Role cards are used in organized play.[1] If used the role card is put next to the stronghold card, and modifies the deck construction options as well as options of playing the deck.
The first set of roles were selected during Gen Con 2017.
At the closing of the 2019 Winter Court, the top of clan finishers all chose to Free the Roles, at this time, any released role can be used in Organized Play.
Previously, at the launch of the game roles changes once a year during each Winter Court World Championship.
Then for the 2018-2019 season new roles were selected three times per year—at the Winter Court World Championship in November, after the first phase of Elemental Championships ends in March, and after the second phase of Elemental Championships ends in July. The implementation of these elemental roles was staggered so that each is in effect for eight months. The roles took effect at the beginning of January, May, and September. No clan might select the same elemental role twice, however, this rule was removed after Elemental Championships 2019, so each clan could select the same role previously selected by other one. Each clan would always have two available elemental roles.
The roles resulting from the Elemental Championships 2019 will last only six months instead of eight, as they will be replaced immediately upon the new roles being chosen at Winter Court, as transition to an adjusted Role Rotation schedule for 2020.
The elemental roles chosen at the Winter Court World Champion will be drafted by each clan's top finisher in the event.
Clan | Clan2 | Name | Traits | Text Box |
---|---|---|---|---|
Allied with the Crab | Keeper. Seeker. Air. Earth. Fire. Water. Void. | Draft format only. Your decks may include out-of-clan dynasty, conflict, and province cards from only the clan, ignoring influence. | ||
Allied with the Crane | Keeper. Seeker. Air. Earth. Fire. Water. Void. | Draft format only. Your decks may include out-of-clan dynasty, conflict, and province cards from only the clan, ignoring influence. | ||
Allied with the Dragon | Keeper. Seeker. Air. Earth. Fire. Water. Void. | Draft format only. Your decks may include out-of-clan dynasty, conflict, and province cards from only the clan, ignoring influence. | ||
Allied with the Lion | Keeper. Seeker. Air. Earth. Fire. Water. Void. | Draft format only. Your decks may include out-of-clan dynasty, conflict, and province cards from only the clan, ignoring influence. | ||
Allied with the Phoenix | Keeper. Seeker. Air. Earth. Fire. Water. Void. | Draft format only. Your decks may include out-of-clan dynasty, conflict, and province cards from only the clan, ignoring influence. | ||
Allied with the Scorpion | Keeper. Seeker. Air. Earth. Fire. Water. Void. | Draft format only. Your decks may include out-of-clan dynasty, conflict, and province cards from only the clan, ignoring influence. | ||
Allied with the Unicorn | Keeper. Seeker. Air. Earth. Fire. Water. Void. | Draft format only. Your decks may include out-of-clan dynasty, conflict, and province cards from only the clan, ignoring influence. | ||
Allies of Convenience | Rōnin. | Draft format only. Your decks may include non-unique out-of-clan dynasty and conflict cards from two different clans, ignoring influence. | ||
Keeper of Air | Keeper. Air. | Increase your deckbuilding influence value by 3. Reaction: After you win an conflict as the defending player – gain 1 fate. | ||
Keeper of Earth | Keeper. Earth. | Increase your deckbuilding influence value by 3. Reaction: After you win an conflict as the defending player – gain 1 fate. | ||
Keeper of Fire | Keeper. Fire. | Increase your deckbuilding influence value by 3. Reaction: After you win a conflict as the defending player – gain 1 fate. | ||
Keeper of Void | Keeper. Void. | Increase your deckbuilding influence value by 3. Reaction: After you win a conflict as the defending player – gain 1 fate. | ||
Keeper of Water | Keeper. Water. | Increase your deckbuilding influence value by 3. Reaction: After you win a conflict as the defending player – gain 1 fate. | ||
Seeker of Air | Seeker. Air. | You may replace 1 province of any element with an additional province while deckbuilding. Reaction: After an province you control is revealed – gain 1 fate. | ||
Seeker of Earth | Seeker. Earth. | You may replace 1 province of any element with an additional province while deckbuilding. Reaction: After an province you control is revealed – gain 1 fate. | ||
Seeker of Fire | Seeker. Fire. | You may replace 1 province of any element with an additional province while deckbuilding. Reaction: After a province you control is revealed – gain 1 fate. | ||
Seeker of Void | Seeker. Void. | You may replace 1 province of any element with an additional province while deckbuilding. Reaction: After a province you control is revealed – gain 1 fate. | ||
Seeker of Water | Seeker. Water. | You may replace 1 province of any element with an additional province while deckbuilding. Reaction: After a province you control is revealed – gain 1 fate. | ||
Support of the Crab | Crab. | Increase your deckbuilding influence value by 8. You may only spend influence on clan cards. | ||
Support of the Crane | Crane. | Increase your deckbuilding influence value by 8. You may only spend influence on clan cards. | ||
Support of the Dragon | Dragon. | Increase your deckbuilding influence value by 8. You may only spend influence on clan cards. | ||
Support of the Lion | Lion. | Increase your deckbuilding influence value by 8. You may only spend influence on clan cards. | ||
Support of the Phoenix | Phoenix. | Increase your deckbuilding influence value by 8. You may only spend influence on clan cards. | ||
Support of the Scorpion | Scorpion. | Increase your deckbuilding influence value by 8. You may only spend influence on clan cards. | ||
Support of the Unicorn | Unicorn. | Increase your deckbuilding influence value by 8. You may only spend influence on clan cards. |
References[ | ]
- ↑ Current Clan Roles section (FFG Web)