG World Championship Weekend&lt;/a&gt;, November 7th – 10th.&lt;/p&gt;
&lt;p&gt;While these Regional Championships hold an obvious allure for experienced veterans of &lt;i&gt;Warhammer: Invasion&lt;/i&gt;, they’re also great opportunities for newer players to join a larger community of gamers, to find new players, make new friends, and learn some new tricks and tactics.&lt;/p&gt;
&lt;p&gt;Of course, it’s always nice to know what you might expect, so what should new players know about the metagame for this year’s &lt;i&gt;Warhammer: Invasion&lt;/i&gt; Regional Championships? For a closer look at the year’s tournament scene, we interviewed the 2012 World Champion, Jeremy Zwirn.&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;i&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/hall-of-heroes/android-netrunner/jeremy-zwirm/jeremy-zwirm-whi.png" hspace="10" alt=""&gt;
Jeremy Zwirn in action during the 2012 World Championship Weekend&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;World Champion Jeremy Zwirn on the &lt;i&gt;Warhammer: Invasion&lt;/i&gt; Metagame&lt;/b&gt;
 
&lt;b&gt;FFG: What sort of strategies do you expect to see during the 2013 &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; Regional Championships, and which do you think will be most difficult to defeat?&lt;/b&gt;
 
&lt;i&gt;JZ: “The much-lauded &lt;a href="/edge_news.asp?eidn=3979"&gt;FAQ 2.0&lt;/a&gt; has done an outstanding job of balancing the playing field. I believe every faction has a chance of winning, and the current metagame is the most balanced it has ever been. While I expect to see every faction well represented, I think two factions in particular will be more difficult to defeat: Orcs and Empire.
 
“Orc control is very difficult to play against because they have answers for everything: if you rely too heavily on units, they can destroy them all with Troll Vomit (&lt;/i&gt;Core Set&lt;i&gt;, 80), and if you rely too heavily on supports and developments, they can destroy them with Grimgor Ironhide (&lt;/i&gt;Core Set&lt;i&gt;, 63). The Unending Horde (&lt;/i&gt;Rising Dawn&lt;i&gt;, 6) provides resiliency to Orc units and reduces the collateral damage from Troll Vomit. Mork's Teef Ritual (&lt;/i&gt;The Iron Rock&lt;i&gt;, 51) and Rip Dere 'Eads Off (&lt;/i&gt;Core Set&lt;i&gt;, 75) can get massive units like Bloodthirster (&lt;/i&gt;Core Set&lt;i&gt;, 92) and Grimgor Ironhide into play cheaply and at action-speed. If the game slows down, the ultra-efficient Spider Riders (&lt;/i&gt;The Skavenblight Threat&lt;i&gt;, 8) and pesky Snotling Invasion (&lt;/i&gt;Fragments of Power&lt;i&gt;, 18) can slowly grind opponents to death. Orc control doesn't have a major weakness, but if your deck does, the Orcs can exploit it.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“The Empire has arguably gained the most from the latest FAQ, simply by losing the least. Cards like Imperial Zoo (&lt;/i&gt;The Imperial Throne&lt;i&gt;, 109) and Sons of Coin (&lt;/i&gt;The Iron Rock&lt;i&gt;, 52) rapidly build the Empire's economy while Rodrick's Raiders (&lt;/i&gt;March of the Damned&lt;i&gt;, 7) and Osterknacht Elite (&lt;/i&gt;The Eclipse of Hope&lt;i&gt;, 87) generate tempo by disrupting your opponents’ efforts to build economies of their own. Call for Reserves (&lt;/i&gt;Legends&lt;i&gt;, 21) lets the Empire play those units at the most opportune time and also allows them to reuse the powerful abilities that trigger when they enter play. Friedrich Hemmler (&lt;/i&gt;Redemption of a Mage&lt;i&gt;, 63) can dominate games with his mighty stats of five power and five hit points, and his Forced ability can decimate rush decks. Red Arrow Coach (&lt;/i&gt;The Accursed Dead&lt;i&gt;, 50) can taxi Hemmler to wherever his services are needed for a small fee of one resource. Finally, Church of Sigmar (&lt;/i&gt;Core Set&lt;i&gt;, 39) and Iron Discipline (&lt;/i&gt;Tooth and Claw&lt;i&gt;, 45) help protect the Empire’s units by making it difficult and costly for opponents to target them. The Empire is well-rounded and consistent which makes them challenging to defeat.”&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;FFG: How do you feel the metagame has changed since Worlds?&lt;/b&gt;
 
&lt;b&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/hall-of-heroes/android-netrunner/jeremy-zwirm/worlds-whcchamp-02.jpg" hspace="10" alt=""&gt;&lt;/b&gt;&lt;i&gt;JZ: “The &lt;/i&gt;&lt;a href="/edge_minisite_sec.asp?eidm=85&amp;amp;esem=2&amp;amp;esum=219"&gt;Eternal War&lt;/a&gt;&lt;i&gt; cycle has altered the metagame with the introduction of many powerful cards. The new keyword Raider is especially powerful. Cards like Goblin Raiders (&lt;/i&gt;Oaths of Vengeance&lt;i&gt;, 31) and Ostland Greatswords (&lt;/i&gt;Glory of Days Past&lt;i&gt;, 65) have become staples because they generate free resources every time they survive an attack. The cycle of faction-specific support cards like Outlying Tower (&lt;/i&gt;Oaths of Vengeance&lt;i&gt;, 23) and Mob O' Hutz (&lt;/i&gt;Battle for the Old World&lt;i&gt;, 43) are fast becoming ubiquitous in tournament decks. Their ratio of one power for one resource is exceptional, and they also provide a loyalty symbol, unlike the once heavily-played Contested Village (&lt;/i&gt;Core Set&lt;i&gt;, 111). The Battle Packs from &lt;/i&gt;Eternal War&lt;i&gt; have also introduced a cycle of aggressively costed legends that have become foundations for decks. Crone Hellebron (&lt;/i&gt;Days of Blood&lt;i&gt;, 1) has made deck-discarding a viable strategy and Wurrzag (&lt;/i&gt;Battle for the Old World&lt;i&gt;, 41) fits nicely into Orc control decks by letting you play tactics like Troll Vomit and Pillage (&lt;/i&gt;Core Set&lt;i&gt;, 78) for free every time he attacks. Wolf Gobbos (&lt;/i&gt;The Ruinous Hordes&lt;i&gt;, 94) gives Orcs another weapon for unit removal and pairs well with The Unending Horde. The &lt;/i&gt;Eternal War&lt;i&gt; cycle, along with the new FAQ, has really changed the metagame and I'm looking forward to participating in the 2013 Regional Championships!”&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Thanks, Jeremy!&lt;/p&gt;
&lt;p&gt;Do Orcs and the Empire have the early edge heading into the 2013 Regional Championship tournament season? Despite the recent FAQ and the restrictions and errata it introduced to level the playing field, will players still find ways to run rampant with High Elf indirect damage? Can Chaos continue to make big shows at top events, eating away at its opponents’ lives and souls?&lt;/p&gt;
&lt;p&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/hall-of-heroes/android-netrunner/jeremy-zwirm/HoH_Jeremyzwirm.png" hspace="10" alt=""&gt;The Regional Championship tournament season runs through June, so you still have time to make your deck and join the fun! You can find a Regional Championship near you by consulting our lists of &lt;a href="/edge_nrep.asp?eidm=115#Warhammer:%20Invasion"&gt;United States&lt;/a&gt; and &lt;a href="/edge_nrep.asp?eidm=117"&gt;international&lt;/a&gt; venues.&lt;/p&gt;
&lt;p&gt;More information about the reigning &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; World Champion Jeremy Zwirn and the contents of his 2012 World Championship deck are available at &lt;a href="/en/news/2012/11/29/doug-kinney/#jeremyzwirn"&gt;his place of honor&lt;/a&gt; in &lt;a href="/edge_npm.asp?eidm=169"&gt;FFG’s Hall of Heroes&lt;/a&gt;.&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
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    &lt;div class="legal-text"&gt;
      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/4/19/prepare-for-regionals-warhammer-invasion-the-card-game/</guid></item><item><title>Faith, Steel, Orcs, and Spells</title><link>https://www.fantasyflightgames.com/en/news/2013/4/16/faith-steel-orcs-and-spells/</link><description>
&lt;div class="blog-detail"&gt;
  
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      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
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        &lt;span class="meta-date float-left"&gt;
          
            Published 16 April 2013
          
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        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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      &lt;div class="blog-titlelead-container"&gt;
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          &lt;h1&gt;Faith, Steel, Orcs, and Spells&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A Warhammer: Invasion Spotlight by Guest Writer Torsten Krämer&lt;/p&gt;
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      &lt;/div&gt;

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  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;i&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/warhammer-lcg-logo.png" hspace="10" alt=""&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/WHC40-box-right.png" hspace="10" alt=""&gt;Five bold Battle Packs have propelled us deep into the blistering skirmishes of the &lt;/i&gt;&lt;a href="/edge_minisite_sec.asp?eidm=85&amp;amp;esem=2&amp;amp;esum=219"&gt;Eternal War&lt;/a&gt;&lt;i&gt; cycle for &lt;/i&gt;&lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;Warhammer: Invasion The Card Game&lt;/a&gt;&lt;i&gt;. New legends have risen to lead the Old World’s races. New units have devised clever ambushes and conducted profitable raids. And the battlefields flow with blood.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The screams of the dying are drummed out by the war cries of the victorious, and the &lt;/i&gt;Eternal War&lt;i&gt; cycle, in conjunction with &lt;a href="/edge_news.asp?eidn=3979"&gt;the game’s latest FAQ&lt;/a&gt;, have driven &lt;/i&gt;Warhammer: Invasion&lt;i&gt; players back to the deadly to-and-fro of the game’s lethal combats. You want to survive? Then you must win. You want to win? Then you must crush your foes on the field of battle.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Throughout the &lt;/i&gt;Eternal War&lt;i&gt; cycle, each of the game’s six races have received a new legend, a cheap one-cost support, and a new &lt;/i&gt;&lt;b&gt;Mission&lt;/b&gt;&lt;i&gt; quest – all but one, that is, the Empire. Still, their time is coming. Their patron god, Sigmar, would never abandon them, and their faith keeps them true. It unites them. It gives them strength. In &lt;/i&gt;Faith and Steel&lt;i&gt;, the Empire rallies around its legend, &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/balthasar-gelt.png"&gt;Balthasar Gelt&lt;/a&gt; (&lt;/i&gt;Faith and Steel&lt;i&gt;, 101) and re-enters the fray, newly focused and re-energized!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Today, guest writer Torsten Krämer explores some of the exciting possibilities awaiting players with the release of Faith and Steel.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Torsten Krämer on Anything but the Empire&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The upcoming Battle Pack, &lt;i&gt;Faith and Steel&lt;/i&gt;, will give the Empire a major boost. They get their new legend, quest, cheap support statue, and an Ambush unit. In fact, there will be so much nice stuff for the Empire, one of the other factions will get jealous and steal its Experience mechanic! And what do &lt;i&gt;Warhammer: Invasion&lt;/i&gt; guest writers do when the Empire is demanding so much serious attention? We ignore it. Of course.&lt;/p&gt;
&lt;p&gt;Let's talk about the Orcs instead! They’re green, they like pigs, and in &lt;i&gt;Warhammer: Invasion&lt;/i&gt;, they have always been about attacking. If the Orcs don't try to hit you fast and hard, they try to smash everything you own…and then hit you fast and hard. This aspect of their personality has been reinforced throughout the &lt;i&gt;Eternal War&lt;/i&gt; cycle, demonstrated by their newfound methods of generating multiple battlefield phases.&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/orc-warning-post.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/orc-warning-post.png" hspace="10" alt=""&gt;&lt;/a&gt;In &lt;i&gt;Faith and Steel&lt;/i&gt;, the Orcs get another unit that fits in nicely with their offensive endeavors, but they also–finally–get a card for defense. And I think it’s one of the very best cards yet for the Orcs, who have desperately wanted more good supports. The &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/orc-warning-post.png"&gt;Orc Warning Post&lt;/a&gt; (&lt;i&gt;Faith and Steel&lt;/i&gt;, 112) can keep any zone quite safe. Actually, because it’s not unique, using multiple copies of it can keep all of your zones quite safe, or keep one of them ridiculously safe.&lt;/p&gt;
&lt;p&gt;Sure, all your opponent needs to do to blank its text box is sacrifice a development, but you know what Orcs are good at besides attacking? Getting rid of developments! With a Snotling Invasion (&lt;i&gt;Fragments of Power&lt;/i&gt;, 18) underway, &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/grimgor-ironhide.png"&gt;Grimgor Ironhide&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 63) cleaning up, or even just an old-fashioned &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/smash-go-boom.png"&gt;Smash-Go-Boom!&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 74), you might be able to force your opponent into some dire troubles as he tries to blank the Warning Post's text box. This can give you the time you need to set up a devastating series of battlefield phases, or finally see your unit on &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/smash-em-all.png"&gt;Smash ‘Em All!&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 72) complete the quest.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;What Next?&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The final card in &lt;i&gt;Faith and Steel&lt;/i&gt;, the one with the highest set number, has a name that aptly fits its place as the final card in the &lt;i&gt;Eternal War&lt;/i&gt; cycle: &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/end-times.png"&gt;End Times&lt;/a&gt; (&lt;i&gt;Faith and Steel&lt;/i&gt;, 120).&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/end-times.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/faith-and-steel/end-times.png" hspace="10" alt=""&gt;&lt;/a&gt;This neutral &lt;i&gt;&lt;b&gt;Epic Spell&lt;/b&gt;&lt;/i&gt; has more to offer than a fitting name, though. It can be a powerful finisher and the basis for a risky, yet potentially devastating strategy. Think about it: How many big and powerful units with come-into-play effects can you fit into a deck trying to profit from End Times? It can be a risky gamble, turning out better for your opponent than for you, and it can be a nasty early surprise for an opponent trying to destroy your deck.&lt;/p&gt;
&lt;p&gt;Will you try to use End Times? More importantly, how will you prepare for it showing up in your opponents' decks? An unpredictable, tricky powerhouse, End Times is just one of many cards in &lt;i&gt;Faith and Steel&lt;/i&gt; that ensure the battlefields of &lt;i&gt;Warhammer: Invasion&lt;/i&gt; continue to ring with the sounds of &lt;i&gt;Eternal War&lt;/i&gt;!&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Thanks, Torsten!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Much as the card, End Times, can be a powerful finisher, it shows how the battles of &lt;/i&gt;Warhammer: Invasion&lt;i&gt; can rage eternal. New forces arrive to replace those who have fallen, ancient enmities between the races are rekindled, and the Old World trembles as their armies collide!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Look for End Times, Orc Warning Post, and the other cards from &lt;/i&gt;Faith and Steel&lt;i&gt; to add more fuel to the fires of &lt;/i&gt;Warhammer: Invasion&lt;i&gt; when this Battle Pack arrives at retailers next week. In the meantime, visit our &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;website&lt;/a&gt; and &lt;a href="/edge_foros_temas.asp?efid=140&amp;amp;efcid=4"&gt;forums&lt;/a&gt; for more news and discussion related to &lt;/i&gt;Warhammer: Invasion&lt;i&gt;, including the announcement of the &lt;a href="/edge_news.asp?eidn=4077"&gt;2013 &lt;/a&gt;&lt;/i&gt;&lt;a href="/edge_news.asp?eidn=4077"&gt;Warhammer: Invasion The Card Game &lt;/a&gt;&lt;i&gt;&lt;a href="/edge_news.asp?eidn=4077"&gt;European Championships&lt;/a&gt;!&lt;/i&gt;&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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  &lt;/div&gt;

&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/4/16/faith-steel-orcs-and-spells/</guid></item><item><title>To Conquer Europe</title><link>https://www.fantasyflightgames.com/en/news/2013/4/16/to-conquer-europe/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 16 April 2013
          
        &lt;/span&gt;
         
        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
      &lt;/div&gt;

      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;To Conquer Europe&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;Announcing the 2013 European Championships for Warhammer: Invasion&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

    &lt;/div&gt;
  &lt;/div&gt;
    
  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/warhammer-lcg-logo.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;This year, one of the world’s largest tournaments for &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt; will carry more prestige than ever…

Fantasy Flight Games is pleased to announce that Assault on Wroclaw, one of the most popular gatherings for &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, will host the game’s 2013 European Championship tournament!

This April 27th – 28th, players will carry their siege engines to the Castle Cultural Centre in Wroclaw, where they will battle for the fate of the Old World. The skirmishes are sure to be fast and ferocious, driven to the battlefield by the wealth of new deck types inspired by the &lt;a href="/edge_minisite_sec.asp?eidm=85&amp;amp;esem=2&amp;amp;esum=219"&gt;&lt;i&gt;Eternal War&lt;/i&gt;&lt;/a&gt; cycle and the most recent tournament rules and FAQ. In the end, only one Champion will emerge victorious from the chaos of war, and in addition to all the event’s accolades and custom prizes, this Champion will win the coolest prize in gaming – the chance to work with the game’s designers to create a Champion Card and forever stamp his legend upon the game!

Tournament organizer, Przemyslaw Zub offers more information about the event.&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/tournament-reports/european-championships-2013/castle.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Assault on Wroclaw – &lt;i&gt;Warhammer: Invasion&lt;/i&gt; European Championships&lt;/b&gt;

&lt;i&gt;Dark days are coming…

You hear the Calling. It invites you to set forth upon yet another expedition. It invites you to draw your sword, chant your next spell, and devise new tactics to outwit your enemy. The Calling leads you to an ancient city. A city of rulers and mockery. A citadel of arbiters and martyrdom. A fortress of bards and conquerors… Countless legends tell of riches torn from dragons (and somehow from the Dwarfs). These legends have attracted adventurers for years, but only a few of them survived the maze of traps, defeated the powerful guards at the city’s center, reached out, and seized their rewards!One song tells of a woman, a brave warrior, who lead a band of renegade dwarves who managed to plant their banner on the top of the city’s tallest tower. Another relates the story of a young man who, not so long ago, crept into the city like the morning mist with his devilish intrigues and Dark Elves and became its ruler…

The songs, the bards, and an empty place in the Hall of Heroes awaits the city’s next legend, the one who will heed the Calling and seize his glory in this famous struggle for the Old World!

Dark days are coming… The Twin Tailed Comet fell somewhere in the areas of Kislev

It is a sign of coming war. Launch your assault now! Who knows what awaits us next? Who can predict the fate of the world? Do not hesitate. Assault on Wroclaw calls!&lt;/i&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/tournament-reports/european-championships-2013/dungeon.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;I am pleased and honored to invite you to the next installment of Assault on Wroclaw, the tournament that has become a legend on the &lt;i&gt;Warhammer: Invasion&lt;/i&gt; stage. As usual, this event will be the Polish Regional Championship. More importantly, Assault on Wroclaw will also be the 2013 European Championship, and I hope that it will beat all previous editions for turnout, level, and satisfaction.

We are expecting seventy to ninety players, so come on! Be a part of this great event! Our tournament venue is the beautiful, old castle in Lesnica, Wroclaw. We have a whole dungeon to our disposition, to play &lt;i&gt;Warhammer: Invasion&lt;/i&gt;, talk, and enjoy post-tournament camaraderie. You can find more details below, and if you have any questions, please feel free to email me at: &lt;a href="mailto:zubprzemyslaw@gmail.com?subject=2013%20Warhammer%3A%20Invasion%20The%20Card%20Game%20European%20Championships"&gt;zubprzemyslaw@gmail.com&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Assault on Wroclaw&lt;/b&gt;
&lt;b&gt;Date: &lt;/b&gt;       
        April 27th – 28th, 2013
&lt;b&gt;Location:&lt;/b&gt;     
        Castle Cultural Centre
        pl. John’s 1
        54-076 Wroclaw
        &lt;a href="http://www.zamek.wroclaw.pl/"&gt;http://www.zamek.wroclaw.pl&lt;/a&gt;
&lt;b&gt;Awards:&lt;/b&gt;    &lt;/p&gt;
&lt;ul&gt;
    &lt;li&gt;        Assault on Wroclaw Trophy 2013 (for the winner)&lt;/li&gt;
    &lt;li&gt;        Regional Champion Trophy 2013&lt;/li&gt;
    &lt;li&gt;        World Championship Weekend ticket&lt;/li&gt;
    &lt;li&gt;        Unique Assault on Wroclaw fan-made Capital Boards for each player&lt;/li&gt;
    &lt;li&gt;        Roughly twenty board and card games&lt;/li&gt;
    &lt;li&gt;        Two Regionals 2013 stoneware mugs&lt;/li&gt;
    &lt;li&gt;        Eight Full-color &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; playmats   &lt;/li&gt;
    &lt;li&gt;        Sixteen sets of six double-sided Regionals-exclusive Capital Cards&lt;/li&gt;
    &lt;li&gt;        One “prize Ruins” playmat or deck box from the FFG archives for the last-place player&lt;/li&gt;
    &lt;li&gt;        Books from &lt;i&gt;Warhammer&lt;/i&gt; world&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;        …and…&lt;/p&gt;
&lt;ul&gt;
    &lt;li&gt;        The 2013 European Champion earns the right to work with the game’s developers to design a card for future play!&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;For any other questions, concerns, or information related to Assault on Wroclaw and the 2013 &lt;i&gt;Warhammer: Invasion The Card&lt;/i&gt; Game European Championships, please email Przemyslaw Zub at &lt;a href="mailto:zubprzemyslaw@gmail.com?subject=2013%20Warhammer%3A%20Invasion%20The%20Card%20Game%20European%20Championships"&gt;zubprzemyslaw@gmail.com&lt;/a&gt;.&lt;/p&gt;
    
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    &lt;div class="legal-text"&gt;
      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/4/16/to-conquer-europe/</guid></item><item><title>The Ruinous Hordes Thunder into Battle</title><link>https://www.fantasyflightgames.com/en/news/2013/3/21/the-ruinous-hordes-thunder-into-battle/</link><description>
&lt;div class="blog-detail"&gt;
  
  &lt;div class="blog-header"&gt;

    
      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/42/60/4260ae96-d738-470f-a032-9e58922bf084/whc01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
      &lt;div class="blog-meta"&gt;
        &lt;span class="meta-date float-left"&gt;
          
            Published 21 March 2013
          
        &lt;/span&gt;
         
        &lt;span class="visible-desktop" style="padding: 5px;"&gt;|&lt;/span&gt;
        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
      &lt;/div&gt;

      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;The Ruinous Hordes Thunder into Battle&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;The Fifth Battle Pack of the Eternal War Cycle Is Now Available&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

    &lt;/div&gt;
  &lt;/div&gt;
    
  &lt;div class="blog-content"&gt;
    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/WHC39-box-right.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;“The numberless hordes that live under the shadow of Chaos are stirred from their continual raiding and infighting, their differences put aside as their gods call them to war […] It is at these times that the world is in its greatest danger, for the united tribes are a force unparalleled in strength and ferocity by any civilized nation.”
   	–Warhammer: Storm of Chaos&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Prepare for the fight of your lives! The gods of Chaos have called their minions to war, and the united tribes are now poised to strike. &lt;i&gt;The Ruinous Hordes&lt;/i&gt;, the fifth Battle Pack in the &lt;a href="/edge_minisite_sec.asp?eidm=85&amp;amp;esem=2&amp;amp;esum=219"&gt;&lt;i&gt;Eternal War&lt;/i&gt;&lt;/a&gt; cycle for &lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;&lt;/a&gt;, is now available at local retailers and online through &lt;a href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=WHC39"&gt;our website&lt;/a&gt;!&lt;/p&gt;
&lt;p&gt;Will the other races be prepared for the next surge of Chaos? Whether or not they will prove sufficient, each of the races gains new units and tactics to control the flow of combat within the sixty new cards (three copies each of twenty individual cards) of &lt;i&gt;The Ruinous Hordes&lt;/i&gt;. The new tactics, &lt;i&gt;&lt;b&gt;Knights&lt;/b&gt;&lt;/i&gt;, &lt;i&gt;&lt;b&gt;War Machines&lt;/b&gt;&lt;/i&gt;, and &lt;i&gt;&lt;b&gt;Nobles&lt;/b&gt;&lt;/i&gt; arriving in the Battle Pack allow the forces of Order to mount a renewed defense against the forces of Destruction. Still, the forces of Destruction crash forward in waves of their own. The Orcs can afford their sacrifices, but the Dark Elves prefer to make their foes sacrifice their own.&lt;/p&gt;
&lt;p&gt;Meanwhile, &lt;i&gt;The Ruinous Hordes&lt;/i&gt; stirs the forces of Chaos into a frenzy. From the waste lands of the north, they prepare to sweep across the Old World, bathing it in blood, with their new units, new legend, and new mission.&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/WHC39-cardfan-02.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Chaos and Corruption&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Over the course of the &lt;i&gt;Eternal War&lt;/i&gt; cycle, each of the game’s six races gains a number of new types of cards that are bound to see play at all levels, from casual play to top-tier competitions. In &lt;i&gt;The Ruinous Hordes&lt;/i&gt;, the disciples of Chaos blast into the evolving battlefield with four of these new card types:&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/sigvald-the-magnificent.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/sigvald-the-magnificent.png" hspace="10" alt=""&gt;&lt;/a&gt;The new Chaos legend, &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/sigvald-the-magnificent.png"&gt;Sigvald the Magnificent&lt;/a&gt; (&lt;i&gt;The Ruinous Hordes&lt;/i&gt;, 81), shares the same &lt;b&gt;Forced&lt;/b&gt; ability as the cycle’s other legends: &lt;i&gt;“When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.”&lt;/i&gt; As with each of the cycle’s other legends, though, Sigvald’s low cost and powerful secondary ability go a long way toward offsetting the penalty to the victory condition. When Sigvald attacks, his controller can discard the top card of his deck to increase the damage Sigvald deals in combat by +X where X equals the discarded card’s cost. A blind, random boost suits the nature of the forces of Chaos, but you can also “cheat” the blind boost by peeking with the &lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/vessel-of-the-winds/lord-of-change.png"&gt;Lord of Change&lt;/a&gt; (&lt;i&gt;March of the Damned&lt;/i&gt;, 21), stacking your deck with expensive &lt;i&gt;&lt;b&gt;Spells&lt;/b&gt;&lt;/i&gt; or &lt;i&gt;&lt;b&gt;Epic Spells&lt;/b&gt;&lt;/i&gt; with &lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/vessel-of-the-winds/ptarix.png"&gt;P’tarix&lt;/a&gt; (&lt;i&gt;Vessel of the Winds&lt;/i&gt;, 73), or by using other deck manipulation effects.&lt;/p&gt;
&lt;p&gt;The forces of Chaos receive the cheap support and power the cycle promised them with &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/northern-wastes.png"&gt;Northern Wastes&lt;/a&gt; (&lt;i&gt;The Ruinous Hordes&lt;/i&gt;, 83). With the recent erratum applied to &lt;a href="/media/ffg_content/warhammer_lcg/FAQ/2013-February/warpstone-excavation.png"&gt;Warpstone Excavation&lt;/a&gt; (&lt;i&gt;Core Set&lt;/i&gt;, 116), limiting it to one per deck, the game’s races have more incentive than ever to look to their own units and supports for early acceleration, and supports like Northern Wastes may prove to be the key to victory on the game’s newest and bloodiest battlefields.&lt;/p&gt;
&lt;p&gt;While the other races focus on setting traps with the cycle’s new Ambush keyword, the forces of Chaos focus, instead, on tearing down all that the others have created. The battlefield tactics that others build up, the forces of Chaos tear down. The Empire wants to create an Ambush? The &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/norse-charger.png"&gt;Norse Charger&lt;/a&gt; (&lt;i&gt;The Ruinous Hordes&lt;/i&gt;, 84) can examine its developments and rip its Ambush card out of the zone before the Empire ever gets the chance. Brute strength and devious cunning – it’s the Chaos way!&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/northern-wastes.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/northern-wastes.png" hspace="5" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/norse-charger.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/norse-charger.png" hspace="5" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Finally, the minions of Chaos may be a fractious and quarrelsome lot, but when united by their gods, they are a nearly unstoppable force, advancing their dark gods agendas on multiple fronts at once. While some disciples spread pestilence, blister the battlefield with magic, and swing their blades to give blood to the blood god, others are more insidious, working within the realms of their enemies to sow corruption. They are every bit as likely to bring ruin to the other races as their more violent allies, and if left unchecked on their mission, their efforts may lead to the &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/dominion-of-chaos.png"&gt;Dominion of Chaos&lt;/a&gt; (&lt;i&gt;The Ruinous Hordes&lt;/i&gt;, 82).&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/dominion-of-chaos.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/dominion-of-chaos.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New Battles Today!&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The new cards from the &lt;i&gt;Eternal War&lt;/i&gt; cycle have made the battlefield a truly frenzied and tumultuous place. Ferocious warriors on all sides vie for survival and control of the Old World. Now, with the release of &lt;i&gt;The Ruinous Hordes&lt;/i&gt;, the forces of Chaos launch a powerful surge, and the other races scramble to prepare their defenses.&lt;/p&gt;
&lt;p&gt;Head to your local retailer today, or visit &lt;a href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=WHC39"&gt;our webstore&lt;/a&gt;, to pick up your copy of &lt;i&gt;The Ruinous Hordes&lt;/i&gt;!&lt;/p&gt;
    
    &lt;div class="blog-end"&gt;&lt;/div&gt;
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/3/21/the-ruinous-hordes-thunder-into-battle/</guid></item><item><title>Defending Against The Ruinous Hordes</title><link>https://www.fantasyflightgames.com/en/news/2013/3/15/defending-against-the-ruinous-hordes/</link><description>
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            Published 15 March 2013
          
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        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/warhammer-invasion-the-card-game/"&gt;Warhammer: Invasion LCG&lt;/a&gt;&lt;/span&gt;
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          &lt;h1&gt;Defending Against The Ruinous Hordes&lt;/h1&gt;
        
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          &lt;p&gt;A Warhammer: Invasion Spotlight by Guest Writer Torsten Krämer&lt;/p&gt;
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    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/warhammer_lcg/warhammer-lcg-logo.png" hspace="10" alt=""&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/WHC39-box-right.png" hspace="10" alt=""&gt;&lt;/i&gt;&lt;i&gt;“Knights are magnificent figures, clad in gleaming plate armour crafted by Dwarven smiths, armed with weaponry of the finest quality and mounted on powerful destriers.”
   	–Warhammer: The Empire, “Knightly Orders”&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;The &lt;/i&gt;&lt;a href="/edge_minisite_sec.asp?eidm=85&amp;amp;esem=2&amp;amp;esum=219"&gt;Eternal War&lt;/a&gt;&lt;i&gt; cycle for &lt;/i&gt;&lt;a href="/edge_minisite.asp?eidm=85&amp;amp;enmi=Warhammer:%20Invasion%20The%20Card%20Game"&gt;Warhammer: Invasion The Card Game&lt;/a&gt;&lt;i&gt; has renewed the game’s focus on the fast-paced and lethal conflicts that take place during the battlefield phase.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;In the past months, we’ve seen a wide array of cards that give players new reasons to attack. We’ve seen units with the Raider keyword, units with the experience mechanic, and units that can trigger powerful abilities when they attack. Now, as the hordes of Chaos marauders gather to sweep down from the north in a bloody tide of violence, guest writer Torsten Krämer looks at three cards coming in &lt;/i&gt;The Ruinous Hordes&lt;i&gt; that are not focused on attacking, but are instead focused on defense.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Torsten Krämer on the Panther Champion&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;The Empire’s defensive abilities have always been among its strengths. Their abilities to divert attacks and take out opposing units with Counterstrike can make them a tough nut to crack. And the Empire’s defenses have only become more important throughout the &lt;i&gt;Eternal War&lt;/i&gt; cycle as their foes have gained the Raider keyword, powerful Battlefield abilities, and more reasons than ever before to attack, attack, attack.&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/panther-champion.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/panther-champion.png" hspace="10" alt=""&gt;&lt;/a&gt;Fortunately, as their enemies gain attackers, the Empire is able to match them with the acquisition of stalwart defenders. Coming in &lt;i&gt;The Ruinous Hordes&lt;/i&gt;, the &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/panther-champion.png"&gt;Panther Champion&lt;/a&gt; (&lt;i&gt;The Ruinous Hordes&lt;/i&gt;, 86) can challenge an attacking unit to single combat. If it does, both units are removed from the main battle and deal damage to the other equal to their power.&lt;/p&gt;
&lt;p&gt;The Panther Champion’s ability offers you a range of tactical options when you’re attacked. Against multiple attackers, the Panther Champion can split your opponent’s power so that you can defeat the opposing force without losing a unit that the attackers normally would have been able to destroy by combining their power. You can more easily frustrate your opponent by dividing and conquering his forces if you have more than one Panther Champion, and the situation only gets better for you if you can make your Panther Champion tougher or more powerful, make him capable of defending any zone with &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/protect-the-empire.png"&gt;Protect the Empire&lt;/a&gt; (&lt;i&gt;Arcane Fire&lt;/i&gt;, 106), or bring him into play as a surprise defender with &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/waiting-in-ambush.png"&gt;Waiting in Ambush&lt;/a&gt; (&lt;i&gt;Signs in the Stars&lt;/i&gt;, 69).&lt;/p&gt;
&lt;p&gt;Since both the Panther Champion and the target attacking unit are removed from combat, you will be able to cancel a number of effects that only work while attacking. For example, the Panther Champion is just the man to take care of a unit wielding &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/bashas-bloodaxe.png"&gt;Basha's Bloodaxe&lt;/a&gt; (&lt;i&gt;Warpstone Chronicles&lt;/i&gt;, 91). If all else fails, your Panther Champion can sacrifice himself to keep a single, overwhelmingly powerful unit from continuing its attack and dealing damage to your capital or legend.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Test of Will&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/test-of-will.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/test-of-will.png" hspace="10" alt=""&gt;&lt;/a&gt;Of course, the &lt;i&gt;Eternal War&lt;/i&gt; cycle has given us another great way to handle attackers – the Ambush keyword. Units with this keyword can ambush from facedown developments into defenders, often triggering special abilities, and the Dark Elves possess one of the best of these units, the &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/bride-of-khaine.png"&gt;Bride of Khaine&lt;/a&gt; (&lt;i&gt;Days of Blood&lt;/i&gt;, 3). While she can outright destroy an attacking unit with her ability, the Druchii promise to make your attacks even risker with the new tactic, &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/test-of-will.png"&gt;Test of Will&lt;/a&gt; (&lt;i&gt;The Ruinous Hordes&lt;/i&gt;, 97).&lt;/p&gt;
&lt;p&gt;Ambushed from facedown, Test of Will can get rid of one attacker or cancel your opponent’s attack for free, but at two cost it's also cheap enough that we will surely see it played from hand. Though it’s much like the ever popular &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/sacrifice-to-khaine.png"&gt;Sacrifice to Khaine&lt;/a&gt; (&lt;i&gt;Chaos Moon&lt;/i&gt;, 37), Test of Will is restricted in when it can be played. But it’s also restricts your opponent in his choice of units to sacrifice, making the card both a curse and a blessing to the Druchii cause, and clever Dark Elf players will be able to ensure it's more of the latter.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Lying in Wait&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/lying-in-wait.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/lying-in-wait.png" hspace="10" alt=""&gt;&lt;/a&gt;Finally, &lt;i&gt;The Ruinous Hordes&lt;/i&gt; gives us a tactic that makes sure that everyone who uses Ambush cards can look forward to the next pack, not just the Druchii. &lt;a href="/media/ffg_content/warhammer_lcg/eternal-war/the-ruinous-hordes/lying-in-wait.png"&gt;Lying in Wait&lt;/a&gt; (&lt;i&gt;The Ruinous Hordes&lt;/i&gt;, 100) allows you to turn your units back into developments after they've ambushed, so that they can do it again.&lt;/p&gt;
&lt;p&gt;Even if you don't rely on Ambush, this tactic can come in handy. It can help you net the gain of a development from a unit that is about to be destroyed, and much like &lt;a href="/media/ffg_content/warhammer_lcg/bloodquest-cycle/fragments-of-power/dance-to-loec.png"&gt;Dance to Loec&lt;/a&gt; (&lt;i&gt;Fragments of Power&lt;/i&gt;, 17), Lying in Wait can counter the sudden trigger of an opponent's effect that relies on you not having developments or enhance the effect of a card you control whose strength depends on the number of developments you control.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Thanks, Torsten!&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Along with &lt;a href="/edge_news.asp?eidn=3979"&gt;the game’s latest FAQ&lt;/a&gt;, the &lt;/i&gt;Eternal War&lt;i&gt; cycle is revitalizing the bloody battles that lie at the heart of &lt;/i&gt;Warhammer: Invasion&lt;i&gt;, and as attackers gain more and more abilities to trigger, it pays to have a good defense.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Look for the Panther Champion, Test of Will, and Lying in Wait to reshape the battlefields of the Old World soon. &lt;/i&gt;The Ruinous Hordes&lt;i&gt; arrives at retailers next week!&lt;/i&gt;&lt;/p&gt;
    
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      &lt;p&gt;&lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; © Games Workshop Limited 2011-2013. Games Workshop, Warhammer, &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt;, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and &lt;i&gt;Warhammer: Invasion The Card Game&lt;/i&gt; game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.&lt;/p&gt;

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