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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>Fri, 05 Jun 2026 09:56:07 -0000</lastBuildDate><item><title>14 Years</title><link>https://www.fantasyflightgames.com/en/news/2019/7/26/14-years/</link><description>
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            Published 26 July 2019
          
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        &lt;span class="meta-productline"&gt;&lt;a href="/en/products/star-wars-outer-rim/"&gt;Star Wars: Outer Rim&lt;/a&gt;&lt;/span&gt;
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          &lt;h1&gt;14 Years&lt;/h1&gt;
        
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          &lt;p&gt;A Retrospective Journal from Corey Konieczka&lt;/p&gt;

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&lt;p&gt;I started working at FFG on July 1, 2005. Before then, I had designed games as a fun hobby, so being able to do it as a career was (and still is) an unbelievable privilege. At the time, FFG had twenty or so people, and we had no idea that the company (and the hobby games industry) was about to grow in leaps and bounds.&lt;/p&gt;

&lt;p&gt;It doesn't seem that long ago until I do math and realize that I’ve been doing this for fourteen years. While I still have much to learn, I have experienced much through my years at FFG, and I thought it might be fun to examine my career through the lens of the games I've worked on.&lt;/p&gt;

&lt;h2&gt;World of Warcraft: The Board Game – 2005&lt;/h2&gt;

&lt;p&gt;I started my career at FFG designing bosses and equipment for &lt;em&gt;World of Warcraft: The Board Game&lt;/em&gt;. I remember spending an afternoon solo-testing boss fights that went roughly like this: roll a handful of D8s on my desk with a clatter. Record data. Scoop and repeat.&lt;/p&gt;

&lt;h2&gt;Warrior Knights – 2006&lt;/h2&gt;

&lt;p&gt;We had the rights to republish Derek Carver's &lt;em&gt;Warrior Knights,&lt;/em&gt; and my boss wanted more than just a new coat of paint. Bruno Faiduitti and Pierre Cléquin took a stab at a redesign, and I was asked to take it even further.&lt;/p&gt;

&lt;p&gt;When testing the game, I vividly remembered one piece of advice from Christian T. Petersen: "Your game is too short." This really caught me off guard. The game was already three hours long, and I'd been doing everything I could to shorten it. I didn't heed this advice, and when the game was released, the fan feedback was: "The game ends just when it's getting exciting." Luckily, I got to fix this in an expansion, but this greatly shaped how I evaluate feedback from others.&lt;/p&gt;

&lt;p&gt;This was also the first time I worked with Andrew Navaro on a project. The gorgeous graphic design and cardbacks were made by the man who would one day become the head of FFG studio!&lt;/p&gt;

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&lt;h2&gt;Twilight Imperium: Shattered Empire ­– 2006&lt;/h2&gt;

&lt;p&gt;I'm not going to talk about expansions in this article, but I have to make an exception for this one. The third edition of &lt;em&gt;Twilight Imperium &lt;/em&gt;was the game that introduced me to Fantasy Flight Games.&lt;/p&gt;

&lt;p&gt;Before working at FFG, my friend Gary and I created a small homebrew expansion for the game. Months later, when I applied to work at FFG, I included a copy of it with my resume. Luckily, they liked my additions, and I was hired. A year later I was given the opportunity to work on a &lt;em&gt;Twilight Imperium&lt;/em&gt; expansion, and some of my fan content ended up in it!&lt;/p&gt;

&lt;p&gt;While working on &lt;em&gt;Shattered Empire&lt;/em&gt;, I vividly remember writing hilarious backstories for the new planets. I soon found out that &lt;em&gt;Twilight Imperium&lt;/em&gt; is a serious universe, and I had to start over. In hindsight, this was pretty obvious.&lt;/p&gt;

&lt;h2&gt;Tide of Iron – 2007&lt;/h2&gt;

&lt;p&gt;My name probably shouldn't be on the box of this game. I designed a few scenarios and helped out, but I didn't design any of the core mechanics. Fun game though!&lt;/p&gt;

&lt;h2&gt;StarCraft: The Board Game – 2007&lt;/h2&gt;

&lt;p&gt;I was introduced to the &lt;em&gt;StarCraft&lt;/em&gt; videogame at a LAN party in high school. I was hooked immediately, and I sank way too much time into that game and its awesome map editor.&lt;/p&gt;

&lt;p&gt;Needless to say, I was over the moon when I was given the opportunity to design the board game. Christian proposed zooming out the scale of the game to show multiple planets, as well as the idea of using &lt;em&gt;A Game of Thrones: The Board Game&lt;/em&gt;-style order tokens (but stacking them).  With those mandates I dove into my first "from scratch" game design.&lt;/p&gt;

&lt;p&gt;Looking back on it, I still like most of the individual mechanics, but holy cow, is it complicated. A 48-page rulebook? Was I crazy?&lt;/p&gt;

&lt;h2&gt;World of Warcraft: The Adventure Game – 2007&lt;/h2&gt;

&lt;p&gt;The goal was to create a simpler &lt;em&gt;World of Warcraft&lt;/em&gt; game that could be enjoyed by both casual gamers and hobby gamers. In the end, I learned that trying to appeal to everyone meant that it appealed to no one. Except one guy. And he &lt;em&gt;really&lt;/em&gt; liked it.&lt;/p&gt;

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&lt;h2&gt;Battlestar Galactica: The Board Game – 2008&lt;/h2&gt;

&lt;p&gt;I spent the next six months working on game expansions, and then came the opportunity of a lifetime: we had secured the rights to do a &lt;em&gt;Battlestar Galactica&lt;/em&gt; board game.&lt;/p&gt;

&lt;p&gt;After my first playtest of the game, I knew that we had something special. Instead of needing to strong arm people into playtesting my game, I had people approaching me to ask when my next playtest was. To top things off, some of these people had never even seen the show!&lt;/p&gt;

&lt;p&gt;I think what made the game successful was not in how it recreated the events of the show, but how it made people feel. The game exudes an intoxicating mix of deception and mistrust, which was rare among board games. When you secretly look at your loyalty card and see that you're a Cylon, your heart rate immediately picks up. As much as you want to smile, groan, or shout, you have to pretend that your card is blank. It's exhilarating.&lt;/p&gt;

&lt;h2&gt;Middle-earth Quest – 2009&lt;/h2&gt;

&lt;p&gt;I was tasked with creating an asymmetric game that had one player taking on the role of Sauron and the other players embodying heroes of Middle-earth. It was a unique design challenge in that I was really designing two different games: Sauron was playing a strategy game, while the heroes were playing an adventure game. I love a challenge.&lt;/p&gt;

&lt;p&gt;My most vivid memory for this game was spending a week at Christian's house rewriting the rulebook in his home office. I learned more about rulebooks in that week that I had in my first four years at FFG.&lt;/p&gt;

&lt;h2&gt;Space Hulk: Death Angel – 2010&lt;/h2&gt;

&lt;p&gt;The moment that sticks with me about this game was when the late Harald Bilz (in charge of our partner Heidelberg at the time), played my game and said: "It is good, but not great." He then listed the issues with the main card mechanic and how it did a poor job of capturing the theme. He was right. The original mechanic was shelved and would later find its way into the &lt;em&gt;Gears of War&lt;/em&gt; boardgame.&lt;/p&gt;

&lt;p&gt;I really appreciated the frank feedback, and I think it was instrumental in making this game a great success.&lt;/p&gt;

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&lt;h2&gt;Runewars – 2010&lt;/h2&gt;

&lt;p&gt;Back in 1998, FFG made a fantasy take on &lt;em&gt;Twilight Imperium&lt;/em&gt; known as &lt;em&gt;Battlemist&lt;/em&gt;. I was tasked with making a spiritual successor that lived in our Terrinoth universe (used both in &lt;em&gt;Runebound&lt;/em&gt; and &lt;em&gt;Descent: Journeys in the Dark&lt;/em&gt;).&lt;/p&gt;

&lt;p&gt;While the premise of the game was the same, the mechanics were designed from scratch. This was definitely one of my heavier designs and included everything from huge strategic battles to heroes sent on personal quests. In hindsight, it was probably trying to do too much, but perhaps that was part of the charm?&lt;/p&gt;

&lt;h2&gt;Mansions of Madness First Edition – 2011&lt;/h2&gt;

&lt;p&gt;My most vivid memory of this game was a discussion with Tim Uren that went something like this: "If we tell players to not, under any circumstance, go into the freezer, do you think they'll listen?" "Hard to say. Let's make players lose the game if they ignore the warning."&lt;/p&gt;

&lt;p&gt;The answer is that when you tell players not to do something, it jumps to the top of their wish list. Many people died because of my curiosity, and I learned a lesson. &lt;/p&gt;

&lt;h2&gt;Rune Age – 2011&lt;/h2&gt;

&lt;p&gt;This one has a special place in my heart. It was my attempt to add direct player interaction to a deckbuilding game. While it wasn't a huge hit, it still has some dedicated fans and I'm proud of the game.&lt;/p&gt;

&lt;h2&gt;Gears of War – 2011&lt;/h2&gt;

&lt;p&gt;I had dipped my toe in the "co-op" design pool with &lt;em&gt;Death Angel&lt;/em&gt;, but this was my first deep dive into a fully cooperative board game. I'm most proud of the AI system I designed to control the Locust enemies, and this design later became an inspiration for AI in apps like &lt;em&gt;Road to Legend&lt;/em&gt; for &lt;em&gt;Descent: Journeys in the Dark&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;My favorite memory was visiting the Epic Games studio to play my prototype with the &lt;em&gt;Gears of War&lt;/em&gt; dev team. It was great to show them my game and meet everyone, including the great Lee Perry, who would later help design a little game called &lt;em&gt;Fortnite&lt;/em&gt;.&lt;/p&gt;

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&lt;h2&gt;&lt;a href="https://www.fantasyflightgames.com/en/products/descent-journeys-in-the-dark-second-edition/"&gt;Descent: Journeys in the Dark Second Edition&lt;/a&gt; – 2012&lt;/h2&gt;

&lt;p&gt;The planned amount of content in this game was staggering, with more hours of scripted playtime than I'd ever been a part of. Luckily, we had a big team (including myself, Adam Sadler, and Daniel Lovat Clark). The plan was to draw on Kevin Wilson's first edition, but to include a campaign from the start. I learned how to split up design tasks among big teams and gained a new appreciation for this style of game.&lt;/p&gt;

&lt;h2&gt;&lt;a href="https://www.fantasyflightgames.com/en/products/eldritch-horror/"&gt;Eldritch Horror&lt;/a&gt; – 2013&lt;/h2&gt;

&lt;p&gt;I was tasked with building a world-spanning Lovecraftian adventure that borrowed heavily from Richard Launius and Kevin Wilson's amazing &lt;em&gt;Arkham Horror Second Edition&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;Nikki Valens came in halfway through the design process and asked some hard questions about this game. She was a key proponent in streamlining the mechanics to what it is today. Before that point, there were probably twice as many token types (including money tokens).&lt;/p&gt;

&lt;h2&gt;&lt;a href="https://www.fantasyflightgames.com/en/products/star-wars-imperial-assault/"&gt;&lt;em&gt;Star Wars&lt;/em&gt;™: Imperial Assault&lt;/a&gt; – 2014&lt;/h2&gt;

&lt;p&gt;A &lt;em&gt;Star Wars&lt;/em&gt; version of &lt;em&gt;Descent: Journeys in the Dark&lt;/em&gt;? Sign me up!&lt;/p&gt;

&lt;p&gt;The biggest challenge with this game is that we wanted to have two distinct games in the same box: a traditional dungeon-crawling campaign and a two-player head-to-head skirmish mode. I spent most of my time working on the skirmish game, and I got to geek out and design abilities for this little-known character called Darth Vader.&lt;/p&gt;

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&lt;h2&gt;&lt;a href="https://www.fantasyflightgames.com/en/products/star-wars-rebellion/"&gt;&lt;em&gt;Star Wars&lt;/em&gt;™: Rebellion&lt;/a&gt; – 2016&lt;/h2&gt;

&lt;p&gt;Christian was a fan of the old &lt;em&gt;Rebellion&lt;/em&gt; video game, and he thought it would be the perfect inspiration for a board game. Although I had only played that game once growing up, I loved the idea of the game.&lt;/p&gt;

&lt;p&gt;I focused my design on what I enjoy most about two-player games: bluffing and mindgames. It's a game about outthinking your opponent and living out &lt;em&gt;Star Wars&lt;/em&gt; fantasies in a unique way. If you've ever wanted to blow up a planet, this game is for you.&lt;/p&gt;

&lt;h2&gt;&lt;a href="https://www.fantasyflightgames.com/en/products/star-wars-destiny/"&gt;&lt;em&gt;Star Wars&lt;/em&gt;™: Destiny&lt;/a&gt; – 2016&lt;/h2&gt;

&lt;p&gt;In my youth, the Decipher &lt;em&gt;Star Wars&lt;/em&gt; CCG was one of my favorite games, so to have an opportunity to work on a new &lt;em&gt;Star Wars &lt;/em&gt;collectible card game was a dream come true.&lt;/p&gt;

&lt;p&gt;Lukas Litzsinger was the lead designer on this, and it was a pleasure to work with him on this one. From the start, we knew that we wanted to use unique printed dice, and that presented a huge challenge. CCGs with dice have a notorious history, so our first goal was to find a way to integrate them in a fun and novel way. I am super proud of the end result, and I think we created a unique CCG that is engaging, fun, and accessible.&lt;/p&gt;

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&lt;h2&gt;&lt;a href="https://www.fantasyflightgames.com/en/products/twilight-imperium-fourth-edition/"&gt;Twilight Imperium Fourth Edition&lt;/a&gt; – 2017&lt;/h2&gt;

&lt;p&gt;This project was weird in that I played the role of guide and overseer, while the actual development work was done by the talented Dane Beltrami. I helped identify the best parts of third edition that we wanted to keep, and I also provided ideas to try and improve an already great game system. My favorite contribution was the new trade system and how it provided even more opportunities to form and break alliances.&lt;/p&gt;

&lt;p&gt;I could talk for hours about the development of &lt;em&gt;Twilight Imperium Fourth Edition&lt;/em&gt;, and if you want a glimpse into this, be sure to check out &lt;a href="https://www.youtube.com/watch?v=iUpFlkTvQgg"&gt;the wonderful mini-documentary&lt;/a&gt; that &lt;a href="https://www.shutupandsitdown.com/" target="_top"&gt;Shut Up &amp; Sit Down&lt;/a&gt; created.&lt;/p&gt;

&lt;h2&gt;&lt;a href="https://www.fantasyflightgames.com/en/products/discover-lands-unknown/"&gt;Discover: Lands Unknown&lt;/a&gt; – 2018&lt;/h2&gt;

&lt;p&gt;I first pitched this game idea in 2014 as my homage to exploration and survival video games. It later was combined with Christian and Eric Lang's brilliant idea of creating a board game in which no two copies in the world are the same (the full history of which is cataloged &lt;a href="https://www.fantasyflightgames.com/en/news/2018/10/19/the-unique-story-of-unique-games/"&gt;here&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;I feel like this game was a little lighter than many people expected, but I'm really proud of how it turned out, and I think it deserves a second look (especially if you haven't seen &lt;a href="https://www.fantasyflightgames.com/en/news/2019/1/22/cooperate-to-survive/"&gt;the fully cooperative rules&lt;/a&gt;).&lt;/p&gt;

&lt;h2&gt;&lt;a href="https://www.fantasyflightgames.com/en/products/star-wars-outer-rim/"&gt;&lt;em&gt;Star Wars&lt;/em&gt;™: Outer Rim&lt;/a&gt; – 2019&lt;/h2&gt;

&lt;p&gt;This game is inspired by space exploration videogames from the mid ‘90s, like &lt;em&gt;Wing Commander: Privateer&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;My goal was to create a game that wasn't about delivering colored cubes from one space to another, and instead lean into the flavor of the universe. My fondest game memories always revolve around the people and the stories, and I think we've provided all the tools scoundrels need to tell emergent stories in the &lt;em&gt;Star Wars&lt;/em&gt; universe.&lt;/p&gt;

&lt;p style="text-align: center;"&gt;....................................................................................................................................................................&lt;/p&gt;

&lt;p&gt;Looking back on fourteen years makes me realize how malleable memory can be. Did we have the concept meeting for &lt;em&gt;Battlestar Galactica&lt;/em&gt; on a plane ride to visit Blizzard? I think so, but I'm not sure. Human memory doesn't work like a computer, it flows and rewrites itself to make sense of the world. Memory is built from impressions, feelings, and snippets of conversation—our mind fills in the gaps, but I'm never quite sure which bridges are fabricated.&lt;/p&gt;

&lt;p&gt;I do know one thing for certain though: this long list of games are not my accomplishments; they are the accomplishments of hundreds of people. They only exist because of other designers, producers, artists, graphic designers, editors, licensors, playtesters, and more.&lt;/p&gt;

&lt;p&gt;I was born in the right place and in the right century, and I have had the pleasure of working with wonderful people to craft fascinating games. The future beckons, and my journey continues.&lt;/p&gt;

    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2019/7/26/14-years/</guid></item><item><title>The Rune Age FAQ</title><link>https://www.fantasyflightgames.com/en/news/2013/1/18/the-rune-age-faq/</link><description>
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          &lt;h1&gt;The Rune Age FAQ&lt;/h1&gt;
        
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          &lt;p&gt;Download this Comprehensive Document and Bring Clarity to your Battles&lt;/p&gt;
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    &lt;p class="flavortext"&gt;&lt;i style="line-height: 1.6em;"&gt;In the Broken Plains, orc tribes struggle with a hostile land and hostile rivals. In the Dunwarr Mountains, dwarves build massive fortresses and great works of cunning and skill. But now all is changing. A new darkness threatens to engulf the known world. The orc tribes are rising, united for the first time in generations. The dwarves of Dunwarr put aside their craftsman’s hammers and take up axe and shield, suspicious of all outsiders and determined to weather the oncoming storm. Two new empires enter the fray, and Mennara will never be the same.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;Since the release of &lt;i&gt;Oath and Anvil&lt;/i&gt;, the expansion for &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;, we have received a number of questions from players seeking clarity. Today, we’re pleased to present the &lt;a href="/media/ffg_content/Rune%20Age/support/Rune%20Age%20FAQ_v1.pdf"&gt;&lt;i&gt;Rune Age&lt;/i&gt; FAQ&lt;/a&gt; (pdf, 4.8 MB), now available for download from &lt;a href="/edge_minisite_sec.asp?eidm=155&amp;amp;esem=4"&gt;our support page&lt;/a&gt;! With more on the FAQ, here’s &lt;i&gt;Rune Age&lt;/i&gt; developer James Kniffen:&lt;/p&gt;

&lt;h2&gt;A Word from the Developer&lt;/h2&gt;

&lt;p&gt;&lt;i&gt;Hello, &lt;/i&gt;Rune Age&lt;i&gt; fans! Using your rules question submissions, we’ve compiled an Errata &amp;amp; FAQ document for the &lt;/i&gt;Rune Age&lt;i&gt; base game and the &lt;/i&gt;Oath and Anvil&lt;i&gt; expansion.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;&lt;i&gt;&lt;a href="/media/ffg_content/Rune%20Age/support/Rune%20Age%20FAQ_v1.pdf"&gt;&lt;img vspace="10" align="right" src="/media/ffg_content/Rune%20Age/support/RA01-FAQ-v1.png" hspace="10" alt=""&gt;&lt;/a&gt;The errata clarifies how to resolve a tie in the Monument scenario and establishes that Rewards cards are refreshed with cities and strongholds.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;&lt;i&gt;The FAQ section addresses everything from the resolution of a few Event cards to the details of securing a stronghold.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;&lt;i&gt;We always encourage our fans to submit their rules question through our website. We’re able to provide documents like this FAQ because of your help, and in turn, you’re helping gamers across the globe. If you come across additional questions during your time in Terrinoth, please send them our way, as we will continue to update this document in the future.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;&lt;i&gt;Thank you for playing!&lt;/i&gt;&lt;/p&gt;

&lt;p&gt; &lt;/p&gt;

    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2013/1/18/the-rune-age-faq/</guid></item><item><title>Oath and Anvil Is on Sale</title><link>https://www.fantasyflightgames.com/en/news/2012/9/27/oath-and-anvil-is-on-sale/</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/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
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        &lt;span class="meta-date float-left"&gt;
          
            Published 27 September 2012
          
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      &lt;div class="blog-titlelead-container"&gt;
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          &lt;h1&gt;Oath and Anvil Is on Sale&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;The Latest Expansion to Rune Age Offers New Factions, Scenarios, and More&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&gt;&lt;i style="line-height: 1.6em;"&gt;Oath and Anvil&lt;/i&gt;&lt;span style="line-height: 1.6em;"&gt;, an expansion for &lt;/span&gt;&lt;a style="line-height: 1.6em;" href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;&lt;span style="line-height: 1.6em;"&gt;, is now on sale at your local retailer and on our &lt;/span&gt;&lt;a style="line-height: 1.6em;" href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=RA02"&gt;webstore&lt;/a&gt;&lt;span style="line-height: 1.6em;"&gt;! As two new factions enter the fray, existing empires are bolstered with never-before-seen units. Meanwhile, two new scenarios, plus new Event, Tactic, and Neutral Unit cards for use in any setup, bring new variety to your experience.&lt;/span&gt;&lt;/p&gt;

&lt;p style="text-align: center;"&gt;&lt;img vspace="10" align="middle" src="/media/ffg_content/Rune%20Age/oath-and-anvil/RA02-cardfan-units-01.png" hspace="10" alt=""&gt;&lt;/p&gt;

&lt;h2&gt;Dwarf and Orc Rise&lt;/h2&gt;

&lt;p&gt;While the dwarves of the Dunwarr Mountains labor tirelessly in their massive subterranean forges, the orcs of the Broken Plains are themselves tempered by tribal conflict in a hostile land. But can they set aside their ancient rivalries to work together in the face of an all new evil?&lt;/p&gt;

&lt;p&gt;&lt;i&gt;&lt;img vspace="10" align="right" src="/media/ffg_content/Rune%20Age/oath-and-anvil/RA02-card-homerealm.png" hspace="10" alt=""&gt;&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;Foremost among &lt;i&gt;Oath and Anvil&lt;/i&gt;’s many benefits is the addition of two new playable races, the dwarves of Dunwarr and the orcs of the Broken Plains. These proud factions each bring their own unique style of play to &lt;i&gt;Rune Age&lt;/i&gt;. With their penchant for mining and love of wealth, the dwarves are able to quickly amass large sums of gold, then parlay it into devastating attacks against their foes. Meanwhile, the orcs display a single-minded lust for combat, proving that there’s no orcish phrase for “half measure.” Their all-or-nothing approach to battle rewards players who empty their hands to win.&lt;/p&gt;

&lt;p&gt;Not to be outdone, the four existing factions have rallied formidable new units to their cause. Cunning Novice Wizards and massive Roc Warriors bolster the Daqan Lords’ emphasis on hand control, while swift Leonx Riders and lumbering Forest Guardians capitalize on the Latari Elves‘ mastery of influence. The forces of evil are likewise emboldened; foul Vampires and fearsome Barrow Wyrms add their strength to the armies of Waiqar the Undying, while depraved Blood Sisters and corpulent Obscenes engage in ritual mutilation for the glory of the Uthuk!&lt;/p&gt;

&lt;p style="text-align: center;"&gt;&lt;img vspace="10" align="middle" src="/media/ffg_content/Rune%20Age/oath-and-anvil/RA02-cardfan-units-02.png" hspace="10" alt=""&gt;&lt;/p&gt;

&lt;h2&gt;Two New Ways to Play&lt;/h2&gt;

&lt;p&gt;After generations of strife, can the great races of Mennara unite against a common foe, or will they fall to their own ancient animosities? &lt;i&gt;Oath and Anvil&lt;/i&gt; features two new scenarios, each of which offers a unique play experience. In “Ascent of the Overlord,” one player takes the role of a powerful and malevolent entity seeking to cast the realm in darkness. The other players must unite if they hope to stop the Overlord’s rise to domination, but with each new card from the Event deck, his dark power grows. This engaging one-versus-many dynamic is unique among deck-building card games, and presents an entirely new way to enjoy &lt;i&gt;Rune Age&lt;/i&gt;.&lt;img vspace="10" align="right" src="/media/ffg_content/Rune%20Age/oath-and-anvil/RA02-cardfan-overlord-01.png" hspace="10" alt=""&gt;&lt;/p&gt;

&lt;p&gt;Alternatively, each great race can compete to control Terrinoth’s most potent sites of magic in “The Quest for Power,” a new fully competitive scenario. When an ancient ritual is discovered that will enact the invoker’s truest desire, the great races rush to control its secrets. But to complete the rite, an empire must first control a vast network of ancient landmarks. Who will be the first to unleash this long-forgotten magic?&lt;/p&gt;

&lt;p&gt;These two new scenarios, along with new Event cards for the base game’s existing scenarios, strengthen &lt;i&gt;Rune Age&lt;/i&gt;’s already significant replay value!&lt;/p&gt;

&lt;h2&gt;Reinforcements for Any Army&lt;/h2&gt;

&lt;p&gt;Further expanding &lt;i&gt;Rune Age&lt;/i&gt;’s strategic options, Mercenary cards are randomized neutral cards that may be added to any scenario. The gruesome but versatile Flesh Moulder can stand ready for combat, then suddenly introduce another, more powerful beast to the fray. What’s more, players can unleash a wild Ferrox to brutally dispatch vulnerable units, or suffocate their foes with a thick Miasma! With ten different Mercenaries to choose from, the potential combinations and synergies are limitless.&lt;/p&gt;

&lt;p&gt;Head to your local retailer today, and take the fight for Terrinoth to a whole new level!&lt;/p&gt;

&lt;p&gt; &lt;/p&gt;

    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2012/9/27/oath-and-anvil-is-on-sale/</guid></item><item><title>Oath and Anvil Is Coming Next Week</title><link>https://www.fantasyflightgames.com/en/news/2012/9/20/oath-and-anvil-is-coming-next-week/</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/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

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        &lt;span class="meta-date float-left"&gt;
          
            Published 20 September 2012
          
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Oath and Anvil Is Coming Next Week&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;Download the Rules for the Latest Expansion to Rune Age&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 class="flavortext"&gt;&lt;i style="line-height: 1.6em;"&gt;In the Broken Plains, orc tribes struggle with a hostile land and hostile rivals. In the Dunwarr Mountains, dwarves build massive fortresses and great works of cunning and skill. But now all is changing. A new darkness threatens to engulf the known world. The orc tribes are rising, united for the first time in generations. The dwarves of Dunwarr put aside their craftsman’s hammers and take up axe and shield, suspicious of all outsiders and determined to weather the oncoming storm. Two new empires enter the fray, and Mennara will never be the same.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="/media/ffg_content/Rune%20Age/support/RA02_Rules_eng.pdf"&gt;&lt;img vspace="10" align="right" src="/media/ffg_content/Rune%20Age/support/RA02-rules-prev.png" hspace="10" alt=""&gt;&lt;/a&gt;In April, &lt;a href="/edge_news.asp?eidn=3245"&gt;we announced&lt;/a&gt; the upcoming release of &lt;i&gt;Oath and Anvil&lt;/i&gt;, an expansion for Corey Konieczka’s deck-building card game &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;. As two new factions enter the fray, existing empires are bolstered with never-before-seen units. Meanwhile, two new scenarios, plus new Event, Tactic, and Neutral Unit cards for use in any setup, bring new variety to your experience.&lt;/p&gt;

&lt;p&gt;&lt;a href="/media/ffg_content/Rune%20Age/support/RA02_Rules_eng.pdf"&gt;Rules for &lt;i&gt;Oath and Anvil&lt;/i&gt;&lt;/a&gt; (pdf, 3.6 MB)&lt;/p&gt;

&lt;p&gt;With &lt;i&gt;Oath and Anvil&lt;/i&gt; invading store shelves next week, we’re pleased to present the rules! Head to &lt;a href="/edge_minisite_sec.asp?eidm=155&amp;amp;esem=4"&gt;our support page&lt;/a&gt; to download them today, and prepare to take the war for Terrinoth to a new level.&lt;/p&gt;

&lt;p&gt; &lt;/p&gt;

    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2012/9/20/oath-and-anvil-is-coming-next-week/</guid></item><item><title>Masters of Warfare</title><link>https://www.fantasyflightgames.com/en/news/2012/9/11/masters-of-warfare/</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/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
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        &lt;span class="meta-date float-left"&gt;
          
            Published 11 September 2012
          
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Masters of Warfare&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A Preview of Oath and Anvil, the Upcoming Rune Age Expansion&lt;/p&gt;
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      &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/Rune%20Age/oath-and-anvil/preview1/box-RA02-left.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;In April, &lt;a href="/edge_news.asp?eidn=3245"&gt;we announced the upcoming release&lt;/a&gt; of &lt;i&gt;Oath and Anvil&lt;/i&gt;, an expansion for Corey Konieczka’s deck-building card game &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;. With the &lt;i&gt;Oath and Anvil&lt;/i&gt; expansion, &lt;i&gt;Rune Age&lt;/i&gt; receives even more options, strategies, and replayability; as two new factions enter the fray, existing empires are bolstered with never-before-seen units. Meanwhile, two new scenarios, plus new Event, Tactic, and Neutral Unit cards for use in any setup, bring new variety to your experience.&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/RA02-card-homerealm.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;After an early release at Gen Con 2012, &lt;i&gt;Oath and Anvil&lt;/i&gt; will be on store shelves in just a few more weeks. In the meantime, expansion designer James Kniffen agreed to sit down for a short interview.&lt;/p&gt; &lt;p&gt;&lt;b&gt;All-New Options&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;Q. What were your chief design goals for &lt;i&gt;Oath and Anvil&lt;/i&gt;? How does &lt;i&gt;Oath and Anvil&lt;/i&gt; succeed in meeting those goals?&lt;/b&gt;&lt;/p&gt; &lt;p&gt;A. Our main design goal with &lt;i&gt;Oath and Anvil&lt;/i&gt; was variety. We are maximizing the deck-building options available to players by adding new units for each race, as well as two brand new races! Our purpose here is exemplified through Mercenary cards, a set of neutral cards added randomly to each game.&lt;/p&gt; &lt;p&gt;We also wanted to expand the game vertically to reward experienced players, the players who know how to achieve high gold and influence totals. Both the Mercenary cards and the new Mythic faction units include cards whose power and price are unrivaled.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;i&gt;&lt;a href="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/forgemaster.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/forgemaster.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/demolitionist.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/demolitionist.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/sentinel.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/sentinel.png" hspace="10" alt=""&gt;&lt;/a&gt; The Dwarves of Dunwarr excel at hoarding gold, then using it for destructive purposes. Click to enlarge.&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;Q. &lt;i&gt;Oath and Anvil &lt;/i&gt;provides a great opportunity to learn something about two of Terrinoth's races, the Orcs and the Dwarves. Mechanically speaking, how do these two races "feel"? What are some of their most interesting faction strengths?&lt;/b&gt;&lt;/p&gt; &lt;p&gt;A. The Dwarves of Dunwarr know how to hold a line! They're able to protect the larger units, who need to last until the Resolution step and discard gold to pump their strength. Gold bloat can be their downfall, though, if they can't draw enough units for combat.&lt;/p&gt; &lt;p&gt;The Orcs of the Broken Plains are the perfect foil to the dwarves. They achieve brutally high strength with ease if their player can get down to zero cards in hand. On defense, however, a single gold card stuck in their player’s hand can entirely undo them. To avoid this situation, the Orcs can cull their deck easily, but their slash and burn tactics might leave them high and dry in the late game.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;i&gt;&lt;a href="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/beastmaster.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/beastmaster.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/ravager.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/ravager.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/lizard-rider.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/preview1/lizard-rider.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;i&gt; The Orcs throw everything they have at their foes. When the Orc player’s hand is empty, his opponent should be worried. Click to enlarge. &lt;/i&gt;&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt; &lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;Q. One of the most interesting aspects of &lt;i&gt;Rune Age&lt;/i&gt; is its scenario-based play, and the fact that each scenario presents a unique way to experience the game. Please talk briefly about the two new scenarios in &lt;i&gt;Oath and Anvil&lt;/i&gt;. What makes them unique and engaging?&lt;/b&gt;&lt;/p&gt; &lt;p&gt;A. &lt;i&gt;Ascent of the Overlord&lt;/i&gt;, the first one-vs-many scenario, pits the Overlord player against the other players. The Overlord revels in constantly growing strength thanks to the Event deck, which entirely favors his reign of terror. The remaining players must use neutral cards to protect each other while probing the Overlord's defenses, forcing him to waste his strongest units.&lt;/p&gt; &lt;p&gt;&lt;i&gt;The Quest for Power&lt;/i&gt; encourages players to fight over territory in the form of Landmark cards with special abilities. The strategic depth of the scenario comes in deciding which ones to control and when to take them, because you are limited to controlling two at any time. Overall, there is a pleasing level of player vs. player combat without player elimination. Bargaining is common and there's never a runaway lead unless everyone let it happen.&lt;/p&gt;  &lt;p&gt;&lt;b&gt;Thanks, James! Keep checking back for more on &lt;i&gt;Oath and Anvil&lt;/i&gt;, and look for it to invade store shelves soon!&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2012/9/11/masters-of-warfare/</guid></item><item><title>New Empires Rise</title><link>https://www.fantasyflightgames.com/en/news/2012/4/30/new-empires-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/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

    &lt;div class="blog-head"&gt;
        
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        &lt;span class="meta-date float-left"&gt;
          
            Published 30 April 2012
          
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;New Empires Rise&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;Announcing Oath and Anvil, an Expansion for Rune Age&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/Rune%20Age/oath-and-anvil/box-RA02-left.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;In the Broken Plains, orc tribes struggle with a hostile land and hostile rivals. In the Dunwarr Mountains, dwarves build massive fortresses and great works of cunning and skill. But now all is changing. A new darkness threatens to engulf the known world. The orc tribes are rising, united for the first time in generations. The dwarves of Dunwarr put aside their craftsman’s hammers and take up axe and shield, suspicious of all outsiders and determined to weather the oncoming storm. Two new empires enter the fray, and Mennara will never be the same.&lt;/i&gt;&lt;i&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/RA02-card-homerealm.png" hspace="10" alt=""&gt;&lt;/i&gt;&lt;/p&gt; &lt;p&gt;Fantasy Flight Games is proud to announce the upcoming release of &lt;i&gt;Oath and Anvil&lt;/i&gt;, an expansion for &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;! With its release late last year, Corey Konieczka’s take on deck-building brought new innovations to the genre. Now, with the &lt;i&gt;Oath and Anvil&lt;/i&gt; expansion, &lt;i&gt;Rune Age&lt;/i&gt;’s inventive rules system will receive even more options, strategies, and replayability.&lt;/p&gt;&lt;p&gt;As two new factions enter the fray, existing empires are bolstered with never-before-seen units. Meanwhile, two new scenarios, plus new Event, Tactic, and Neutral Unit cards for use in any setup, bring new variety to your experience.&lt;/p&gt; &lt;p&gt;&lt;b&gt;As Empires Join the Fight...&lt;/b&gt;&lt;/p&gt; &lt;p&gt;While the dwarves of the Dunwarr Mountains labor tirelessly in their massive subterranean forges, the orcs of the Broken Plains are themselves tempered by tribal conflict in a hostile land. But can they set aside their ancient rivalries to work together in the face of an all new evil?&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/RA02-cardfan-units-01.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;Foremost among &lt;i&gt;Oath and Anvil&lt;/i&gt;’s many benefits is the addition of two new playable races, the dwarves of Dunwarr and the orcs of the Broken Plains. These proud factions each bring their own unique style of play to &lt;i&gt;Rune Age&lt;/i&gt;. With their penchant for mining and love of wealth, the dwarves are able to quickly amass large sums of gold, then parlay it into devastating attacks against their foes. Meanwhile, the orcs display a single-minded lust for combat, proving that there’s no orcish phrase for “half measure.” Their all-or-nothing approach to battle rewards players who empty their hands to win.&lt;/p&gt; &lt;p&gt;Not to be outdone, the four existing factions have rallied formidable new units to their cause. Cunning Novice Wizards and massive Roc Warriors bolster the Daqan Lords’ emphasis on hand control, while swift Leonx Riders and lumbering Forest Guardians capitalize on the Latari Elves‘ mastery of influence. The forces of evil are likewise emboldened; foul Vampires and fearsome Barrow Wyrms add their strength to the armies of Waiqar the Undying, while depraved Blood Sisters and corpulent Obscenes engage in ritual mutilation for the glory of the Uthuk!&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/RA02-cardfan-units-02.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;Darkness Envelops the Land&lt;/b&gt;&lt;/p&gt; &lt;p&gt;After generations of strife, can the great races of Mennara unite against a common foe, or will they fall to their own ancient animosities? &lt;i&gt;Oath and Anvil&lt;/i&gt; features two new scenarios, each of which offers a unique play experience.&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/RA02-cardfan-overlord-01.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;In “Ascent of the Overlord,” one player takes the role of a powerful and malevolent entity seeking to cast the realm in darkness. The other players must unite if they hope to stop the Overlord’s rise to domination, but with each new card from the Event deck, his dark power grows. This engaging one-versus-many dynamic is unique among deck-building card games, and presents an entirely new way to enjoy &lt;i&gt;Rune Age&lt;/i&gt;.&lt;/p&gt; &lt;p&gt;Alternatively, each great race can compete to control Terrinoth’s most potent sites of magic in “The Quest for Power,” a new fully competitive scenario. When an ancient ritual is discovered that will enact the invoker’s truest desire, the great races rush to control its secrets. But to complete the rite, an empire must first control a vast network of ancient landmarks. Who will be the first to unleash this long-forgotten magic?&lt;/p&gt; &lt;p&gt;These two new scenarios, along with new Event cards for the base game’s existing scenarios, strengthen &lt;i&gt;Rune Age&lt;/i&gt;’s already significant replay value!&lt;/p&gt; &lt;p&gt;&lt;b&gt;Aid in Battle...For a Price&lt;/b&gt;&lt;/p&gt; &lt;p&gt;Further expanding &lt;i&gt;Rune Age&lt;/i&gt;’s strategic options, Mercenary cards are randomized neutral cards that may be added to any scenario. The gruesome but versatile Flesh Moulder can stand ready for combat, then suddenly introduce another, more powerful beast to the fray. What’s more, players can unleash a wild Ferrox to brutally dispatch vulnerable units, or suffocate their foes with a thick Miasma! With ten different Mercenaries to choose from, the potential combinations and synergies are limitless.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/oath-and-anvil/RA02-cardfan-merc-01.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://store.fantasyflightgames.com/productdetails.cfm?SKU=ECE018"&gt;Register&lt;/a&gt; for &lt;a href="/edge_minisite.asp?eidm=203&amp;amp;enmi=Realms%20of%20Terrinoth%202012"&gt;Realms of Terrinoth 2012&lt;/a&gt; to be among the first to play &lt;i&gt;Oath and Anvil&lt;/i&gt;, and check back often as we preview its many exciting enhancements over the coming weeks. Then, look for it on store shelves in the third quarter of 2012!&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2012/4/30/new-empires-rise/</guid></item><item><title>Rushing Into Combat</title><link>https://www.fantasyflightgames.com/en/news/2011/8/29/rushing-into-combat/</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/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

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        &lt;span class="meta-date float-left"&gt;
          
            Published 29 August 2011
          
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          &lt;h1&gt;Rushing Into Combat&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A look at the Uthuk Y'llan in Rune Age, the deck-building card game&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/Rune%20Age/news/strategy/rune-age-box.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;Demon worshippers, barbarian slaves of Ynfernael, power-hungry shamans; the Uthuk Y’llan are a cruel and merciless warrior culture prone to self mutilation and depraved blood rites. Now, they gather in great warbands and strike out into the civilized lands, killing and enslaving all they find. They consider themselves more than mortal, and though their bodies are tainted by the demon blood that runs through their veins, their dark pacts have bestowed unto them certain unnatural gifts. In the face of the Uthuk’s mindless bloodlust and blind devotion to evil, how can the other races of Terrinoth hope to stop them?&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;, Corey Konieczka’s dynamic scenario-driven deck-building card game, is already redefining how fans of deck-building think about the genre. This exciting new card game places players in control of one of four factions as they set out to meet a range of compelling objectives in the vibrant fantasy world of Mennara.&lt;/p&gt; &lt;p&gt;&lt;i&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit1.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit1.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/i&gt;But for those who may have only recently picked up &lt;i&gt;Rune Age&lt;/i&gt;, or perhaps have yet to do so, we’re pleased to present a series of overview articles in which we explore the unique play style and flavor of each faction. &lt;a href="/edge_news.asp?eidn=2589"&gt;Last time, we looked&lt;/a&gt; at the ancient and influential Latari Elves. Today, we’ll focus on the vile, demon-worshipping Uthuk Y’llan.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Fearless Warriors, Soulless Killers&lt;/b&gt;&lt;/p&gt; &lt;p&gt;Among the fearless Uthuk Y’llan, death in battle is a way of life – a sacred offering to a warrior’s dark overlords. To spill one’s own blood in service of Ynfernael is to earn his favor, so scores of enraged Berserkers rush headlong into combat, gaining strength from their pain. The Uthuk Y’llan’s strategy, therefore, is centered on taking wounds in order to deal greater damage to enemies. Their lowest-cost unit, the &lt;a href="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit1.png"&gt;Berserker&lt;/a&gt;, is potentially the single most cost-effective unit in the game. At a cost of just one Gold, it can add three Strength to a Battle! ...as long as it’s full power is unleashed by taking a wound.&lt;/p&gt; &lt;p&gt;So, how do you ensure that your Berserkers are all they can be? Both the &lt;a href="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit4.png"&gt;Chaos Lord&lt;/a&gt; and &lt;a href="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit2.png"&gt;Flesh Ripper&lt;/a&gt; have abilities that deal a wound upon entering play. When it’s available, you might also consider the neutral card &lt;a href="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-neu.png"&gt;Summon Lightning&lt;/a&gt;. For any other faction, it’s self-wounding text effect would be considered a costly price to pay in order to destroy this opposition. But for the Uthuk Y’llan, Summon Lightning is a win-win proposition.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit4.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit4.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit2.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit2.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;You’ll have to manage your deck’s card ratios pretty carefully, though. Since you’ll be losing Berserkers so quickly, you may need to concentrate on re-purchasing them from your Barracks nearly every turn. The &lt;a href="/media/ffg_content/Rune%20Age/news/strategy-2/runeage-unit3.png"&gt;Warlock Chieftain&lt;/a&gt; can help mitigate this loss by returning a wounded unit to your deck before it has a chance to be destroyed, but this powerful ability may often be better spent on more expensive units. In short, Berserkers were born to die, and dying is what they do best.&lt;/p&gt; &lt;p&gt;What strategies do you employ as the Uthuk Y’llan? Share them below, and check back for more on &lt;i&gt;Rune Age&lt;/i&gt; in the coming weeks!&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2011/8/29/rushing-into-combat/</guid></item><item><title>Ancient Guardians</title><link>https://www.fantasyflightgames.com/en/news/2011/8/24/ancient-guardians/</link><description>
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      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

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            Published 24 August 2011
          
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          &lt;h1&gt;Ancient Guardians&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A look at the Latari Elves in Rune Age, the deck-building card game&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/Rune%20Age/news/strategy/rune-age-box.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;A strange and distant people, the Latari Elves are known for their martial prowess and unparalleled longevity. More than that, however, these guardians of the great forest of Aymhelin are revered for their potent command of magic. It is this arcane understanding that has elevated their status in the Wizard’s Council, further bolstering their already significant influence over Mennara. But as a new darkness threatens to engulf the land, will all their power prove enough to persevere?&lt;/i&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/news/strategy/rune-place.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="/edge_news.asp?eidn=2539"&gt;Earlier this month&lt;/a&gt;, Fantasy Flight Games released &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;, Corey Konieczka’s dynamic scenario-driven deck-building card game. Offering a number of design innovations new to the deck-building genre, Rune Age places players in control of one of four factions as they set out to meet a range of compelling objectives.&lt;/p&gt; &lt;p&gt;But whether you recently picked up &lt;i&gt;Rune Age&lt;/i&gt; and have yet to fully explore it, or a copy is still waiting for you at your friendly local game store, you may have questions about how its four unique factions play. Today, we’re pleased to present the first in a series of articles highlighting the factions of &lt;i&gt;Rune Age&lt;/i&gt;.&lt;/p&gt; &lt;p&gt;&lt;b&gt;Masters of Influence&lt;/b&gt;&lt;/p&gt; &lt;p&gt;Among &lt;i&gt;Rune Age&lt;/i&gt;’s many intriguing design elements is the use of three different resources: Gold, Influence, and Strength. Typically, Gold is used to purchase units (which provide Strength), Influence is used to acquire Gold (along with neutral cards), and Strength is used to claim cities (which produce Influence). This multifaceted approach to resource management delivers plenty of interesting strategic choices, while partly laying the foundation for each faction’s unique play style.&lt;/p&gt; &lt;p&gt;The Latari Elves, for example, are the masters of Influence. Elven unit special abilities tend to offer effects that either generate or capitalize on Influence, making it easier for them to gather this important resource quickly. Their Deepwood Archers allow a player to refresh a city or stronghold, meaning that Influence-producing cards can be exhausted again and again throughout a single turn, potentially making multiple purchases. Meanwhile, their Storm Sorceresses provide both an effective unit in combat or a quick two Influence.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/strategy/rune-unit4.png" hspace="10" alt=""&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/strategy/rune-unit3.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;On the Battlefield&lt;/b&gt;&lt;/p&gt; &lt;p&gt;Speaking of combat, how can the Latari Elves hope to stand against the military strength of their foes? Battles aren’t won with Influence, after all (the special ability of the &lt;a href="/media/ffg_content/Rune%20Age/news/strategy/rune-unit2.png"&gt;Darnati Warrior&lt;/a&gt; being an obvious exception). One answer lies in another Elven advantage: hand management.&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/news/strategy/rune-unit1.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;Assuming you’re able to translate your Influence advantage into a few powerful neutral units, the trick is to consistently get those cards into play. But while other factions may be at the mercy of random chance, the Latari Elf player has a few opportunities to control the cards in his hand. The first is the Pegasus Rider, which lets you draw two cards and keep the one you want. The second is a frequently overlooked rule that lets you spend influence to hold onto cards during the Discard Hand step of your turn.&lt;/p&gt; &lt;p&gt;On a one-to-one basis, you may spend Influence during the Discard step to keep any number of cards in your hand! Novice players often underestimate (or simply forget) this amazing opportunity. Feeling that they must spend every available resource before their turn ends (thereby maximizing efficiency), they overlook the potential for stacking their hand with the perfect combinations.&lt;/p&gt; &lt;p&gt;But by saving a bit of influence to hold on to a few choice cards, you can set yourself for the next turn, or ensure that you remain protected through the incoming assaults of your opponents. Even if you don’t have anything worth holding on to, you can always bluff; your opponents may be less likely to pick a fight if they’ve seen you pay to leave one or more cards in your hand.&lt;/p&gt; &lt;p&gt;In the end, the successful player will be the one who best uses his faction’s natural advantages, and for the Latari, that’s a mastery of Influence and the rapid acquisition of the game’s neutral cards. Good luck, and check back for more on &lt;i&gt;Rune Age&lt;/i&gt; in the coming days!&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2011/8/24/ancient-guardians/</guid></item><item><title>Bear Witness to the Conflict</title><link>https://www.fantasyflightgames.com/en/news/2011/8/15/bear-witness-to-the-conflict/</link><description>
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      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

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            Published 15 August 2011
          
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          &lt;h1&gt;Bear Witness to the Conflict&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A video tutorial for Rune Age is now available&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;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/support/logo-rune-age.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;The debut of &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt; proved a smashing success at Gen Con 2011, earning praise from attendees who flocked to its demo tables before picking up their own highly-anticipated copies. And with its concurrent retail release, Corey Konieczka’s dynamic scenario-driven design has already redefined the deck-building genre for fans worldwide!&lt;/p&gt; &lt;p&gt;&lt;b&gt;How to conquer Terrinoth&lt;/b&gt;&lt;/p&gt;&lt;p&gt;But for those who have yet to experience this exciting card game, we’re pleased to present this six-part tutorial video. Follow the link below to see a detailed overview of &lt;i&gt;Rune Age&lt;/i&gt;, including examples of play for each of the four included factions.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;a href="/ffg_content/Rune%20Age/Video/runeage_tutorial.html"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/Video/rune-age-tutorial.png" hspace="10" alt=""&gt;&lt;/a&gt; &lt;i&gt;Click the image above to launch the player,or view the series &lt;a href="/edge_minisite_sec.asp?eidm=155&amp;amp;esem=4#tutorial"&gt;in QuickTime&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt; &lt;p&gt;You can also visit the &lt;a href="/edge_minisite_sec.asp?eidm=155&amp;amp;esem=4"&gt;&lt;i&gt;Rune Age&lt;/i&gt; support page&lt;/a&gt; to view &lt;a href="/media/ffg_content/Rune%20Age/Video/ra_web.mov"&gt;our video overview&lt;/a&gt; and &lt;a href="/media/ffg_content/Rune%20Age/support/rune-age-rules.pdf"&gt;download the rules&lt;/a&gt; (pdf, 4.9 MB). Then, head to your local retailer and grab your copy today!&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2011/8/15/bear-witness-to-the-conflict/</guid></item><item><title>Your Empire Awaits!</title><link>https://www.fantasyflightgames.com/en/news/2011/6/10/your-empire-awaits/</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/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

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        &lt;span class="meta-date float-left"&gt;
          
            Published 10 June 2011
          
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      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Your Empire Awaits!&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A video introduction to Rune Age, the deck-building game in Terrinoth&lt;/p&gt;
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      &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/Rune%20Age/Video/logo-rune-age.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;The four great empires of Terrinoth ready themselves for the Cataclysm to come. In its shadow, the Daqan Lords, Latari Elves, Uthuk Y’llan, and Waiqar the Undying anticipate the trials of the coming storm. Now, see what the prophets have foretold!&lt;/i&gt;&lt;/p&gt; &lt;p&gt;With &lt;a href="http://fantasyflightgames.com/edge_minisite.asp?eidm=155"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt; nearly upon us, we are thrilled to present a video introduction to this intense deck-building game set among the warring factions of Terrinoth.&lt;/p&gt; &lt;p&gt;Review the forces at your disposal, and gain intelligence on your foes. Stand with the Daqan, seek to defend the beloved forest of the Latari, thirst for war with the savage Uthuk Y’llan, or enslave the people of Terrinoth under the Waiqar the Undying’s indomitable will and necromantic might.&lt;/p&gt; &lt;p&gt;Watch this video to learn how &lt;i&gt;Rune Age&lt;/i&gt; is driven by its unique scenarios, how players build decks from faction-specific and neutral cards, and how an empire’s focus may shift from conquest to cooperation.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;i&gt;Click the image below to whet your appetite. You can also view it on &lt;a href="http://www.youtube.com/watch?v=Bs_WcSDi78I"&gt;YouTube&lt;/a&gt; and the &lt;a href="/ffg_content/media/front-page-player/player.html"&gt;FFG Media Player&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/Rune%20Age/Video/ra_web.mov"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/Video/ra_thumb.jpg" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;i&gt;QuickTime video&lt;/i&gt; (35MB)&lt;/p&gt; &lt;p&gt;&lt;b&gt;Sign Up Today for a Demonstration&lt;/b&gt;&lt;/p&gt; &lt;p&gt;Not sated? You won’t have to wait long for your first taste of &lt;i&gt;Rune Age&lt;/i&gt;! We will be running demos during all four days of &lt;a href="http://www.gencon.com/2011/indy/default.aspx"&gt;Gen Con Indy 2011&lt;/a&gt; at dedicated tables. &lt;a href="https://www.genconreg.com/events/search?utf8=âœ“&amp;amp;event_type=&amp;amp;commit=Search&amp;amp;game_code=&amp;amp;keyword=Fantasy+Flight+Games&amp;amp;title=&amp;amp;game_system=Rune+Age&amp;amp;wed=true&amp;amp;thur=true&amp;amp;fri=true&amp;amp;sat=true&amp;amp;sun=true&amp;amp;hour="&gt;Register today&lt;/a&gt; for a game in event hall F, or head to our booth in the main exhibit hall for a demo with a Fantasy Flight Games team.&lt;/p&gt; &lt;p&gt;The empires of Terrinoth build their military might as the Cataclysm approaches. Will you be ready when &lt;i&gt;Rune Age&lt;/i&gt; arrives? Check our website for updates as the hour draws near.&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2011/6/10/your-empire-awaits/</guid></item><item><title>Calling The Fury</title><link>https://www.fantasyflightgames.com/en/news/2011/5/23/calling-the-fury/</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/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

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            Published 23 May 2011
          
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;Calling The Fury&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A preview of Rune Age, the upcoming deck-building 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/Rune%20Age/news/preview-4/rune-age-box.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;As warfare continues to spread, it becomes apparent that none of the great races of Terrinoth can prevail over the others. Desperate to gain any advantage, the leaders of Human, Uthuk, Elf, and Undead turn to the heavens; perhaps by pleasing the gods with towering symbols of their faith, the races can earn divine favor. But while each race scrambles to erect a beacon of power, open war rages around them.&lt;/i&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-4/ra-monument.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;In &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;, the upcoming card game set in the vibrant fantasy world of Terrinoth, designer Corey Konieczka brings an array of innovations to the deck-building genre. &lt;a href="/edge_news.asp?eidn=2166"&gt;We’ve already seen&lt;/a&gt; how scenario-based gameplay delivers varying degrees of player interaction, offering an experience that can be customized depending on your individual tastes. &lt;a href="/edge_news.asp?eidn=2245"&gt;And we’ve even seen&lt;/a&gt; how &lt;i&gt;Rune Age&lt;/i&gt; can be played as a fully cooperative (or solo) game. Today, we’ll conclude our overview of &lt;i&gt;Rune Age&lt;/i&gt;’s four versatile game modes with a look at its fourth, the scenario entitled “&lt;i&gt;The Monument&lt;/i&gt;.”&lt;/p&gt; &lt;p&gt;&lt;i&gt;The Monument&lt;/i&gt; is designed for players who want a fully competitive game, but who also want to restrict direct player interaction, thereby keeping the focus on their own individual strategies. Mechanically, this amounts to a race to amass a necessary sum of gold, after which victory falls to the first player to spend that wealth erecting a massive tribute to his race’s god or gods. Just as each race has its own distinctive style, each race’s god contributes to its unique flavor. Which deity will you appease?&lt;/p&gt; &lt;p&gt;&lt;b&gt;The Spire of Ruin&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;img align="right" vspace="5" src="/media/ffg_content/Rune%20Age/news/preview-4/ra-monument-spire.png" hspace="10" alt=""&gt;The early Y’llan warlocks raised the Spire of Ruin near the place where Llovar began his fateful journey into the T’mara T’rusheen, commemorating the birth of the Uthuk’s demonic powers. The spire was said to bless those whom flayed themselves upon its sharp stones with visions of greatness. The Spire was never found or destroyed during the scourging of the wastes, and its location is now a mystery. As the Uthuk reclaim their home, they search for the Spire, for the Q’aro Fenn have pronounced its rediscovery a sign of revenge.&lt;/p&gt; &lt;p&gt;&lt;b&gt;The Statue of Daqan&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;img align="left" vspace="5" src="/media/ffg_content/Rune%20Age/news/preview-4/ra-monument-statue.png" hspace="10" alt=""&gt;Sometimes known as the Last King or the Lost King, King Daqan rose to rule during the final days of the First Darkness. Over the peaceful years that followed, Daqan rebuilt his kingdom, but during the Second Darkness he vanished, never to be seen again.&lt;/p&gt; &lt;p&gt;He left no heir, and so the Daqan Barons have since ruled in his stead. Some believe that Daqan will return in a time of great need, and so likenesses of the king are common. The Statue of Daqan in Archaut is the greatest such memorial.&lt;/p&gt; &lt;p&gt;&lt;b&gt;The Everliving Engine&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;img align="right" vspace="5" src="/media/ffg_content/Rune%20Age/news/preview-4/ra-monument-engine.png" hspace="10" alt=""&gt;No one knows what the machine does, nor what makes it run, except that its churning somehow aids the Undying One. Its bony wheels grind in the volcanic caves beneath the ruins of Kelipa, where it is maintained by the Archlich Revik. Kelipa is only a few short miles from the edge of the mists.&lt;/p&gt; &lt;p&gt;On particularly quiet nights, when the wind blows in the right direction, the clacking of the Everliving Engine can be heard for miles. The farmers and woodsmen brave enough to live nearby do not sleep easily on those nights…&lt;/p&gt; &lt;p&gt;&lt;b&gt;The Fountain of Purity&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;img align="left" vspace="5" src="/media/ffg_content/Rune%20Age/news/preview-4/ra-monument-fountain.png" hspace="10" alt=""&gt;The forests of Latari were once a sanctuary to the pure and untarnished wildlife cherished by the elves.&lt;/p&gt; &lt;p&gt;However, the wars for the Dragon Runes have brought unclean invaders into the Aymhelin...&lt;/p&gt; &lt;p&gt;The Fountain of Purity is a spring of mystical water infused with nature’s essence. While its water nourishes the pure of heart, it devours the wicked from within, rejuvenating old beauty and cleansing the forests of the shadow-touched.&lt;/p&gt; &lt;p&gt;&lt;b&gt;A Race to the Finish&lt;/b&gt;&lt;/p&gt; &lt;p&gt;As with all &lt;i&gt;Rune Age&lt;/i&gt; scenarios, an &lt;a href="/media/ffg_content/Rune%20Age/news/preview-4/ra-objective-monuments.png"&gt;Objective card&lt;/a&gt; indicates the game’s final victory condition – in this case, building a monument that ranges in cost between 10 and 12 gold. This is a seemingly simple matter; each player’s Monument card begins in his Barracks, and by perform a Spend Gold action to put it into play, he achieves victory. The trick, of course, is gaining that much wealth.&lt;/p&gt; &lt;p&gt;Sticking to familiar strategies is a good start, though it will ultimately take more to outwit your opponents. Attack cities to gain their influence, then spend that influence to buy high-value Gold cards. You can even supplement your income by defeating one of the Event deck’s many gold-bearing Enemy cards, like &lt;a href="/media/ffg_content/Rune%20Age/news/preview-4/ra-event-gata.png"&gt;Gata the White Death&lt;/a&gt;.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-4/ra-neutral-sorcerer.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-4/ra-neutral-sorcerer.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-4/ra-neutral-naga.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-4/ra-neutral-naga.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-4/ra-neutral-mind-control.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-4/ra-neutral-mind-control.png" hspace="10" alt=""&gt;&lt;/a&gt;The three neutral cards in &lt;i&gt;The Monument&lt;/i&gt;. Click to enlarge.&lt;/p&gt;  &lt;p&gt;As mentioned above, &lt;i&gt;The Monument&lt;/i&gt; is a scenario with relatively less direct player interaction... but that isn’t to say there’s none. On top of the usual tug-of-war over Terrinoth’s many resources, the neutral card Mind Control presents an opportunity to steal gold directly from an opponent’s hand! This, along with a handful of Events that prey directly on your kingdom’s coffers, means that the wealthiest player at the table should develop a healthy degree of paranoia, and that no one is safe until the last brick in his holy monument is placed.&lt;/p&gt; &lt;p&gt;Keep checking back for more on &lt;i&gt;Rune Age&lt;/i&gt;, and look for it on store shelves in the third quarter of 2011!&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2011/5/23/calling-the-fury/</guid></item><item><title>The Cataclysm</title><link>https://www.fantasyflightgames.com/en/news/2011/5/9/the-cataclysm/</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/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

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            Published 9 May 2011
          
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      &lt;div class="blog-titlelead-container"&gt;
      &lt;div class="blog-titlelead"&gt;
        
          &lt;h1&gt;The Cataclysm&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;The cooperative and solo options in Rune Age, the upcoming deck-building 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/Rune%20Age/box-left-runeage.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;As the great races of Terrinoth greedily squabble and skirmish for control of the powerful dragon runes, a far more ancient and terrible power plots the destruction of their world. The end is nigh. Prophecies are coming to pass, and the signs of the end times have begun manifesting themselves. The armies of human, elf, undead, and Uthuk must set aside their petty differences and unite to stand against the calamities that are threatening all of Terrinoth.&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-the-cataclysm.png"&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-3/ra-the-cataclysm.png" hspace="10" alt=""&gt;&lt;/a&gt;The release of &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;, the versatile deck-building card game set in the fantasy realm of Terrinoth, grows ever nearer. So far, we’ve looked at &lt;a href="/edge_news.asp?eidn=2166"&gt;the benefits of its scenario-based design&lt;/a&gt; and seen &lt;a href="/edge_news.asp?eidn=2197"&gt;its fast-paced combat system&lt;/a&gt;. At the same time, we’ve seen the widely different play experiences offered by &lt;i&gt;Rune Age&lt;/i&gt;’s first two scenarios, &lt;i&gt;Resurgence of the Dragonlords&lt;/i&gt; and &lt;i&gt;Runewars&lt;/i&gt;. Today, we’ll continue our tour of these flexible modes of play with a look at a fully cooperative (or even solo!) scenario: &lt;i&gt;The Cataclysm&lt;/i&gt;.&lt;/p&gt; &lt;p&gt;As we’ve seen, &lt;i&gt;Resurgence of the Dragonlords&lt;/i&gt; (the first scenario) offers a balance of direct player interaction and individual objectives. &lt;i&gt;Runewars&lt;/i&gt; (the second scenario) ratchets up the hostility, pitting the great races directly against each other and making player elimination the means to victory. &lt;i&gt;The Cataclysm&lt;/i&gt;, however, takes the opposite approach. Players must work together, since if any one player is eliminated, everyone loses!&lt;/p&gt; &lt;p&gt;&lt;b&gt;A series of unfortunate events&lt;/b&gt;&lt;/p&gt; &lt;p&gt;An Objective card (like the one to the right) outlines the players’ victory condition for a given scenario. In &lt;i&gt;The Cataclysm&lt;/i&gt;, players are tasked with the goal of surviving through the entire Event deck, but with the unforgiving circumstances that will be assaulting them each round, merely staying alive is a challenge. Event cards are drawn at the start of each round, and they often bring unwelcome changes to the game environment.&lt;/p&gt; &lt;p&gt;As you can see on the three Event cards below, red orbs indicate the “stage” in which an event might potentially transpire. &lt;i&gt;The Cataclysm&lt;/i&gt; is a three-stage scenario, meaning that Event cards from all three stages are shuffled in three separate stacks, then those stacks are compiled to form an Event deck that will get progressively more brutal as the game progresses.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-invasion-from-the-abyss.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-3/ra-invasion-from-the-abyss.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-plague-of-vermin.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-3/ra-plague-of-vermin.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-master-of-the-hunt.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-3/ra-master-of-the-hunt.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-invasion-from-the-abyss.png"&gt;Invasion from the Abyss&lt;/a&gt;, for example, represents an enemy that places a new “timer” on the game. You or one of your allies had better muster the strength to assault this common foe, or you’ll never even make it into the climactic final rounds of play! Cards like &lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-plague-of-vermin.png"&gt;Plague of Vermin&lt;/a&gt; force all players to make the difficult choice of either limiting their options (by sending cards from their hands back to the pile from which they were acquired) or taking damage. If you should make it to the third stage, you’ll even encounter Event cards designed to reverse your progress; &lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-master-of-the-hunt.png"&gt;Master of the Hunt&lt;/a&gt; is an enemy that adds Event cards back into the Event deck. But which of you will be strong enough to bring his reign of terror to an end?&lt;/p&gt; &lt;p&gt;&lt;b&gt;Communication is Key&lt;/b&gt;&lt;/p&gt; &lt;p&gt;The team that faces &lt;i&gt;The Cataclysm&lt;/i&gt; without a plan isn’t likely to succeed. In addition to the faction-specific cards available to each race, three neutral cards, available to anyone, are placed in the center of the table. But if each player pursues an individual strategy, acquiring cards based only on their benefit to his deck, then the team will surely fail. After all, there are a limited number of “Pillage” cards available. Should they be divided evenly? Or should they be added to a single player’s deck, putting that player in a support role for the rest of the team?&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-pillage.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-3/ra-pillage.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-naga.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-3/ra-naga.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-demon.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-3/ra-demon.png" hspace="10" alt=""&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;Want a bit of treachery in your cooperative efforts? At the start of the game, players can optionally agree to shuffle &lt;a href="/media/ffg_content/Rune%20Age/news/preview-3/ra-brother-against-brother.png"&gt;Brother Against Brother&lt;/a&gt;, an instant-effect Event card, into the third stage of the Event deck. This devious card presents each player with a choice in the late game: Are things going well for his uneasy alliance, or should he attempt to claim victory on his own? More importantly, what if he attacks an ally (revealing his traitorous intentions) but his siege is a failure?&lt;/p&gt; &lt;p&gt;&lt;b&gt;Face Judgement Day alone&lt;/b&gt;&lt;/p&gt; &lt;p&gt;While a fully cooperative deck-building game presents obvious benefits, &lt;i&gt;Rune Age&lt;/i&gt; can also be adapted for solo play. A lone player can choose his favorite faction, then face either &lt;i&gt;The Cataclysm&lt;/i&gt; or the &lt;i&gt;Resurgence of the Dragonlords&lt;/i&gt; (with just a few minor setup tweaks). This means that you can practice your strategies for your next game night, or save Terrinoth without having to gather your gaming group.&lt;/p&gt; &lt;p&gt;Keep checking back for more on &lt;i&gt;Rune Age&lt;/i&gt;, and look for it on store shelves in the third quarter of 2011!&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2011/5/9/the-cataclysm/</guid></item><item><title>Acts of War</title><link>https://www.fantasyflightgames.com/en/news/2011/4/25/acts-of-war/</link><description>
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            Published 25 April 2011
          
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          &lt;h1&gt;Acts of War&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A preview of Rune Age, the upcoming deck-building card game&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;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-2/rune-age-box.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;A new evil stirs in the bowels of the Ru Steppes. From the fog of Waiqar’s dark lands, scouts tells of preparations for a coming war. Ancient and powerful dragon runes have fallen into the hands of our enemies, who even now plot to expand their domains through conquest. Shall we wait to become their thralls, or shall we rise up to become the new masters of Terrinoth? Now is the time to act before before we are smitten, purge before we are sickened, strike before we are struck.&lt;/i&gt;&lt;/p&gt; &lt;p&gt;The release of &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;, a card game of conquest and power in the rich fantasy setting of Terrinoth, grows ever nearer. In our &lt;a href="/edge_news.asp?eidn=2166"&gt;last preview&lt;/a&gt;, we looked at some of the basic mechanics of Corey Konieczka’s highly anticipated deck-building game, and we saw how its scenario-based design provides a wealth of replayability catering to a range of different play styles (if you haven’t yet read this informative overview, you should &lt;a href="/edge_news.asp?eidn=2166"&gt;do so&lt;/a&gt; before reading on).&lt;/p&gt; &lt;p&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-objective-resurgence.png"&gt;&lt;b&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-2/ra-objective-resurgence.png" hspace="10" alt=""&gt;&lt;/b&gt;&lt;/a&gt;We even caught of glimpse of the first scenario, in which players race to amass a force large enough to destroy the mighty Dragonlords. But once your army is built, how do you launch your attack? Today, we’ll see a brief summary of combat, and we’ll continue our tour of &lt;i&gt;Rune Age&lt;/i&gt;’s scenarios with its most cutthroat game mode: the highly competitive Runewars campaign.&lt;/p&gt; &lt;p&gt;&lt;b&gt;A war of attrition&lt;/b&gt;&lt;/p&gt; &lt;p&gt;Combat in &lt;i&gt;Rune Age&lt;/i&gt; can vary slightly depending on the attacker’s target. If your target is a non-player entity, such as a neutral city or an event-triggered enemy card, your Combat action is referred to as a “Battle.” If, on the other hand, your target is controlled by a player, then your Combat action is a “Siege.”&lt;/p&gt; &lt;p&gt;In &lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-example-battle.png"&gt;a Battle&lt;/a&gt;, you must carefully consider how much Strength (the “currency” provided by most units) to commit to your foe. For example, to win the first scenario a player must be the first to best the mighty Dragonlords, a feat that requires 18 total strength. By playing cards (typically units) directly from your hand one by one, you’ll try to reach the necessary number. And since many of your units have text effects that trigger when played into combat, you’ll hopefully execute some devastating combos along the way.&lt;/p&gt; &lt;p&gt;This is rarely a simple matter of adding numbers, however. The black die in the corner of the Dragonlords objective card is called the &lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-attrition-die.png"&gt;attrition die&lt;/a&gt;, and it injects a degree of unpredictability into your Battles. If the card you are targeting calls for it, you must roll this dangerous die just before tallying strength. Then you are forced to destroy a number of your own units equal to the  skull icons you roll! Will your forces withstand this counterattack, or will it cause your strength to falter? The wise general would do well to bring some extra muscle, just in case.&lt;/p&gt; &lt;p&gt;&lt;b&gt;A desperate tug-of-war&lt;/b&gt;&lt;/p&gt; &lt;p&gt;A &lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-example-siege.png"&gt;Siege&lt;/a&gt;, on the other hand, is a fast and furious showdown between two players, and it starts when an attacker targets a city or home realm belonging to another player. Beginning with the attacker, each combatant plays one card at a time from his hand, executing the text effects of his troops when they are triggered. When one player passes (because he is unable or unwilling to play more cards from his hand), he is out of that Siege for good (though his final strength can still be enough to win the day). It is only when both players pass that the Siege ends and strength is tallied to determine a winner.&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-2/ra-runewars-icon.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;But this seemingly simple process hides subtle layers of bluffing and strategy. For example, during the course of combat, units can be destroyed or wounded. Destroying a unit returns it immediately to its player’s barracks, where its strength will not be added to the final tally. Wounding a unit rotates it 90 degrees, indicating that it will be destroyed only after strength is tallied. This means that players must carefully manage which of their units are wounded or destroyed and when, and the order in which your cards are played is vitally important. The self-mutilating Uthuk &lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-berserker.png"&gt;Berserkers&lt;/a&gt; gain unholy strength when wounded, so bring them into play first, then have your &lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-flesh-ripper.png"&gt;Flesh Rippers&lt;/a&gt; unleash their added power!&lt;/p&gt; &lt;p&gt;&lt;b&gt;Control the dragon runes&lt;/b&gt;&lt;/p&gt; &lt;p&gt;If you enjoy the tense direct interaction of Sieges, you’ll find plenty of violent player-versus-player conflict in &lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-objective-runewars.png"&gt;the second scenario, Runewars&lt;/a&gt;. Like &lt;a href="/edge_minisite.asp?eidm=96"&gt;the board game that shares its name&lt;/a&gt;, this campaign pits players against each other as they vie for control of the dragon runes (and in fact, this scenario brilliantly recreates the experience of the &lt;i&gt;Runewars&lt;/i&gt; board game in a more compact version!). Specifically designed for players who seek outright confrontation and player elimination, this scenario grants victory to the last man standing, after an all-out brawl to eliminate the other factions and take their dragon runes from them.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;i&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-rune-death-and-decay.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-2/ra-rune-death-and-decay.png" hspace="5" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-rune-tact-and-diplomacy.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-2/ra-rune-tact-and-diplomacy.png" hspace="5" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-rune-wrath-and-vengeance.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-2/ra-rune-wrath-and-vengeance.png" hspace="5" alt=""&gt;&lt;/a&gt; Three of the dragon rune cards randomly distributed in the Runewars scenario. Click to enlarge.&lt;/i&gt;&lt;/p&gt; &lt;p&gt;Each player begins with a randomly assigned dragon rune, a powerful artifact that confers a special ability to its bearer. Use your power wisely! If you deal the killing blow to an opponent’s home realm, you may claim his dragon rune, replacing your existing power with the new one.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;i&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-event-a-time-for-war.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-2/ra-event-a-time-for-war.png" hspace="5" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-event-restless-warriors.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-2/ra-event-restless-warriors.png" hspace="5" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-event-wrath-of-wizards.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/preview-2/ra-event-wrath-of-wizards.png" hspace="5" alt=""&gt;&lt;/a&gt; Three of the event cards in the Runewars scenario, one of which takes effect at the start of every round. Click to enlarge.&lt;/i&gt;&lt;/p&gt; &lt;p&gt;At the start of the Runewars scenario, three stacks of neutral cards are placed in the center of the play area and are available for purchase by all players. The mighty &lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-neutral-manticore.png"&gt;Manticore&lt;/a&gt; forces an opponent to destroy a card from his hand, but first he demands a sacrifice from his summoner. Meanwhile, the Tactic card &lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-neutral-summon-lightning.png"&gt;Summon Lightning&lt;/a&gt; and the mighty &lt;a href="/media/ffg_content/Rune%20Age/news/preview-2/ra-neutral-dragon.png"&gt;Dragon&lt;/a&gt; unit card can deal massive damage to friend and foe alike! Only through clever management of both these neutral cards their faction-specific units can the races of Terrinoth rise to power.&lt;/p&gt; &lt;p&gt;From deadly competition to frantic cooperation, &lt;i&gt;Rune Age&lt;/i&gt; delivers the game experience you’re looking for. Join us next time for a look at the fully cooperative scenario, and look for &lt;i&gt;Rune Age&lt;/i&gt; at your local retailer early in the third quarter of 2011!&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2011/4/25/acts-of-war/</guid></item><item><title>The Dragonlords Return</title><link>https://www.fantasyflightgames.com/en/news/2011/4/13/the-dragonlords-return/</link><description>
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      &lt;img class='blog-visual device-break' src='https://images-cdn.fantasyflightgames.com/filer_public/07/e8/07e85313-e026-46e4-8b6b-c29a72bb9890/ra01_preview.jpg' /&gt;
    

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            Published 13 April 2011
          
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          &lt;h1&gt;The Dragonlords Return&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;A preview of Rune Age, the upcoming deck-building game&lt;/p&gt;
        &lt;/div&gt;
      &lt;/div&gt;
      &lt;/div&gt;

    &lt;/div&gt;
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    &lt;p&gt;&lt;i&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/rune-age-box.png" hspace="10" alt=""&gt;As the four great races of Terrinoth struggle to gain wealth and influence, the tentative armistice between them begins to unravel. But now, with conflict on the horizon and whisperings of a prophetic tide of woe approaching, the mighty Dragonlords have returned to claim Terrinoth for themselves. Even in the face of this common threat, however, the leaders of Human, Elf, Uthuk, and Undead cling to their hatred, each hoping to vanquish the ancient Dragonlords alone. Can one race prevail, or will their stubborn isolationism and agression lead to the destruction of Terrinoth?&lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="/edge_news.asp?eidn=2019"&gt;Last month we announced&lt;/a&gt; the upcoming release of &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;, a card game of conquest and power in the rich fantasy setting of Terrinoth. Players familiar with deck-building games will find that designer Corey Konieczka brings his own unique twists to the genre, while retaining the basic elements of planning and tension that make it popular. But even if you’ve never played a deck-building game, &lt;i&gt;Rune Age&lt;/i&gt; provides a satisfyingly competitive (or cooperative!) game experience that can be adjusted to your particular tastes.&lt;/p&gt; &lt;p&gt;While the basic mechanics of &lt;i&gt;Rune Age&lt;/i&gt; undeniably offer a fresh take on the familiar deck-building experience (as we’ll see throughout future previews), they are merely the foundation on which its greatest innovation is based: scenario-driven gameplay.&lt;/p&gt; &lt;p&gt;&lt;b&gt;A World of Opportunities&lt;/b&gt;&lt;/p&gt; &lt;p&gt;Scenarios in &lt;i&gt;Rune Age&lt;/i&gt; might better be thought of as “game modes,” since each one sets up a victory condition and a few basic parameters, then leaves the subsequent game experience open to nearly infinite combinations of faction configurations, Event card conditions, strategic options, and individual play styles.&lt;/p&gt; &lt;p&gt;The first scenario, entitled &lt;i&gt;Resurgence of the Dragonlords&lt;/i&gt; (which we’ll explore in more detail below), pits the leaders of Terrinoth against a common enemy... but since there can only be one winner, players must balance the threat of the mighty Dragonlords (the defeat of whom is a victory condition) against that of their neighbors. Other scenarios emphasize different degrees of direct player interaction, and there’s even a fully cooperative scenario that lets players work together to save Terrinoth from destruction! &lt;/p&gt; &lt;p&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/ra-objective-back.png"&gt;&lt;i&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/news/RA-objective.png" hspace="10" alt=""&gt;&lt;/i&gt;&lt;/a&gt;With this wealth of options, plus four factions that each have their own tricks and strategies, &lt;i&gt;Rune Age&lt;/i&gt; is a system with remarkable versatility. The question is, what kind of game do you want it to be?&lt;/p&gt; &lt;p&gt;&lt;b&gt;An Ancient Enemy&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;Resurgence of the Dragonlords&lt;/i&gt;, the first scenario, puts the armies of the Daqan Lords, Latari Elves, Uthuk Y’llan, and Waiqar the Undying in a race to defeat a common enemy: the mighty Dragonlords who held Terrinoth under their oppressive rule in ages past.&lt;/p&gt; &lt;p&gt;After each player chooses a race and sets up his individual play area (including his faction-specific Unit cards available from his barracks), the &lt;a href="/media/ffg_content/Rune%20Age/news/ra-play-area.png"&gt;central play area&lt;/a&gt; is set up, which consists of the Objective card, gold, neutral cities awaiting conquest, and neutral cards that can be acquired by any player. The selection of neutral cards in a given scenario is dictated on the &lt;a href="/media/ffg_content/Rune%20Age/news/ra-objective-back.png"&gt;back of the Objective card&lt;/a&gt; in play, but experienced players wishing to change the game can agree on alternate neutral cards, or can randomize them based on the included variant rules.&lt;/p&gt; &lt;p&gt;But whether you get them from your individual play area or the central play area, how do you "purchase" new units and tactics? Cards in &lt;i&gt;Rune Age&lt;/i&gt; provide &lt;a href="/media/ffg_content/Rune%20Age/news/ra-resources.png"&gt;three different types of resources&lt;/a&gt;, and only through the skillful management of all three can victory be achieved.&lt;/p&gt; &lt;p&gt;For example, to begin your game, you might endeavor to take over the city of Riverwatch. To do so, you’ll need to commit a total of seven strength, after which you’ll be able to place Riverwatch in your play area and exhaust it once per turn to provide three influence. Unfortunately, even with a lucky draw, your starting deck will lack the strength to assault Riverwatch... so you’d better start by recruiting Unit cards from your barracks!&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/ra-siege-machine.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/ra-siege-machine.png" hspace="5" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/ra-riverwatch.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/ra-riverwatch.png" hspace="5" alt=""&gt;&lt;/a&gt;&lt;a href="/media/ffg_content/Rune%20Age/news/ra-gold-card.png"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/news/ra-gold-card.png" hspace="5" alt=""&gt;&lt;/a&gt; &lt;i&gt;A Unit, Neutral City, and Gold card. The cost for each card is in the lower right,  and the resource it provides is in the upper left.&lt;/i&gt;&lt;/p&gt; &lt;p&gt;Should you succeed in taking Riverwatch (and can defend it; once a player controls a city, his opponents can attack him to try to steal it), it will generate Influence. Then, you can put that Influence toward the acquisition of neutral cards, gold, or other helpful advantages.&lt;/p&gt; &lt;p&gt;But be careful to keep your focus on the task at hand; in &lt;i&gt;Resurgence of the Dragonlords&lt;/i&gt;, your ultimate goal is to accumulate enough strength to defeat the objective, representing a climactic final battle between your massive army and the mighty Dragonlords themselves... assuming they don’t destroy your empire first.&lt;/p&gt; &lt;p&gt;As we’ll see next time, however, the dynamic combat system ensures battles that can sometimes be unpredictable. Keep checking back for more on &lt;i&gt;Rune Age&lt;/i&gt;, and look for this exciting new take on deck-building in the third quarter of 2011!&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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&lt;/div&gt;</description><guid>https://www.fantasyflightgames.com/en/news/2011/4/13/the-dragonlords-return/</guid></item><item><title>Build Your Own Legend</title><link>https://www.fantasyflightgames.com/en/news/2011/3/1/build-your-own-legend/</link><description>
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            Published 1 March 2011
          
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          &lt;h1&gt;Build Your Own Legend&lt;/h1&gt;
        
        &lt;div class="blog-lead"&gt;
          &lt;p&gt;Announcing Rune Age, a deck-building game of power and conquest&lt;/p&gt;
        &lt;/div&gt;
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      &lt;/div&gt;

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    &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/rune-age-box.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;The prophet leads you up the stairs, his old legs nearly giving out with each slow step. Despite your growing certainty that he would collapse, you both finally reach the top of the spiraling ascent. A great chamber opens up before you, as if the cavern walls themselves were carved into smooth stone by the titans of legend. “There it lies,” the prophet says, pointing a withered finger to the end of a long, infinitely high hall. &lt;/i&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;&lt;img align="right" vspace="10" src="/media/ffg_content/Rune%20Age/rune-age-warlock-art.png" hspace="10" alt=""&gt;You briskly walk past him to an altar standing alone in the darkness. Atop it rests the stone you came for. “Use it wisely,” the prophet says from behind you. “Lead your people well. For the storm approaches...” You lift the rune into your hands and instantly feel its power: the power to lead vast armies and walk the road to legend. The prophet steps closer and whispers in your ear, “The age of runes has come.”&lt;/i&gt;&lt;/p&gt; &lt;p&gt;Fantasy Flight Games is excited to announce the upcoming release of &lt;a href="/edge_minisite.asp?eidm=155&amp;amp;enmi=Rune%20Age"&gt;&lt;i&gt;Rune Age&lt;/i&gt;&lt;/a&gt;, a deck-building card game of power and conquest in the fantasy world of Terrinoth! Designed by Corey Konieczka, &lt;i&gt;Rune Age&lt;/i&gt; is a dynamic scenario-driven game that puts 2-4 players in control of a faction setting out to complete objectives based on the game's scenarios. Raise your armies, take control of cities, and obliterate your foes in a realm gripped in conflict. How will you pave your path to victory?&lt;/p&gt; &lt;p&gt;&lt;b&gt;How Will You Forge Your Rea&lt;/b&gt;&lt;b&gt;lm?&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;Rune Age&lt;/i&gt; is a unique deck-building game in which players choose a scenario that establishes the game’s victory conditions. With four included scenarios, &lt;i&gt;Rune Age&lt;/i&gt; gives you many different obstacles to face while also establishing the players' allegiances. Some scenarios pit the players against one another while another unites them against a common foe, creating a fully cooperative deck-building experience. These different scenarios challenge players to develop new tactics every time they play.&lt;/p&gt; &lt;p&gt;The four factions in &lt;i&gt;Rune Age&lt;/i&gt; come from all corners of Terrinoth: the Daqan Lords, the Latari Elves, the Uthuk Y’llan, and the legions of Waiqar the Undying. All four of these factions have their own strengths and weakness, providing unique deck-building strategies no matter which you play.&lt;/p&gt; &lt;p&gt;Each player also has a Home Realm to protect, represented by the Home Realm card. For scenarios that involve player elimination, players can take out their opponents by laying siege to their Home Realm, attacking it with the Units in their deck. So building up your armies is essential if you want to stay in the game and bring the war to your opponent’s doorstep.&lt;/p&gt; &lt;p style="text-align: center;"&gt;&lt;img align="middle" vspace="10" src="/media/ffg_content/Rune%20Age/rune-age-card-fan.png" hspace="10" alt=""&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;Rune Age&lt;/i&gt; thematically puts players in control of their faction, by giving players faction-specific Unit cards with which to build their decks. While the center of the table is populated with several central card types (as determined by the scenario) available to anyone, each faction comes with its own barracks of Unit cards which provide specific benefits to their faction. These faction-specific Unit cards, combined with the Gold cards, Neutral Unit cards, and Tactics cards from the central card pools, ensure that players will have a wealth of options when fortifying their Home Realms. Discovering how certain cards play off of others and developing new synergies with each game is just scratching the surface of what &lt;i&gt;Rune Age &lt;/i&gt;has to offer.&lt;/p&gt; &lt;p&gt;For more information on &lt;i&gt;Rune Age&lt;/i&gt; be sure to visit the &lt;a href="/edge_minisite_sec.asp?eidm=155&amp;amp;esem=1"&gt;description page&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;Enter an age of conflict and expansion, where legends await to be forged. Enter the &lt;i&gt;Rune Age&lt;/i&gt;, coming soon!&lt;/p&gt; &lt;p&gt;&lt;/p&gt;
    
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