Sometimes, in every card game ever, cards are printed that make you look like this when you read them.
There have been a variety of ways companies address these imperfections when they crop up. From changing the number you’re allowed to use in your deck to simply rewriting what the cards do, there are competing philosophies on how to handle it. Each of these has its strengths and weaknesses. Do you risk the feel bad of your players getting cards they’re not allowed to play? Is it better to piss people off when their cards don’t work the way they expect them to? Either way, players aren’t happy with this bad, but necessary, part of managing Organized Play for these games.
Destiny, in both eras, has chosen to go with the errata format. Before ARH took over, changing the text of cards was an incredibly ponderous process that sometimes took so long that the changes didn’t make sense when they finally arrived. One bonus of being out from under the shackles of The Mouse is that ARH can be much more nimble in responding to imbalances in play. As a digital-only product, it’s a relatively quick process to change points on a character or remove some piece of text that looked good during design but proved oppressive once players really sank their teeth into it.
As a professional printer of the ARH releases, I want to make sure folks have an opportunity to have physical cards that represent what our ARH OP Overlords say the cards mean now. To that end, Kingwood Hobbies is proud to present our Errata Packs! This version is current as of July 4, 2022, and includes full playsets of all 31 currently errata’d cards, a total of 52 new cards to replace what you have in your collection.
If you are a previous customer of our complete playsets, these errata packs are completely free for one year following your most recent set printing purchase through our Errata Insurance Program. Simply pick this up at the regular price and include a note with your order that you’ve picked up a complete playset from us in the last year and we will refund the full price of the set (not including shipping).
First thing to note. All KeyForge Adventures, so far, are available for free from Fantasy Flight Games. Our offer is for a high-quality printing service for these free cards. To find the free versions, please see the official KeyForge product page.
As a KeyForge family ourselves, we definitely had to try out this KF Adventures thing as soon as they arrive in-house, so we broke out the oversized KeyForge playmat, shuffled up the three Dark Tidings decks we’d opened, and got to playing.
The game says it supports up to three players, but I see no mechanics reason you couldn’t do more. The only difficulty we had was with space. KeyForge takes up quite a bit of table space, and with the three of us playing alongside the KeyRacken, I’m not sure how we would have fit my other daughter in.
You’re going to need tokens, and I mean a lot of tokens. You’re going to want to keep the tide high most of the time, meaning 18+ aember are on the KeyRacken before it rises. That, coupled with 90 health in a three-person game mean bits are floating around everywhere. I’d highly suggest getting a big supply of pennies for aember and maybe a scoresheet for KeyRacken damage.
It’s a little awkward at first as you fumble your way through how the KeyRacken plays, and that’s ok. Press through, however, and you should get the hang of it before long. Don’t be afraid to take a break for dinner or something. When you come back things will run more smoothly.
The rest of my family suggested that there should be a player who sits at the table only to run the KeyRacken rather than each person flipping up KR cards themselves. I’m not sure I agree with that one because it seems like that would be boring, but we did find it easier to have one person flip all of the KeyRacken cards instead of each player.
We found it useful to apply our creatures, ‘Opponents’ keys cost X more’ cards towards the KeyRacken’s advances so that these cards contributed to the game in a meaningful way. I could not find anything referring to this in the rules for this adventure, so this may just be a house rule that we keep.
If you make a mistake, just keep going. There’s a lot of action going on, and it’s easy to forget a step here or there. Since your opponent doesn’t have an intelligence to get offended by an accidental cheat, it makes much more sense to keep the game flowing smoothly than to back up and try to iron out a mistake that happened a couple of turns ago. Our family members are all game players, but some are less interested in getting all the fiddly bits perfect than others. Smooth gameplay goes a long way towards helping everyone have a good time.
Our first time into the Rise of the KeyRacken gave us a bit of a pause as we tried to figure out exactly what on earth we were trying to do. We all know how to play the game, but what is our strategy? Are we assaulting the KeyRacken directly? Do we need to try and build a battle line? Are we going to try and forge any keys or just go straight through the armor? This, coupled with the confusion of learning how to run the KeyRacken’s turns, made the first several turns of our game a bit of a mess. Cards and tokens everywhere. No one really understanding what’s going on. It wasn’t great.
The KeyRacken, on the other hand, had no such qualms about its strategy and hit the ground running. Some of its first actions were to tack on upgrades that give it extra cards on each of its turns. Since the KeyRacken’s power is directly tied to playing cards, doubling the number of cards played every turn means things are going to get out of hand VERY quickly. I blame Tori’s shuffling skills. I let her shuffle the KeyRacken’s deck, and it let this guy rip out of the gate swinging. I really need to spend more time teaching her the finer points of messing up an opponent’s game with a good shuffle (note: this is a joke. It’s like when I tell Destiny people they should subscribe to my Patreon where I will teach them to roll dice better).
Despite the mess of the early game, we were able to get a grip when Melissa and I combined to thoroughly house one of the KeyRacken’s advancements. She managed to stick a Bombyx on the table while I helped it capture something like 20 aember just before the KR advanced. This six-armored up egg sat there like a giant turtle hoarding all that aember while we got our feet under us.
The mid-game saw us start to land some big shots on the KeyRacken’s body itself, mostly through Melissa’s Saurian monsters (who, incidentally, also let her start spending all that Bombyx aember forging her own keys). Tori’s Shadow cards and my triple Ritual of Balance worked to slow the KeyRacken’s advance, but there was only so much we could do before our opponent began advancing.
We went round and round the table doing work but weren’t quite able to prevent this horror from creeping ever closer towards laying waste to the Crucible. Things were looking pretty grim as we started our last trip around the table. Tori went first and had to do something, anything, to get the KeyRacken below 18 aember. With a bit of desperation in her plays, she was able to just barely accomplish that and punt to me. Now, with defeat looming even closer, I was able to once again just barely hang on to prolong the game one more round.
The final turn came around, and my wife was despondent. Tori and I had scrabbled and clawed and held off the KeyRacken’s last advance as best we could, but Melissa couldn’t keep the game up any longer. The KeyRacken had amassed an insane amount of aember and had a battle line that was multiple rows deep (this game can take up a lot of space). In frustration, she was about to toss her hand down and concede when I looked at her and said, “Honey, just play out your turn.” I didn’t know what was in her hand, but I knew the deck I’d given her. In exasperation, she called Star Alliance and proceeded to lay down her deck’s copy of Selective Preservation.
Turns out she’d completely forgotten about that little line on the bottom of the KeyRacken’s creatures that says, “When this card is destroyed, deal 3 damage to the KeyRacken”. After choosing a creature at each power level, I dramatically picked up each of the KeyRacken’s dudes, slapped them down in his bin, and said “3 damage to the KeyRacken. 3 damage to the KeyRacken. 3 damage to the KeyRacken…” With this one play, the KeyRacken from eight remaining health as it crashed over the world to us obliterating it with well over 100 damage.
It was an amazing victory! Melissa was the hero of the tale and saved all of the Crucible from destruction at the hands of the KeyRacken. Tori and I looked on as pleased sidekicks while all the denizens of the Crucible celebrated my lady’s victory.
In what is either the final hurrah for Fantasy Flight’s stewardship of X-Wing or Atomic Mass Games’ inaugural release, three new expansions are hitting the shelves soon. None of these are new ships, but they’re new pilots and some amazing new paint schemes for existing ships.
While Asmodee is asking for an MSRP of $49.95, that seemed a touch high for me. Get these bad boys through Kingwood Hobbies, and they’re only $39.95.
Featuring exciting options for some of the most iconic ships of the Star Wars saga, these Squadron Packs for the Rebel Alliance, Galactic Empire and Scum and Villainy factions offer new, thematic pilots and upgrades for both standard and Epic play! Each Squadron Pack is the perfect starting point for collecting a faction and is packed with new pilots and upgrades designed to work together to form the tactical core of a squadron. In addition to unique new paint schemes for these ships, each of these releases feature a strong theme to help tell a narrative on the tabletop. As featured in Star Wars: Rebels, The Phoenix Cell Squadron Pack contains the celebrated Rebel heroes of Phoenix Squadron, while the Skystrike Academy Squadron Pack features the expert Imperial pilots seen on the other side of the conflict. For the Scum and Villainy faction, the Fugitives and Collaborators Squadron Pack introduces interesting new options, new pilots, and a few surprises. Read on for more information on what to expect in these expansions!
Under the leadership of Commander Jun Sato, Phoenix Squadron is an elite group of pilots who often assist the Ghost team on their missions. At the helm of Phoenix Squadron is Phoenix Leader, Hera Syndulla . The infamously skilled pilot of the Ghost takes the controls of a more-nimble craft in this expansion and is the first RZ-1 A-wing pilot to boast an Initiative value of 6! Her pilot ability represents her guidance and leadership and is flexible enough to help her fit into any squad. Players willing to take on a little stress to more readily keep their armaments trained on the enemy will be interested upgrading their A-wings with some Vectored Cannons . This interesting new upgrade opens up new tactics with your RZ-1 A-wings and presents opportunities to keep your attack dice rolling while performing daring fly-by maneuvers.
Phoenix Squadron is often forced to be resourceful to get the better of the Imperials, and the B-wing included in this expansion is no exception. Painted in the distinct color scheme of the B6 Blade Wing Prototype, this miniature represents the experimental craft created as part of the Shantipole Project. The design of the prototype was so effective that it would later serve as the blueprint for the ubiquitous A/SF-01 B-wing. The experimental weaponry of the B6 Blade Wing Prototype sets it apart from its progeny by combining the power of four lasers together into a single, potent beam. While this upgrade is intended for Epic play, the expansion also includes a version of the title designed for standard play we will show off along with much more in a future preview.
The hardened recruits of Skystrike Academy are the elite test pilots of the Galactic Empire. These promising individuals undergo ruthless training, testing some of the Empire’s most potent and experimental starfighters. At the head of Skystrike Academy is Commander Vult Skerris , a notorious pilot known for his skill and cunning. His pilot ability allows you to delay his action until after all ships have moved, giving you perfect information to select the most effective action before engaging.
As leader of Admiral Thrawn’s TIE Defender initiative, Vult Skerris is entrusted with the testing and development of the experimental TIE/D Defender Elite prototype. This new variant boasts increased maneuverability and advanced fire control systems for what is an already effective platform. Expanding their research, the Skystrike Academy employs a number of modifications in their testing that extend to other starfighter chassis as well. One example being the modification of TIE/in Interceptors with more Sensitive Controls to further test the limits of both their pilot’s abilities and the craft itself. Regardless of the implementation, the testing of new technology by the Skystrike Academy presents a very real threat that the Rebel Alliance cannot leave unanswered.
As the Rebel Alliance and Galactic Empire vie for position in a sweeping war across the stars, the opportunists, criminals, and smugglers of the galaxy operate effectively from the shadows, playing sides against one another to increase their profit. Cutthroat tactics are the norm in the Outer Rim, and sometimes the demise of a wingman just makes for a bigger cut for the survivors. Flying under the sensors is a known tactic for smugglers and outlaws and is perfectly utilized in times of war through a maneuver known as the Tierfon Belly Run , which brings pilots like Padric perilously close to asteroids to shield their approach. As this is a tactic first made famous by Y-wing pilots of the Rebel Alliance you will be pleased to know this upgrade is also included in the Phoenix Cell Squadron Pack.
Not all of the unaffiliated have such an unscrupulous outlook, and some are simply trying to find a place in a tumultuous time of war. Such is the case of Kanan Jarrus , a Jedi padawan seeking refuge after the events of Order 66. This depiction of Kanan represents his time in hiding before his introduction to Hera Syndulla and becoming a crew member of the Ghost. Being on the run, Kanan uses the Force to predict and distract the enemy, increasing the survivability of himself and his wing mates. It should be noted this version of Kanan introduces a new light-side Force user to the limited options available in the Scum and Villainy faction, opening up a number of new tactics and synergies.
The second set from A Renewed Hope is due out exactly one month from today, so it’s time to start thinking about our next set of physical cards. This set is packed with amazing goodness, so get in line as quickly as you can to get your cards and dice printed. Sets will be fulfilled in first come, first served order.
The spreadsheet for the Build-Your-Own-Team characters has been down for awhile. In doing some work to incorporate the new ARH sets into my master spreadsheet, I broke the script that keeps that page fresh. It’s been on my list for a while to fix, and I finally got to it today. Now, the script does a bit more to figure out things on its own so that me changing bits around in the master spreadsheet won’t confuse it.
While I was at it, I applied the same fix to my buy list script, so that’s back up and available as well. If you’ve got a handful of cards you want to trade it, take a look and see what I can give you for them.
Finally, I eliminated the Standard option of the BYOT decks since Standard has rotated and moved to partially A Renewed Hope cards. I’m considering using those in premade decks, but I haven’t pulled the trigger yet.
Also, I’m toying with the idea of putting Legendaries up for the BYOT decks. Those would be a little more expensive, but I’ve got an increasing stock of Legendaries that would love to find home.
While I normally carry these, I’m not allowed to advertise them or even show you the price unless we’re in a very specified window as defined by Asmodee. We just happen to be in that time right now! So, check it out!
I carry packs of newer Destiny cards that are $1 each. These packs are GUARANTEED to not have any Legendaries*, but they will be chock full of valuable rares, uncommons, and commons. (yes, there are valuable commons).
Right now I have a veritable barn full of packs from Convergence and Covert Missions just waiting to be cracked and added to collections (or used to insulate your house, once they’re yours I don’t care what you do with them).
Click on the packs below to scoop up yours!
Ahsoka Tano – Brash Prodigy
Wat Tambor – Techno Union Foreman
Watto – Stubborn Gambler
It Binds All Things
A Sinister Peace
Measure for Measure
Boba Fett’s Wrist Laser
Imperial Death Trooper
Kanan Jarrus – Jedi Exile
Kanan Jarrus’ Lightsaber
Kragan Gorr – Pirate Captain
Luke Skywalker – Red Five
Snoke’s Praetorian Guard
Death Star Plans
Destroy the Death Star
Face the Enemy
Legacy of the Sith
Rule of Two
Viper Probe Droid
Jawa Junk Dealer
Run to Safety
*These packs are ones leftover from boxes I’ve opened after pulling six Legendaries from that box.
With the announcement of X-Wing moving to Atomic Mass Games, it seems that FFG has decided it’s time for all ships in the pipeline to arrive. Välkommen many of the new X-Wing ships!
As normal, everything, including all just released expansions, are 20% off of MSRP, as cheap as they will let me make them. That means big savings on the same ships you’d pick up elsewhere, like, one fifth of all the dollars you spend going back in never leaving your pocket!
As the Clone Wars takes its toll on the ranks of the Jedi Order, those that remain must assume even greater responsibilities in the Grand Army of the Republic. The Eta-2 Actis-class Interceptor, developed by Kuat Systems Engineering, is stripped down so that battle-hardened Jedi pilots can get the most out of its agile frame.
This expansion puts one of these agile ships as well as a Syliure-class Hyperspace Ring in your hands. Featuring intuitive controls and blazing speed, this ship is the perfect way for its Jedi pilots to use their unique abilities in the midst of space combat. Six ship cards allow you to choose from some of the galaxy’s most notable Jedi Knights to fly it into battle.
Meanwhile, six upgrade cards invite you to customize the ship with a new astromech, additional Force abilities, and more. Finally, the hyperspace ring completely changes how the ship is placed and can also be used with your Delta-7 Aethersprite and Nimbus-class V-wing starfighters!
The Kuat Systems Engineering Alpha-3 Nimbus-class V-wing is the vessel of choice for the Galactic Republic’s clone and non-clone starfighter pilots alike. This nimble craft is fielded in various configurations for specialized tasks. The techniques pioneered to mass-produce its precision ion engines will later be crucial in the development of the TIE series by Sienar Fleet Systems.
Sporting impressive speed, the V-wing is ideally suited for many missions critical to the future of the Republic, including protecting Supreme Chancellor Palpatine’s personal shuttle. The Nimbus-class V-Wing Expansion Pack contains everything you need to incorporate one of these versatile starfighers into your Galactic Republic squadrons, including a beautifully pre-painted miniature and six ship cards that allow you to hand pick your pilot from elite clones and aspiring Republic officers like Wilhuff Tarkin. Meanwhile, seven upgrade cards give you the freedom to customize your ship with new astromechs, two different configurations that completely reshape how the ship plays, and more!
Designed by the Colicoid Creation Nest and manufactured by Phlac-Arphocc Automata Industries, the heuristic processers of Droid Tri-Fighters allow these deadly ships to analyze and adapt to enemy tactics in-flight. Deployed late in the Clone Wars, these aggressive starfighters, and the destructive buzz droids they carry, pose a serious threat to even veteran Jedi pilots.
Droid Tri-Fighters represent the next step in Separatist starfighter strategy and within this expansion you’ll find everything you need to add one of these aggressive droids to your Separatist squadrons, beginning with a beautifully detailed, pre-painted Droid Tri-Fighter miniature.
This miniature is accompanied by six ship cards inviting you to choose a specific set of programming for it. Your droid can be further customized with seven upgrade cards that give you the freedom to reprogram it to be more independent in battle, outfit it with an intercept booster that rockets it into the fray, and more!
A bounty hunter is only as good as their ship. Originally produced for law enforcement purposes by Kuat Systems Engineering, the Firespray-class patrol craft is also a favorite of bounty hunters like Jango Fett, who use its robust chassis to add their own weaponry and modifications. Fett’s reputation as one of the best bounty hunters in the galaxy is partially thanks to the fearsome Slave I, which he uses to hunt his marks and, if they won’t come quietly, bring them down on the spot.
This expansion pack invites you to put your personal touch on your own Firespray-class patrol craft painted in the colors of Jango Fett’s Slave I. In addition to the miniature, you’ll also find four ship cards in this expansion, including the infamous Jango Fett himself. These bounty hunters, mercenaries, and rogues are accompanied by 13 upgrade cards that let you customize your ship to fit your strategy, including several that can be used in both Separatist and Scum squadrons.
The spark of hope has ignited! Now, the Resistance rises to meet the First Order, seeking to break its tyrannical hold over the galaxy!
This Squadron Pack includes iconic heroes such as Poe Dameron and Temmin “Snap” Wexley, featuring new abilities based on their appearance in Star Wars: The Rise of Skywalker. These brave pilots launch into battle in two T-70 X-wing starfighters featuring updated paint schemes and they are joined by even more new Resistance pilots flying an RZ-2 A-wing with an updated paint scheme.
All told, you’ll find 10 T-70 X-wing ship cards and 6 RZ-2 A-wing ship cards in this expansion, giving you even more pilots to choose from. Additionally, 25 upgrade cards invite you to further customize your Resistance squadrons, while five Quick Build cards help you get these pilots and upgrades into the fight as fast as possible with convenient preset selections.
The TIE/rb Heavy is one of the largest TIE variants produced for the Galactic Empire and is often assigned to patrol routes where it is expected to fight without the support of a carrier or escorts. Thanks to its robust armor, swiveling laser cannons, and integrated MGK-300-series droid intelligence, this vessel lives up to its nickname: the “Brute.”
The TIE/rb Heavy Expansion Pack includes everything you need to add one of these imposing ships to your Galactic Empire squadrons, beginning with a beautifully detailed, pre-painted miniature and a medium plastic base. Four ship cards give you the freedom to choose your pilot, while 12 upgrade cards invite you to customize your ship to fir your needs. Finally, two Quick Build cards offer helpful combinations of pilots and upgrades to get you into the fight right away.