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Arkham Horror LCG: Carnevale of Horrors Scenario Pack
Arkham Horror LCG: Carnevale of Horrors Scenario Pack

New Standalone Scenario for Arkham Horror: The Card Game

While revelers throng the streets of Venice, masked conspirators advance their sinister agendas, shadows envelop the city, and something terrible rises from the lagoon…

Now available via FFG's in-house manufacturing, Carnevale of Horrors is a new, sixty-two card scenario for Arkham Horror: The Card Game that may played standalone or may be added as a "side-story" to your ongoing campaign. Its mysteries lead you and your fellow investigators far from the quiet, New England shores of Arkham. You'll cross the Atlantic and partake in the Carnevale of Venice. But while this festival begins with music, mirth, and merriment, it quickly spirals into abject horror.

The sun vanishes, and screams erupt throughout the city. You want to save as many innocents as you can, but everyone is wearing masks. Who are the villains, and who are the victims? In this Carnevale of Horrors, you must race quickly through the layers of mystery and conspiracy, lest the cultists and their sacrifices summon a being of unfathomable malice!

What Lies Beneath the Mask?
Held annually during the ten days leading up to Shrove Tuesday, Carnevale di Venezia is a celebration famous for its music and its masks. Participants parade through the streets with excessive celebration before their Lenten fasts. On its surface, Carnevale is a vibrant and colorful spectacle that runs throughout the entirety of the city, along crowded streets, over bridges, along the Canal-side (Carnevale of Horrors, 9), and past many of the city's most beautiful buildings.

However, there's something odd about this year's celebration. Although it has been a part of the city's cultural identity since the 11th century, Carnevale has been in decline since it was outlawed by the King of Austria in 1797. So why has the celebration now returned to Venice in such strength? Is there a sinister plot behind its return?

Additionally, there's the fact that the festival is almost synonymous with its masks—masks that conceal the identities of all those who wear them. And while each type of mask is steeped in tradition and laden with meaning, you'll be more concerned that as you're scouring the city for clues, they make it nearly impossible to tell an Innocent Reveler (Carnevale of Horrors, 21) from a sinister cultist like Don Lagorio (Carnevale of Horrors, 17) or Salvatore Neri (Carnevale of Horrors, 19).

Accordingly, throughout Carnevale of Horrors, you'll be challenged to navigate the parade of Masked Carnevale-Goers traveling clockwise from location to location. You'll need to be careful as you try to discern the identity of each different Masked Carnevale-Goer, and you'll need to use that information to prevent the city's conspirators from ushering forth a new age of darkness and despair.

If you are playing in Campaign Mode, you may even be able to make use of the adventure's four new Mask assets in your future adventures. Any one of these items may serve you as an invaluable and material reminder of all that you endured and learned in Venice. Of course, you'll first need to spend three experience to travel to Venice, and it will prove no easy matter to thwart the conspirators...

A Celebration of Terror
With its sixty-two cards, Carnevale of Horrors transports you to a city of masks and mysteries. You'll be thrust forward by the momentum of a lively throng, parading through the city streets. You'll feel the impending approach of doom as you try to peer beneath each new mask. As the sun sets and night approaches, you'll recognize—to your dread—that what you first saw in Venice was only the surface. There are far greater and more terrifying truths lying deep beneath the streets and the waters of the city's canals…

Carnevale of Horrors comes with all the act, agenda, location, and encounter cards that you need to enjoy its adventure as a standalone adventure or as a side story in your ongoing Arkham LCG campaign. Additionally, it comes complete with rules and five player cards—one ally and four Mask assets—that you can only add to your deck after concluding your investigations in Venice.

• A standalone adventure for the hot, new, cooperative LCG, Arkham Horror: The Card Game
• Sixty-two cards provide investigators all they need to unmask a thrilling Venetian conspiracy
• Comes with rules that allow you to insert it into your campaign as a “side story”
• Features five new player cards—one powerful new ally and four mysterious assets

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22.30 €
Arkham Horror LCG: Circle Undone Expansion
Arkham Horror LCG: Circle Undone Expansion

Judgement. Temperance. Justice. The Tower.

The soothsayer’s tarot wove a tale of a grim future, hard to put out of your mind. But when you learn that four people have disappeared without a trace from an estate in French Hill, you begin to wonder if this cruel fate is meant only for you, or for the entirety of Arkham...

Fantasy Flight Games is proud to announce the upcoming release of The Circle Undone, a new deluxe expansion for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website!

Within this deluxe expansion, you'll embark on the fourth cycle for Arkham Horror: The Card Game, and your path draws you back to Arkham itself. The Silver Twilight Lodge is bound up in something sinister, witches and strange rituals have been heard on the lonesome hills around Arkham, and the spirits of the dead do not sleep easy. New investigators and a wealth of new player cards arrive to expand your decks—and you will need them. Arkham has always been troubled, but of late it seems positively haunted…

Disappearance at the Twilight Estate
As with previous deluxe expansions for Arkham Horror: The Card Game, The Circle Undone contains two full scenarios for your team of investigators to test their mettle against the terrors of Arkham, but these are not where your adventures begin. Rather, this expansion thrusts you into the mystery with a prologue scenario “Disappearance at the Twilight Estate.”

Despite the gloom that has taken hold of Arkham, the days continue to press forward. Nathaniel Rhodes has just been elected to the senate, spreading optimism among the city’s most upstanding members, and tonight, Josef Meiger of the Silver Twilight Lodge will be holding a charity event. But some consequence hanging in the stars foretells that the event is destined for a dark end…

In this scenario, you won't be stepping into the shoes of one of Arkham’s investigators just yet. Instead, you will play as one of four people who attended the ill-fated event and who you will only ever play during this prologue. Each of these characters offers their own unique abilities and skill sets, as well as a starting play area and opening hand, but no deck of additional cards. These unfortunate souls are not investigators, merely people who in the wrong place at the wrong time. Still, you may find you have much to learn from these individuals if you can work through the night’s chaos and find the secrets scattered throughout the estate.

Diana Stanley, The Redeemed Cultist
As you prepare to confront a new crop of horrors in The Circle Undone, you will need to call upon the skills of a new team of investigators, and perhaps no one is better equipped for exploring the secrets of the city than Diana Stanley (The Circle Undone, 4). Diana was once an innocent new business owner in Arkham, and she was proud to be inducted into the prestigious order of the Silver Twilight Lodge. Her admittance was great for business, but her joy soon turned to dread as the order’s meetings became more and more bizarre with each passing week. In her time with the Silver Twilight Lodge, Diana witnessed strange rituals and terrible sacrifices. She was privy to some of the order’s deepest secrets, and while she may wish to get out, she knows too much. Diana is convinced that there are terrible forces converging on Arkham, and that the Lodge is at the heart of it. Despite the risk, Diana has resolved to take down the Silver Twilight Lodge from the inside. But members of the Lodge know that there are fates worse than death...

As an investigator, Diana is focused on stopping the dark machinations of the Lodge or any other force that would put the innocent in harm’s way. After witnessing the terrible power of the Lodge, her willpower has been weakened to a base value of one, but her resolve strengthens with each successful stand against them. After one of Diana’s cards cancels or ignores a card or game effect, it's placed facedown beneath her investigator card. Diana's willpower is increased for each card underneath her, and if she draws the Elder Sign during a test, she can add one of these cards to her hand to play it again!

To further increase her protective powers, Diana begins each game with Dark Insight (The Circle Undone, 14) in her hand. She can play this card to cancel the effects of a weakness or encounter card, shuffling it back into the deck. If Diana can gather enough cards in reserve beneath her investigator card, she may even become bold enough to use the Order’s own weapons against them. The Twilight Blade (The Circle Undone, 13) lets this Mystic use her willpower instead of combat for an attack, using the events and skills beneath her investigator card as if they were in her hand. Turning this blade against those who would wield it for evil will add a sweet poetry to Diana’s defiance.

But the gifts of the Silver Twilight Lodge have their price. Diana Stanley carries a Terrible Secret (The Circle Undone, 15), and if she is ever discovered, she must either sacrifice her plans and discard the cards beneath her investigator card, or suffer one horror for each tool she refuses to lose. While it would doubtless be safer for Diana to abandon her mission, the shame of what she has already done and guilt over those she chose not to save will not let her rest until the Order is destroyed. Will you stand with her and defend Arkham from the darkness that festers within the city like a poison? Or will your efforts to expose them lead to your demise?

Centuries of Secrets
A new adventure is about to begin. It is up to you to discover the truth of Arkham’s macabre history and the motives of those who thrive in its shadows. But be cautious—Arkham will not surrender its secrets easily, and those who are determined to keep them will do anything to make problems like a few pesky investigators disappear.

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43.30 €
Arkham Horror LCG: CU1 -The Secret Name Mythos Pack
Arkham Horror LCG: CU1 -The Secret Name Mythos Pack

The first Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game

Your lead regarding the Silver Twilight Lodge’s charity gala has left you with more questions than answers, and the events that followed have made you question your own sanity. First, there was the cryptic tarot reading from a mysterious soothsayer, then the disappearances, and what you saw in the woods... it’s not possible.

To make matters worse, you seem to have drawn the attention of the Silver Twilight Lodge. They are as eager as you to have your team of investigators look into the disappearances, but what are their true motives? How close can you get before becoming tangled in their web? The only way to find out is to move forward, but to do so you must peer into Arkham’s past.

IX • The Hermit
Following the events of The Circle Undone, you are desperate to find more information about the dangerous new coven of witches that has taken up residence in Arkham. Such knowledge is difficult to come by, even in a place like Arkham, but you do know of one witch whose story has been passed down for nearly two hundred years: Keziah, who escaped from the Salem Gaol in the late 1600s, and whose ghost still supposedly haunts the condemned Witch House in French Hill.

When you arrive at the old Witch House, you find it in a sorrier state than you could have ever imagined. Surrounded by a crooked picket fence, the building looks as though it may fall apart at any minute. The fact that it has managed to stand for more than two hundred years is astonishing, but from what you see, it’s as if some dark will is the only thing that keeps it from crumbling into the Earth. The front door is locked, but you easily enter through one of the windows by pulling down the rotten wooden boards that cover the shattered glass. But breaking in may only be the beginning of your troubles…

A Dream in the Witch House
As a new cycle begins, you will need new tools to battle unholy forces far more powerful than yourself. You will have to stretch your mind beyond what you had previously thought possible and learn from your allies to become stronger, faster, and smarter than your enemy. To help you with this task, you'll find a brand-new type of player card in The Secret Name—cards that break boundaries and belong to more than one class. These cards, identified by their golden hue and dual class icons, can be added to your deck if you have access to either of the classes detailed on the card. For example, Scroll of Secrets (The Secret Name, 116) is both a level zero Seeker card and a level zero Mystic card, meaning that an investigator like Diana Stanley (The Circle Undone, 4) can add it to her deck even though she does not have access to other Seeker cards.

If, however, an investigator has limited access to one of the classes on a multiclass card, that card occupies one of the investigator’s limited slots! For example, let’s say that "Ashcan" Pete (The Dunwich Legacy, 5) wants to add some Tennessee Sour Mash (The Secret Name, 117) to his deck. While the drifter has unlimited access to survivor cards, he can only have up to five level zero cards from any other class. Tennessee Sour Mash is both a survivor and a rogue card, and therefore it fills one of his five other-class slots. But with these multi-class cards’ diverse uses, like increasing your willpower with a swig before smashing the bottle over an enemy’s head, they are well worth including in any investigator’s arsenal.

Breaking and Entering
Can Arkham’s history give the answers you need to safeguard the city’s future? Is Keziah somehow related to the coven that has sprung up more than two centuries later? Enter the Witch House and discover the secrets hidden within its walls!

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22.30 €
Arkham Horror LCG: CU2 -The Wages of Sin Mythos Pack
Arkham Horror LCG: CU2 -The Wages of Sin Mythos Pack

You are not safe in this city any more.

Your journey first began with a dark prophecy from a soothsayer, and it has led you to the dangerous shining halls of Josef Meiger's estate and the dilapidated Witch House of French Hill in search of buried histories best left forgotten. Tangled up with all of it is a long-dead sorceress from Arkham's past, so perhaps the best place to start is where so many witches like her met their end hundreds of years ago.

The second Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game

XII The Hanged Man
Following the events of The Secret Name, you have been forced to reconsider everything you thought you knew about life and death, sanity and madness. And the mists that hang over Arkham strike greater fear into you than ever before. You must delve deeper into the city’s history of witchcraft and persecution if you wish to make sense of all you have seen. There have been reports of ghost sightings and strange activity in the woods the last few nights at Hangman’s Hill, and you must journey here to learn more about the witches who once hid in Arkham—witches who have again emerged from the shadows in pursuit of some unholy purpose.

When you step onto the hallowed ground of the graveyard, you may find yourself consumed by a feeling that you are not alone, as if the ghosts of the past are all around you, existing on some separate unseen plane. In The Wages of Sin, the locations that you will investigate have two revealed sides, one that exists in the realm you know and one that takes you to the spectral plane. As you plumb the secrets of Hangman's Hill, locations like the Abandoned Chapel (The Wages of Sin, 168) may flip to their Spectral side, confronting you with a new set of terrors as you face a second encounter deck with its own challenges. While you are in a Spectral location, you will use the Spectral Encounter Deck instead of the normal encounter deck, and the dangers that surround you take on a more ghastly light.

Within this ghostly encounter deck, you'll find shadowy perils like a Malevolent Spirit (The Wages of Sin, 180) that becomes stronger on the Spectral plane—unable to even be killed unless you use a Spell or a Relic. Then, there are challenges like Grave-Light (The Wages of Sin, 184) that have different effects based on their encounter deck. This may be your city, but it is no longer your world—can you survive against the dead?

Lost Souls
Only a fool would venture into an Arkham graveyard at night alone. As such, The Wages of Sin introduces a host of new allies to go on the excursion with you. Guardians can bring the always-professional Alice Luxley (The Wages of Sin, 151) to their team for some investigative help. While this fearless flatfoot is in your service, your intellect is increased, which, with any luck, will help you trigger her reaction—when you discover a clue, you can exhaust Alice to deal one damage to an enemy at your location! She would make an excellent partner if you are stepping into the role of an investigator like Roland Banks (Core Set, 1) or Leo Anderson (The Forgotten Age, 1), who may specialize in battling monsters, but still possess a respectable intellect.

But for discovering clues, there is still no finer class than the Seekers, who may now call on Mr. "Rook" (The Wages of Sin, 153). As a fast action, the dealer of secrets may help you search the top three, six, or nine cards of your deck for any card you desire and draw it. But this knowledge comes with a risk: you must draw a weakness if you come across any in your search.

This element of gambling with your luck continues with the roguish Henry Wan (The Wages of Sin, 155). As an action, Henry Wan can reveal random tokens from the chaos bag until you choose to stop, drawing a card or gaining a resource for each revealed token. If, however, you reveal the auto fail token or one with scenario-specific effects, your gamble has brought you nothing! Henry Wan can be extremely valuable, helping you find both favored tools from your deck and the resources to pay for them, but how far can you push your luck before you fall victim to fate?

Bury Them Deep
Resurrected threats are gathering in the mists and soon Arkham may fall to darkness unless you can restore the light. Muster your courage, hurry to Hangman’s Hill, and discover the secrets buried in the soil!

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22.30 €
Arkham Horror LCG: CU3 -For the Greater Good Mythos Pack
Arkham Horror LCG: CU3 -For the Greater Good Mythos Pack

The third Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game

Following the disappearance of four Arkham citizens from a charity event hosted by the Silver Twilight Lodge, you began your investigation into the city’s dark past, looking for anything that may explain what became of the missing and, perhaps, lead to their recovery. Your search began at the forsaken Witch-House that left you a little worse for wear, and now your night at Hangman’s Hill has left you weakened in spirit and resolve. You must go back to the beginning, to your first lead—the Silver Twilight Lodge.

V • The Hierophant
Following the events of The Wages of Sin, you are disturbed to learn that there have been even more strange sightings and worse, several more people have disappeared. You need help. How your adventure in For the Greater Good begins will depend on the choices that you have made earlier in your campaign. Do you believe you can trust the elite members of the Lodge, or are you suspicious of their intentions? They may be able to help you piece together the evidence you've collected, but if they have something to hide, you may be better off sneaking into the Lodge’s manor in French Hill to learn what they are plotting.

Before you step into the halls of the Silver Twilight Lodge, For the Greater Good instructs your team to set aside one skull, cultist, tablet, and elder god token. These won't be added to the chaos bag during the scenario—rather, they will act as keys which you may recover throughout your investigation. Keys can enter play in several ways. You may acquire them by clearing the clues from a certain location, taking them from a defeated enemy, or even more esoteric effects. Once you take control of one of these treasured keys, you must take care to either unlock its sealed door or bring it to the rest of your team... as if you control a key when you are eliminated, you'll drop it at your location where anyone may find it. If you're growing weak and wish to prevent this from coming to pass, you may use an action to give control of your key to any other investigator at your location.

The Inner Circle
Your relationship with the Order of the Silver Twilight cannot continue to balance on the edge of a knife. You must decide whether you will place your trust in them or count them among your enemies. This need for defined lines is reflected not only in the story, but also the player cards of For the Greater Good.

As you continue to build your investigator’s deck, you may find that your needs shift as your investigator grows into their own. In The Secret Name, Arkham Horror: The Card Game broke the boundary between player factions by introducing unique cards like Scroll of Secrets (The Secret Name, 116) that belonged to multiple classes. Now, as your investigators continue to gain experience from their research into Arkham’s secret history, you will have the chance to upgrade these into more powerful versions that belong to classic, single-class categories.

While at first glance, these cards may seem quite similar, a trained eye will notice differences in both their art and abilities. For example, the Rogue version of Tennessee Sour Mash (For the Greater Good, 190) speaks to the heart of its faction far more than its Survivor-class equivalent (For the Greater Good, 191). In addition to gaining the fast keyword, the Rogue version of the card gives you an additional point to your willpower when you're facing a treachery card, and it deals additional damage if you choose to discard it during a fight. But this is not to say that the Survivor’s version is without merits. Not only is the Survivor’s Tennessee Sour Mash less expensive, it also gives its controller an additional use and the chance to evade an enemy when discarding the card.

Should you choose to upgrade a multi-class card, you must still obey all rules of purchasing, meaning that your investigator’s deckbuilding requirements must be observed. For example, the Mystic Diana Stanley (The Circle Undone, 4) will not be able to take the Seeker version of Scroll of Secrets (For the Greater Good, 188) even if she has the level zero version in her deck. She can, however, equip herself with a Mystic’s Scroll of Secrets (For the Greater Good, 189) to manipulate an investigator’s deck or even the encounter deck, which a Seeker could not touch. Only by balancing your strengths with those of your allies will you be able to stand against whatever haunts Arkham—whether it is linked to the Lodge or not.

Behind Closed Doors
What secrets are the Order of the Silver Twilight guarding within the walls of their manor? Will you trust them to tell the truth should you ask, or will you slip past their defenses to discover the answers you seek? Steel your resolve, enter the sanctum, and bring an end to the terrors that threaten Arkham!

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22.30 €
Arkham Horror LCG: CU5 -In the Clutches of Chaos Mythos Pack
Arkham Horror LCG: CU5 -In the Clutches of Chaos Mythos Pack

The penultimate Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game

You thought your mission was simple—discover the fate of four missing persons who disappeared from a charity event hosted by the social elite. But at every turn, you have been forced to face truths more terrible than anything you could imagine. And now, after what you saw at the Unvisited Isle, your faith in humanity is on thin ice. You feel as lost and wayward as one of the spirits that haunt your every moment, whether awake or dreaming. Are you going mad? Is this what the world is now? Or has it always been this way?

VII • The Chariot
The conquest has begun. All shall tremble before the host of chaos. Submit or perish.

After your fateful investigation in Union and Disillusion, the state of the city continues to decay. Breaches in reality begin to rip through the fabric of the Earth, and a faint melody of discordant pipes can be heard throughout the streets of Arkham. Tendrils of mist reach out of the woods that border the town, stretching over Hangman’s Brook and crawling through the streets. Windows are shut tight, and if you didn’t know any better, you would swear that the place was a ghost town. Everyone is closed in, safe as possible, waiting for something to happen. Except for you. Always you.

As you face down the darkness with In the Clutches of Chaos, doom does not accrue at the usual rate. Instead, breaches are made at various locations like French Hill (In the Clutches of Chaos, 290) and marked by resource tokens. When enough breaches have been made at a single location, in this case Arkham’s richest and most historical neighborhood, an incursion occurs! An incursion adds doom to its location and causes the breaches to spread, opening rifts in reality at connecting locations.

As an investigator, your goal is to prevent these incursions by removing the breaches that cause them, but this can only be done by activating the dangerous action abilities on each location. Returning to French Hill, you must discard a card from your hand to move a breach from the location to the current act. If you don't maintain control over the breaches, you may soon find yourself overwhelmed and Arkham will fall into madness. Naturally, you cannot allow that to happen.

Call for Reinforcements
Most of Arkham has locked their doors and shuttered their windows against the coming storm, but there are still those who will stand alongside you in your fight to save the city. An experienced Guardian can call for some Agency Backup (In the Clutches of Chaos, 274). With more health and sanity than any other Guardian Ally, this brave band will protect not only your investigator, but your entire team, taking damage or horror for any investigator at the location. Beyond just using the agency as a human shield, you can also put their skills to use. By dealing them damage, you can harm a nearby enemy; or by dealing them horror, you can quickly discover a clue. If you step into the shoes of Leo Anderson (The Forgotten Age, 1) and act as an Inspiring Presence (The Pallid Mask, 228) for your Trusted (The Forgotten Age, 19) allies, you can become a nigh unstoppable force that any enemy would be mad to go up against.

While Guardians may be happy to run into a situation with guns blazing, Mystics tend to prefer a more practiced approach. With the assistance of the powerful Dayana Esperence (In the Clutches of Chaos, 279), Mystics can store their Spell events, like the upgraded Deny Existence (In the Clutches of Chaos, 280), waiting for the opportune moment and having this Witch cast them instead. In this way, they are protected from the discard pile, as Dayana can cast them time and again on your behalf.

In this adventure, you may wish to stick together, but with breaches erupting across the city, you may have no choice but to split up. Still, there is one class that is used to being alone. If you take on the role of a hardened survivor, you gain access to a new event in the form of Trial by Fire (In the Clutches of Chaos, 281), which allows you to set the base value of any one of your skills to five for your turn. Now, you can fill whatever role your team needs for a single vital turn, whether that means clearing clues from a location with high shroud or dealing the final blow to a particularly nasty enemy. The ordeal of this mission will push you to your limits, forcing you to endure more than any mortal should have to bear, but there is no telling what you are capable of until your team and the rest of your city turns to you in search of an answer. When you are their last hope, you cannot fail them.

Once More Unto the Breach
You never asked for this responsibility, but Arkham is teetering on the edge of madness and only you can save the city from the judgement it has brought down upon its own head. Stop the rips in reality and save Arkham from the terrors that lurk beyond!

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21.00 €
Arkham Horror LCG: CU6 -Before the Black Throne Mythos Pack
Arkham Horror LCG: CU6 -Before the Black Throne Mythos Pack

The sixth and final Mythos Pack in The Circle Undone cycle

Your investigation into the disappearance of four people from a Sliver Twilight Lodge event has opened a new world of terror that stretches beyond the city of Arkham and places the entire universe at risk. Throughout The Circle Undone cycle, you have chased answers while being hunted by the horrors of Arkham’s evil past. With no clear divide between right and wrong, life and death, sanity and madness, you have been left to question the nature of this world and your place in it. Now, your ultimate fate is at hand and all that remains is to decide whether you will continue the fight or surrender to destiny.

X • Wheel of Fortune
After your fight to close the rips in reality with In the Clutches of Chaos, you have left your world behind for the joyless void of space. From the horizonless breach in the gaping maw of the sky, you have traveled an impossible distance, and yet, you are still many leagues from the benighted throne where Azathoth stirs. All concept of time begins to fall away as your thoughts are consumed by the sheer force of the nothing that surrounds you. Yet you must continue to press onward. There is no other course.

As you journey across the dark and lonely expanse of space, you will discover impossible locations drawn from the new Cosmos deck. In Before the Black Throne, each Act lets you spend clues to draw an equal number of cards from the Cosmos deck and choose one to put into play, moving to this new location and shuffling the rest back into the deck. Unlike the other places you have investigated in Arkham Horror: The Card Game, Cosmos locations do not have set connections. Rather, each Cosmos card has a connecting instruction you must obey in order to place it. For example, Dancer's Mist (Before the Black Throne, 336) must connect to the right of your current location. Otherwise, you may spend two resources to buy more freedom in your placement. If you cannot place a location in accordance with its rules, you must shuffle it back into the Cosmos and cancel your movement.

Diana Stanley replaces empty space with Dancer's Mist, moving there and returning the player card to her investigator deck.

But while you may see new, incredible vistas in your travels, much of what you will witness is stark, black, nothingness. In this adventure, you may be instructed to bring “empty space” into play. This is not a location—it cannot be entered or investigated—it is merely a section of the seemingly infinite space that divides you from the rest of humanity. In order to add empty space, you must put the top card of your deck facedown in the indicated place. The only way to return the lost card to your deck is if you should fill the empty space with a Cosmos location. After all, even the hideous palace of some Great Old One would be better than this void.

The Call of the Void
As you venture far into space, breaking away from the rest of humanity, other connections grow inexplicably stronger—some cards in this Mythos Pack feature the new bonded keyword, keeping them specifically linked to other player cards. These bonded cards do not have levels and they are not available as options when deckbuilding. Rather, the cards they are bonded to will summon them into play. For example, you can only execute a Blood-Rite (Before the Black Throne, 317) if you have the Occult Lexicon (Before the Black Throne, 316) that teaches you how to perform it. While the lexicon is an asset that you must choose to add to your investigator deck, the event that it summons is not a part of your investigator deck and does not count toward your deck size. In the case of Occult Lexicon, adding this single card to your deck could give you access to three copies of Blood-Rite without removing any other valued cards. Rather, these bonded cards will simply be set aside, ready for the moment you spring them into action!

Beyond these new bonded cards, Before the Black Throne also provides a plethora of player cards that are powerful on their own. If you take on the role of a Mystic, you may tap into your Sixth Sense (Before the Black Throne, 322) to investigate with your willpower instead of intellect. To begin, your willpower is increased for the investigation, and with no need to spend charges, you can become as worthy a researcher as any Seeker. But the power of this Spell goes far beyond a simple stat boost. If a skull, cultist, tablet, or elder thing token is revealed, you may choose a revealed location up to two connections away and investigate as if you were in both places at once, choosing whichever shroud value you like. Not only can this mean the difference between a successful investigation and a failure; if you do manage to succeed, you discover a clue from both locations in a single test! With this spell at your disposal, it may make the expanse of space seem just a little smaller, and perhaps make your dire circumstances a little more bearable.

The End of All Things
Why are you here? Why do you continue to fight? What is the point of anything? After all, you cannot defeat the inevitable. All you can do is delay it for a while. Stare into the void, hold on to hope, and complete the mission you swore to see through!

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22.30 €
Arkham Horror LCG: Curse of the Rougarou Scenario Pack
Arkham Horror LCG: Curse of the Rougarou Scenario Pack

A standalone scenario for Arkham Horror: The Card Game, Curse of the Rougarou is now available via FFG's in-house manufacturing. It can be played as a self-contained scenario, or it can be inserted into your larger Arkham Horror: The Card Game campaign as a side-story that costs one experience to begin and allows your investigators to brave untold dangers as they pursue a monstrous killer through the streets of New Orleans and the bayous of southern Louisiana.

Curse of the Rougarou is a deck of sixty-two cards, including a complete Arkham Horror: The Card Game scenario, rules, and two player cards—one asset and one weakness.

It has been two weeks since the first of the so-called "Roux-ga-roux" murders was reported, and while the police have not yet made any arrests in the case, the murders have garnered the attention of at least five investigators from out of state. Led by Federal Agent Roland Banks, these investigators arrived yesterday from Arkham, Massachussetts, claiming they saw connections between the recent killings and a recent string of disappeared individuals they had been investigating in Arkham.

According to police Captain Marcel LaForte, the investigators and their inquiries have been stirring unrest among many of the more superstitious residents of the French Quarter. LaForte said these investigators have not yet violated any laws, but their arrival has led to an increase in the number of complaints and anonymous reports the department has had to field. Accordingly, he warned citizens to take their questions about The Curse of the Rougarou with a good measure of skepticism, reminding people that the police had already investigated and dismissed the rumors that had connected the recent string of killings to Voodoo influences.

It is clear, however, that the Captain's words have not resonated with the local population as fully as he would wish. Like many residents in the French Quarter, local store owner Jean Gris spoke of the power of Voodoo. "I don't know if it's Voodoo," he said, "but there are powers that the police don't always understand. It concerns us that they allow these murders to go unresolved just because they don't understand how they were committed. I believe there are many in the police who have their own religious faiths, so it's hard for me to understand how they can believe in some spiritual powers and not in others. In the meantime, our sons and daughters, brothers and sisters, mothers, fathers, and grandparents are walking the streets every day, and there's still a killer at large."

Gris' words were echoed by those of the Reverend Father John Knowles, who said, "A few members of my congregation were among those who discovered one of the bodies. That discovery really shocked them, and they want answers. They're not happy with the police department's progress. While I don't necessarily see a place in the scriptures for the phenomena that Agent Banks suggested were connected to this Arkham Horror: The Card Game, I can appreciate their exploration of spiritual possibilities. The spiritual realm is real, and there is real evil in this world."

Surprisingly, while the "evil" nature of the murders appears to be the one thing that most of New Orleans has agreed upon, Agent Banks and his associates urged a more philosophical approach. "We are withholding judgment at this time," said Agent Banks. "The first thing to do is to gather evidence. Only then will we start to form a larger picture. From what I've seen, I'm not certain these killings were even murders. There is much about them that is animalistic. And there's still more that remains unexplained. My colleagues and I are looking into some of the leads we feel the local police may have overlooked, and we hope to come into some answers shortly. For now, we are focusing on the reports from local citizens and trying to meet with a local expert who may be able to provide greater insight."

Agent Banks refused to say whether or not he and his colleagues were giving any serious consideration to the early eyewitness accounts of Tom Jardin, who had still been inebriated when the police discovered him lying in a nearby alley hours after the murder. It was Jardin's description of the killer that had first led to the idea of the "Roux-ga-roux," whom Jardin had claimed reeked of the bayou and "dark magic."

As for the direction of Agent Banks' investigation, The Daily Sun was able to gain greater insight from one of Agent Banks' fellow investigators, a librarian by the name of Daisy Walker. She said her speciality lay in obscure tomes of occult knowledge, and she told us that the investigators were hoping to meet with a "Lady Esprit," a Voodoo priestess said to reside in the bayou nearest the first and second murders. When we relayed this information to Captain LaForte, he said only that he was glad they wouldn't be inciting any more superstitions in the French Quarter. Then he chuckled and said he hoped they packed their galoshes.

November 16, 1925

• A standalone adventure for the hot, new, cooperative LCG, Arkham Horror: The Card Game
• Sixty-two cards provide investigators all they need to enjoy a bonechilling murder mystery
• Comes with rules that allow you to insert it into your campaign as a “side story”
• Features two new player cards—one asset and one weakness

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23.40 €
Arkham Horror LCG: DE1 -The Search for Kadath Mythos Pack
Arkham Horror LCG: DE1 -The Search for Kadath Mythos Pack

Fantasy Flight Games invites you to embark on an epic journey across the Dreamlands in The Search for Kadath, the first Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game.

After taking your first steps into the Dreamlands in The Dream-Eaters deluxe expansion, you find respite in an inn of this strange land, but your mind continues to be tormented by thoughts of those you left behind in the waking world and the dangers they may face there. Perhaps if you find the lost castle and return with proof of the Dreamlands, you can save yourself, your friends, and the other dreamers whose fate is still unknown. But if you wish to gain this proof, you must leave the relative safety of your hosts behind and step into the wild unknown of the Dreamlands.

Journey Across the Dreamlands
Your mind twists with anxiety over the quest ahead, the warnings you received about danger in the waking world, and questions about the fate of the others who followed Virgil Gray down the steps of slumber and through the Enchanted Woods. Your only hope of saving everyone is to return with proof that the Dreamlands are indeed real, but if the rumors are true, only the castle of Kadath has the power to bring your discoveries into the waking world. So, despite the danger, you must set out on your quest and travel the vast world of the sleeping to find the lost castle where the gods dwell.

The Search for Kadath is Scenario 2–A of The Dream-Quest, and you can choose whether you'll play this scenario on its own or combine it with the other expansions in The Dream-Eaters cycle to form a larger four-part or eight-part campaign. Even alone, The Search for Kadath is an epic journey across the expansive Dreamlands. This realm is vast, and the designers of Arkham Horror: The Card Game have ensured that you will explore as much as could possibly fit in a single scenario. You will journey from shining cities and ancient ruins to forbidden lands veiled in mystery, all while battling monsters as strange as the Dreamlands themselves.

Not all secrets are readily revealed to you, however. Veiled locations contain unknown lore or assistance that must be sought before it can be of use to your investigators. If you can clear all clues from one of these locations, you'll be able to turn it over and uncover the secrets held within. It may take weeks, even months for you to cross this realm, but things like time and space are tricky subjects here.

Strengthening Fellowship
As your investigators become split between the worlds of the waking and the dreamers, you may find it more difficult than ever to communicate and work together across the divide. To help you with these challenges, The Search for Kadath provides a series of new investigator cards which may increase your ability to synergize with your team. For example, if you are fearful of the endless dangers ahead, you may wish to include a Scroll of Prophecies (The Search for Kadath, 116) in your pack. This Tome can help an investigator at your location confront any unforeseen challenge by drawing three cards, then discarding one card from their hand.

Meanwhile, if you take on the role of a Guardian, you can now lend aid to your fellow investigators by deciding to take First Watch (The Search for Kadath, 110). This Fast event is played when the investigators would draw encounter cards—instead of each investigator drawing a random terror from the deck, you may look at the top cards of the encounter deck and distribute the cards to each investigator as you wish. In addition, while each other investigator can only take one encounter card, this does offer you the chance to take on as many encounter cards yourself as you see fit. If one of your allies is struggling to escape or they're pushed to the brink of death and insanity, you can take their burden on yourself and protect them from the trials of the encounter deck.

Beyond working with the investigators of your team, this Mythos Pack also brings new faces into the fold to lend a helping hand, such as the new Ally, Jessica Hyde (The Search for Kadath, 118). While Jessica Hyde enters play half-dead with two damage on her, if you can keep her safe for a couple rounds, she will soon recover her strength with the tenacity that survivors are known for, recovering one damage each time your turn ends. No matter what the Dreamlands may throw at her, Hyde will continue to persevere, and so must you. The fate of your allies in the waking world depends on it.

Where Gods Dwell
Now that you have taken the first steps on your journey, the adventure of a lifetime stands before you. Discover the lost castle of Kadath, obtain the proof you seek, and return to the world of the waking before it’s too late!

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22.30 €
Arkham Horror LCG: DE2 -A Thousand Shapes of Horror Mythos Pack
Arkham Horror LCG: DE2 -A Thousand Shapes of Horror Mythos Pack

Your team has been divided between the world of the dreamers and that of the waking. You have no way to reach your slumbering allies, and with each passing day the danger grows as some malevolent force threatens to bring both worlds together, tearing each apart in the process. As much as you would trust your fellow investigators with your own life, there is too much at stake. With time running out, you have no other choice but to take matters into your own hands.

The second Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game

The House with No Name
A Thousand Shapes of Horror is Scenario 2–B of “The Web of Dreams” campaign, which can be played on its own in Standalone Mode or combined with the other expansions in The Dream-Eaters cycle to form either a larger four or eight-part campaign. Inspired by H. P. Lovecraft’s classic short story “The Unnamable,” this scenario takes you to the most haunted corners of Arkham, where the veil between realms is drawn thin and even the most rational mind may be forced to confront the possibility of a world beyond the one we know.

This Mythos Pack follows the team of investigators who have been left behind in the waking world. The evidence you have discovered thus far points to a great calamity that will befall both your world and the Dreamlands as the two are pulled closer and closer together. To stop the merging between the two worlds, you decide to force your way into the Dreamlands in your physical body, instead of traveling there in your sleep. This method comes with plenty of dangers, but it will hopefully prevent you from becoming trapped like your allies. But if you wish to enter the Dreamlands, you must first find a key.

Even in places where the Dreamlands borders the waking world, one cannot simply walk between them, and no ordinary key will do. A sense of fantasy, a special spark of imagination would grant you passage, but tragically these things are often lost to time along with other wonders of youth as more practical concerns take hold. For your guide, theirs was lost after a brush with death at the hands of an ineffable creature at an abandoned house in the Merchant District. The house itself is not much to look at— a run-down seventeenth-century building that has been abandoned for decades and fallen into disrepair. Its door is scratched, the windowpanes are shattered, and rats crawl around the foundations. You’re not sure exactly what you should be looking for, but you have to start somewhere. With no other choice before you, you take a deep breath and step inside.

Ready for Anything
As you take your first steps to follow your allies, A Thousand Shapes of Horror offers you a wide variety of cards to help you confront any unnatural horrors you may face on your journey. Seekers gain access to a new Tome in the form of the priceless Otherworld Codex (A Thousand Shapes of Horror, 158) that lets them search through the top nine terrors of the Encounter Deck. Once you understand the terror that stands before you, you can simply avoid a non-Elite card of your choice, discarding it from play and then shuffling the deck. Meanwhile, Mystics may more directly avoid such encounters by taking on an Ethereal Form (A Thousand Shapes of Horror, 164) and using their willpower to not only leave behind all engaged enemies, but also avoid all others for the duration of the round.

But you can only run from danger for so long.
Regardless of your class, if you wish to enter the Dreamlands it may be wise to make yourself as Versatile (A Thousand Shapes of Horror, 167) as possible. This permanent neutral Talent increases your deck size by five and allows you to include an additional level 0 card from any class. While this may provide a nice boost for an investigator from The Dunwich Legacy, this means that any investigator can increase their clue-finding abilities and access to resources with the help of Dr. Milan Christopher (Core Set, 33) or take an extra action with Leo De Luca (Core Set, 48). Otherwise, if you want to leave your ally slot open, you can prepare for the worst with Lucky! (Core Set, 80) or a Dynamite Blast (Core Set, 24). Otherwise, if wish to use this single card slot for its maximum efficiency, you may choose to include an Asset that gives you access to Bonded cards, such as an Occult Lexicon (Before the Black Throne, 316) which gives you access to three copies of Blood Rite (Before the Black Throne, 317), meaning that even a small boost can offer substantial benefits.

With the new world of possibilities that this card provides, you can set up some remarkable combinations that will leave your team in awe. For example, Tony Morgan (The Dream-Eaters, 3) does not normally have access to Mystic cards. But if he has prepared a solid defense, the bounty hunter may wish to add Drawn to the Flame (Core Set, 64) to his deck, discovering two clues at his location for the price of drawing the top two cards of the encounter deck. With any luck, Tony will uncover an enemy or two with a total of six health, which he can quickly dispatch and use for additional experience with the new Rogue card "Let God Sort Them Out..." (A Thousand Shapes of Horror, 160). When you are ready to face anything, every obstacle becomes an opportunity. And with the fate of your friends at stake, you cannot let a single chance pass you by.

Indescribable Terrors
There is no telling what awaits you in “The Unnamable." Will you discover the key to entering the Dreamlands, or will your investigation come to a sudden and tragic end, leaving your friends to fend for themselves? The only way out is forward—steel your nerves and step into your worst nightmare!

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22.30 €
Arkham Horror LCG: DE3 -Dark Side of the Moon Mythos Pack
Arkham Horror LCG: DE3 -Dark Side of the Moon Mythos Pack

Your adventures in The Dream-Eaters cycle have drawn you across the colorful and deadly Dreamlands, bringing you face to face with creatures that defy explanation. You came here in search of evidence that proves this world’s existence to those you left behind, and hopefully save both this world and the other dreamers trapped within it. Now, a rescue mission draws you to the far side of the moon, where the one person who may hold the key to your entire investigation has been taken by murderous creatures who now guard their prisoner with a watchful eye.

The third Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game

Silence Falls
Dark Side of the Moon is Scenario 3–A of The Dream-Quest campaign for Arkham Horror: The Card Game. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaters cycle to form a larger four or eight-part campaign.

After the events of The Search for Kadath, the investigators who ventured into the Dreamlands are drawn even further from the world of the waking than they could have ever thought when Virgil Gray, the occult author whose stories started this whole adventure, is taken to the cold, distant moon. The silence of the place is deafening. There is no wind whistling through the air, no chirping of birds, no idle sound of any kind. This is a dead world. Though you know danger lurks around every corner, you hear no sign of the beasts or the Corsairs who call this place home. You must remain even quieter in order to stay hidden. You know that Virgil is being held captive somewhere in the vast, strange city of the moon-beasts. You must be quiet and cunning if you are to find him and escape unnoticed.

Remaining hidden will prove to be the most difficult and most important part of your rescue mission as you must contend with the Alarm Level. At the start of this scenario, each investigator must place 1 doom on their investigator card, marking their current “alarm level.” While your alarm level is marked using doom tokens, it is important to note that an investigator’s alarm level is not doom, and it does not count toward the agenda’s doom threshold, but it does add a new sense of urgency to your mission.

As you attempt to escape from the grasp of the moon-beasts, your respective alarm levels may increase or decrease based on your actions and decisions. A higher alarm level means you are closer to being discovered, which will significantly hinder your attempts to escape, but if you do not take any risks, you may never recover Virgil Gray and fail in your mission altogether. Your alarm level has no effect on its own, but it may alter or strengthen other encounter card effects, such as the Moonbound Byakhee (Dark Side of the Moon, 227) that will pursue you only if your alarm level is three or higher. If an effect raises your alarm level by any amount, you simply place that much doom on your investigator’s card. Likewise, if an effect reduces your alarm level, remove that many doom tokens from your investigator’s card. Take care that you do not raise the alarm levels too high—you cannot hope to save Virgil if you are captured yourself!

A World Your Own
As you prepare to take to the moon, this Mythos Pack offers you a variety of new player cards to fortify your deck and prepare you for the cosmic trials ahead. In addition to two cards for each class, Dark Side of the Moon also offers a new neutral card for investigators to consider with Lucid Dreaming (Dark Side of the Moon, 205). This Spell offers you greater insight into your investigator deck and control over it, allowing you to choose a card in either your play area or your hand and search your deck for another copy of that card and draw it. While surely a boost for any investigator who includes multiple copies of cards in their deck, this may prove particularly useful for the new Guardian Tommy Muldoon (The Dream-Eaters, 1), ensuring that he has a new copy of a favored asset in hand when one on the field is about to be defeated, or for Mandy Thompson (The Dream-Eaters, 2) if she is looking to use her ability to gather every Segment of Onyx (The Dream-Eaters, 21) in a single swoop.

But while such new powers over your sleeping mind are wonderous, your time in the Dreamlands is beginning to take its toll. This manifests in the form of a new Weakness, False Awakening (Dark Side of the Moon, 233). False Awakening begins each game next to the agenda deck, with one doom on it. If you wish to dispose of this, you must use an action to test any skill against a value of 2. This may not seem so bad initially, but the test gains +1 difficulty per investigator, meaning the very bonds that have allowed you to make it this far are now working against you, forcing you to face a difficulty value of six in a four-player game before you have even had a chance to build your board state. Success means removing False Awakening from the game, but only until your next scenario begins. If you are afflicted by this Curse, there is no true hope for escape. The pull of nightmares will always be there, waiting. As a small comfort, because your team is all sharing in the same dream, any investigator may trigger the action ability to free you for the time being. But are they truly with you, or is their presence nothing more than another dream?

Day of the Moon
Virgil Gray needs your help and you cannot leave him to the Corsairs and other Moon-beasts, no matter how great the danger. Ready your deck, steel your nerve, and prepare for the dangers ahead. Who knows what will be waiting for you on the Dark Side of the Moon?

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22.30 €
Arkham Horror LCG: DE4 -Point of No Return Mythos Pack
Arkham Horror LCG: DE4 -Point of No Return Mythos Pack

Your adventures in The Dream-Eaters cycle have torn your team asunder and left you to face deadly spiders that infect the world of the waking while your allies remain trapped in a wakeless slumber, unaware of the danger that they—and the rest of the world—are in. You forced your way into the Dreamlands as an act of desperation, but what you have found there is not what you expected…

The fourth Mythos Pack in the Dream-Eaters cycle for Arkham Horror: The Card Game

The World Below
Point of No Return is Scenario 3–B of “The Web of Dreams” campaign, which follows the path of the investigators left behind to handle the horrors of the waking world in The Dream-Eaters. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream-Eaters cycle to form a larger four-part or eight-part campaign.

Following the events of A Thousand Shapes of Horror, you have finally reached the Dreamlands, but it is not as you expected. No wondrous lands or fabulous cities greet you; merely the dark, barren realm of the Underworld. Perhaps those who brought stories of the Dreamlands to Arkham had never ventured this far underground, or perhaps this place can only be found by those who force their way in. Either way, you are now hopelessly alone in a realm you have never heard of, and the only way out is through.

The chilling Underworld is a cavernous realm, almost another world unto itself. Its ceiling is so far in the distance that it might as well be a somber sky. The walls are dimly lit by a flickering grey light with no apparent source and, as you wander through the twisting catacombs in search of the way forward, you can’t shake the feeling that you’re being followed. You had best find your bearings quickly, before something else finds you.

In Point of No Return, the locations of the Underworld have no unrevealed side, and therefore they enter play with their revealed side faceup. What's more, these locations have story cards on their reverse sides. Whenever a location in this scenario enters play, your investigators place clues on that location equal to its clue value, as you would normally do upon entering a location.

To discover the secrets held on the story side of these locations, you can flip them over in one of two ways. Some can be flipped by using an ability printed on the card, while others need you to fulfill the requirements of the veiled keyword. Veiled locations contain unknown lore or assistance that must be sought out by your investigators before it can be of use to you. As a fast action, an investigator at a veiled location with no clues on it may flip it over, resolving the text on its other side. Once a location has been flipped over and its story text has been read, it cannot be flipped over again for the remainder of the game unless otherwise noted. The secrets you find cannot be unseen—you can only hope that you are prepared for the terrors ahead.

A Daring Descent
To help you face the trials of the Underworld, Point of No Return offers you a variety of new player cards that you can equip your investigators with before they face the unknown trials of these hidden corners of the Dreamlands. Now that you have finally entered the Dreamlands, you will have to leave everything you have on the table, taking more risks in order to push forward with the help of cards like Daredevil (Point of No Return, 240). This Rogue card introduces an element of searching and certainty to your Rogue decks by allowing you to reveal cards from the top of your deck during a skill test until you reveal a Rogue skill you can commit to the test and then commit it, shuffling each other revealed card back into your deck. You can dive through your deck, not drawing weaknesses, until you find the skill that can give you the boost you need to overcome whatever challenge stands before you. Since going back is no longer an option, this card may prove absolutely priceless.

The Dreamlands may not be what you had hoped to find based on Virgil Gray’s stories, but even in this dark world, you will never be without A Glimmer of Hope (Point of No Return, 245). This Survivor card can only be played from your discard pile, which means that you can keep the precious card spaces in your hand open while still having this event and its wild icon in reserve. Once you use A Glimmer if Hope to help you with a skill test, you add all copies of the card in your discard pile to your hand, including the one you just played, so once you have found this hope, it will almost always be with you. And as it has the myriad keyword, you may include up to three copies of A Glimmer of Hope in your deck instead of the normal two, ensuring that no matter how desperate a situation may seem, there is always a chance that things will turn out all right in the end.

Walking into Dreams
Now that you have forced your way into the Dreamlands, you cannot turn back. Your friends and the other dreamers are still waiting for you somewhere beyond the Underworld and you cannot let the down. Two worlds are relying on you—you must make it out.

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22.30 €
Arkham Horror LCG: DL1 -The Miskatonic Museum Mythos Pack
Arkham Horror LCG: DL1 -The Miskatonic Museum Mythos Pack

The first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!

It begins with a book… Somewhere in the Miskatonic Museum, Olaus Wormius’s Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn't gain access to it do not. When recent events at the university and the Clover Club lead you to believe that someone may now be searching for this strange and ancient tome—someone who should not be permitted to delve its secrets—you make your way to the Museum. The hour is late, and the front door is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes.

The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions. Whether you conduct your investigation as a relatively simple book recovery or incorporate it into the campaign from The Dunwich Legacy, you'll find it marked by a frightening urgency. You aren't alone within the museum's darkened chambers; something else stalks the exhibits…

Artifacts on Display
The Miskatonic Museum offers plenty more than a book hunt, and as you navigate its halls in search of the dread Necronomicon, you may find yourself tempted in plenty of other directions.

The Miskatonic Museum contains twenty-six player cards, ranging from levels zero to two, and their secrets may help you unlock new Talents and Tactics. They may afford you new Insights, or you might equip them as Tools. Altogether, you'll find that artifacts on display in The Miskatonic Museum suggest plenty of ways to spend the experience points you accrue over the course of your The Dunwich Legacy campaign.

Some of these cards will even adjust the ways you gain and spend your experience, making them quite unusual in the realm of customizable card games. Exhibit: Adaptable

Among the other things we find on display in The Miskatonic Museum is the first card in Arkham Horror: The Card Game with the Permanent keyword. Unlike most keywords, Permanent has no impact on gameplay. Instead, it's a special deckbuilding keyword with a set of abilities outlined in the game's rules:

* A card with the permanent keyword does not count towards your deck size.
* A card with the permanent keyword still counts as being part of your deck and must therefore adhere to all other deckbuilding restrictions.
* A card with the permanent keyword starts each game in play and is not shuffled into your investigator deck during setup.
* A card with the permanent keyword cannot be discarded by any means.

Accordingly, an experience point investment in the Permanent Talent Adaptable (The Miskatonic Museum, 110) is just what it sounds like—an investment in your investigator's ability to adapt to the mysteries he or she uncovers over the course of a campaign. And given how much the card may allow you to adapt your deck to the challenges you could never predict at the campaign's outset, you'd be wise to consider Adaptable among your very first acquisitions once you have a point or two of experience in hand.

Exhibit: Delve Too Deep
While Adaptable suits the Rogue class as a card built around exploiting every available resource, one of the Mystic cards from The Miskatonic Museum serves to exemplify the high-risk and high-reward focus of the class as well as any other.

Offering what may very well be the most purely detrimental game effect ever printed on a player card, Delve Too Deep (The Miskatonic Museum, 111) "allows" you and your fellow investigators to draw and resolve one card each from the top of the encounter deck. More or less, this event costs you one resource to play and then gives the encounter deck another turn to rip at your body and melt your mind.

So why would you ever want to play this card? The answer is printed in bold at the bottom center of the text box—below the flavor text. "Victory 1."

Once you play it, the card is worth a point of experience that you can then invest toward other cards. Sure, you have to survive all the nasty effects you and your fellow investigators invoke when you Delve Too Deep, but this is the world of Arkham Horror… Madness is par for the course, and since there's no guarantee you'll go mad just for playing the card (nor be devoured), why wouldn't you want more experience? After all, whatever doesn't kill you only makes you stronger—right?

Not Your Ordinary Museum
With cards like Adaptable and Delve Too Deep that explore the effects between your games—rather than within them—Arkham Horror: The Card Game is leading you to places you will have never previously explored within customizable card games. It's half card gaming and half roleplaying, and it's all moving toward something deeper, darker, more profound, and more horrifying than you could have ever imagined...

• The first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game
• A new adventure pits you and your fellow investigators against a shadowy terror
• Serves as the third scenario in the campaign from The Dunwich Legacy delule expansion
• Twenty-six player cards allow you to adapt your deck and equip your investigator for new challenges
• Requires a copy of the Arkham Horror: The Card Game Core Set and The Dunwich Legacy

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22.00 €
Arkham Horror LCG: DL2 -The Essex County Express Mythos Pack
Arkham Horror LCG: DL2 -The Essex County Express Mythos Pack

The second Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!

Among the sixty new cards in The Essex County Express, you'll find twenty-eight player cards, including four copies of a new weakness, along with a thrilling new scenario. In The Essex County Express, your investigations lead you outside the town of Arkham, and while the train may offer the fastest transit to your next lead, it may not offer the safest...

When the train rumbles, shakes, and lurches to a halt, you and your fellow investigators must race from your car to the engine. If you can't get the train moving in a hurry, you and all the other passengers may fall prey to whatever unnatural things seem to be crawling, shifting, and oozing their way from car to car, growing ever larger as they do so.

Going Off the Rails
Nothing in the world of the Arkham LCG is ever as simple as it seems—not even a train ride. In The Essex County Express, the linear progression you might expect to follow through a train may lead you, instead, through any of a vast number of permutations.

At the beginning of the scenario, you'll randomly select one of three different versions of the Engine Car to put into play facedown. Then, you'll create a line of six random Train Cars , all of which you select randomly, and place to the left of the Engine Car. You and your fellow investigators must then work your way from the leftmost Train Car to the Engine Car, but there's no telling what you'll find along your path.

As a game that blends the traditional customizable card gaming and roleplaying experiences, Arkham LCG® goes to extraordinary lengths to place you into your investigator's shoes and allow you to see the in-game world through your investigator's eyes. By creating a measure of suspense every time you open the door to the next Train Car, the scenario from The Essex County Express serves as yet another example, and you can expect that you'll gain a thorough appreciation of your investigator's sense of dread and anxiety in the face of uncertainty.

Learn from Experience
While the scenario from The Essex County Express offers you new terrors to confront, its player cards offer new ways for you to learn from your adventures—and even to make sure you get started on the right foot.

As a cooperative card game of mystery, suspense, and horror, Arkham LCG not only grounds your adventures within a series of different locations, but allows you and your friends to decide—like so many characters in different horror stories throughout the ages—to decide whether you'll stay together or split up to cover more ground. Horrible as it may be, you will likely have to split your group at times in order to meet your objectives. But if you can afford to stay together, it's almost always safest, especially when you might gain the experience to upgrade your deck with one or two copies of Stand Together (The Essex County Express, 148).

The opportunity to level up your deck will, itself, also lead to some tough choices once you get your hands on The Essex County Express. Will you spend your experience to gain access to powerful cards like Stand Together, Shotgun (Core Set, 29), and Hot Streak (Core Set, 57), or will you use that experience, instead, to increase your ability to do more with the cards already in your deck?

In Arkham LCG, you are limited in the number of upgrades that you can utilize by the slots you have to hold them, but three different player cards from The Essex County Express give you access to additional slots, two of which are neutral. Like Charisma (The Essex County Express, 158), these cards don't just allow you to circumvent the standard slot limitations; they allow you to search for combinations among the upgrades of their type.

What can two allies do for you? You could, for example, play two Beat Cops (Core Set, 18) to gain two combat, or you could recruit Dr. Milan Christopher (Core Set, 33) to your cause and retain his services, even while you work with an assortment of different, passing Research Librarians (Core Set, 32) and Arcane Initiates (Core Set, 63). In fact, you could even convince as many as three different allies to follow you on your adventures if you were to invest in two copies of Charisma.

Finally, there are times that no measure of experience, no measure of Charisma, and no measure of teamwork will save you from the unfathomable beings you might encounter. At these times, an experienced investigator might just say, "I'm outta here!" (The Essex County Express, 151). Maybe you won't discover every clue, but if you begin your campaign with this card in your deck—or spend an experience point to add it in later—the Trick may just help you keep all the other experience you've gained—and avoiding the mental or physical trauma that you would suffer if you were defeated.

All Aboard!
You get on the Essex County Express to follow the next lead in your investigations, but when you get on a train, you can only go where it takes you... And this one's taking you straight into the maw of madness!

Get on board for a thrilling descent into madness and mystery with The Essex County Express.

• The second Mythos Pack in The Dunwich Cycle for Arkham Horror: The Card Game
• A new train ride adventure thrusts investigators into confrontations with otherworldly terrors
• Randomized locations greatly enhance the adventure’s replayability
• Twenty-eight player cards, including a new weakness, increase deckbuilding options
• Requires a copy of the Arkham Horror: The Card Game Core Set and The Dunwich Legacy

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22.00 €
Arkham Horror LCG: DL3 -Blood on the Altar Mythos Pack
Arkham Horror LCG: DL3 -Blood on the Altar Mythos Pack

The third Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!

In the scenario from Blood on the Altar, your investigations lead you to the village of Dunwich, where you suspect a series of recent disappearances may be related to the events in Arkham. But the more you explore, the more you get the impression the townsfolk aren't exactly pleased to see you. There are secrets in this town that its inhabitants don't wish to share...

With its sixty cards (including a complete playset of each new player card), Blood on the Altar challenges you to delve the secrets of Dunwich. You'll need to travel throughout the town in search of clues, stopping to investigate many of the locations infamously identified in H.P. Lovecraft's classic tale, The Dunwich Horror.

Meanwhile, the player cards in Blood on the Altar allow you to translate the experience you gained in your previous adventures to Permanent new Talents, several new assets, events, and skill cards, and a higher-level, more efficient version of the Core Set card, Emergency Cache (Core Set, 88).

Master New Talents
The deeper you find yourself amid the mysteries of The Dunwich Legacy, the higher the stakes. If you hope to survive—not to mention discover and deal with the terrible forces behind the recent events—you will need to learn from your experience. You will need to master new Talents and arm yourself for greater challenges.

You are, after all, throwing yourself headlong into a nest of supernatural horrors.

Fortunately, for all the evils it calls forth, Blood on the Altar also allows you to arm yourself with any of five new Permanent Talents, each of which offers a new variation upon—and complement to—one of the skill-focused Talents from the Core Set. For example, if you were relying upon your Physical Training (Core Set, 17) to help you overcome some of the most terrifying or physically demanding threats you might face, you could consider investing experience points in Keen Eye (Blood on the Altar, 185) or Blood Pact (Blood on the Altar, 191).

Like Physical Training, these Talents stay with you and offer you the means to boost your skills as needed. Also, like Physical Training, they come free of any slot requirement. But that's pretty much where the equivalencies end. Because they are Permanent, both Keen Eye and Blood Pact start in play once you spend the experience to "buy" them, meaning you'll never need to draw either. Also, because Permanent assets don't count against your deck size, you don't need to swap out any other cards in order to include either of these.

Finally, Keen Eye and Blood Pact come with different costs. Keen Eye demands that you spend two resources for each point you want to increase your combat or intellect, but the bonuses then last until the end of the phase, making it more expensive—compared to Physical Training—to combat an enemy once, but less expensive to hit it three times in the same round. And with Blood Pact, your investigator gains the ability to use doom as a resource, increasing his or her combat or willpower by three—but only at the risk of accelerating the enemy's designs.

The Secret Chambers of Dunwich
The world of the Arkham LCG is one of buried secrets and realities that lie just beyond the periphery of our natural senses. So it is that throughout your adventures in Blood on the Altar you'll find yourself unable to shake the eerie feeling that there's more to the town of Dunwich than first meets the eye… Of course, there's a reason to this: somewhere, beneath one of the village's buildings, you will find a secret chamber that holds such monstrous truths as to test the limits of your sanity.

In Blood on the Altar, even as secretive forces move against you, you must race through the town and discover this secret chamber. You must also find the key to unlock it. And then you must enter.

What will you face? Will you be injured, defeated, or devoured? Will you flee in terror? Will your mind shatter beyond repair? The mysteries of Blood on the Altar are layered so that each new turn leads you deeper into a sense of doom and dread, and the Mythos Pack comes with multiple copies of each location so you'll never know what to expect behind the next door...

Your Dunwich Horrors
How are the disappearances in Dunwich connected to the strange events taking place in Arkham? The truth may lead you closer to your goal—or it may drive you mad.

• The third Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game
• Investigators travel to Dunwich and explore many of its most infamous locations
• A randomized setup ensures your search for a secret chamber varies from game to game
• Twentyfive player cards including a complete playset of each, allow you to level up your deck
• Requires a copy of the Arkham Horror: The Card Game Core Set and The Dunwich Legacy

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22.00 €
Arkham Horror LCG: DL4 -Undimensioned and Unseen Mythos Pack
Arkham Horror LCG: DL4 -Undimensioned and Unseen Mythos Pack

The fourth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!

Things are definitely getting weird. By the time your pursuit of two missing professors leads you through The Dunwich Legacy cycle to the scenario from Undimensioned and Unseen, you'll have traveled far from the familiar comforts of Arkham, and you'll have witnessed things you know no one would ever believe. You'll have encountered strange, extra-dimensional entities, and you'll find yourself neck-deep in furtive cultists and their sacrifices.

Inundated with information about "Ancient Ones" and unholy rituals, you'll suddenly find yourself forced to destroy terrifying, monstrous creatures that are literally impervious to everything in your arsenal...

A mystery within a mystery, the adventure you'll enjoy with Undimensioned and Unseen carries you ever closer to your ultimate goal, even as it challenges you to track down whatever Esoteric Formula (Undimensioned and Unseen, 254) may allow you to defeat a number of otherwise invulnerable Abominations. And it demands that you find this formula quickly... lest you should no longer be the hunter, but the hunted!

Think Quickly
If you find the thought of confronting a horde of invulnerable abominations somewhat unsettling, you can at least take heart in the fact that you'll find some new help among the twenty-two player cards in Undimensioned and Unseen (two copies each of eleven different cards). Save your experience, and you'll be able to refine your deck with a range of new Weapons, allies, Conditions, events, and Spells like the level four Rite of Seeking (Undimensioned and Unseen, 233).

Additionally, since the Mythos Pack's scenario pushes you into combat with unfathomable creatures, many of its player cards present new ways to fight and investigate—offering you some limited means to advance your efforts—even as you teeter on the brink of despair. Others, however, introduce surprising new ways for your investigator to interact with the adventure, and this is the case with the skill card, Quick Thinking (Undimensioned and Unseen, 229).

Because Quick Thinking features the "wild" question mark icon, it can be committed to any skill test attempted by you or another investigator at your site. Then if the test succeeds by two or more, you can immediately take an action as though it were your turn—even if it is not your turn. In its simplest form, then, Quick Thinking allows you to pad your investigator's skill test for greater peace of mind and the chance at an extra action, but its potential value increases whenever you commit it to a fellow investigator's skill test.

As an example, you can imagine a turn in which Rex Murphy (The Dunwich Legacy, 2) finds himself confronted by an enemy at a time when the team really needs him to focus on investigating his location for clues. Jenny Barnes (The Dunwich Legacy, 3) might race to his aid, using one action to move and two more actions to blast at the enemy with her Twin .45s (The Dunwich Legacy, 10). Her first shot might wound the beast. Her second shot might wound it further—but fail to kill it. Here, Rex has a choice; he can attempt to evade the monster, fight it, or go ahead with his investigation knowing that the monster will attack him when he turns his back to it.

At this point, traditional wisdom says it's foolish for Rex to investigate when the monster can attack him, but the clock is always ticking. If Jenny can support Rex's efforts with her Quick Thinking, and if Rex can succeed by two or more, then the time savings may prove worth the risk. Rex will suffer his damage, and he may even take a blow to his sanity. But he'll gain two clues for his efforts—since he succeeded by two—and Jenny can jump in once more with her Twin .45s to finish off the monster, leaving Rex free to investigate the location twice more, hopefully finding enough clues for the investigators to advance the act deck.

Of course, this is just one possible use for Quick Thinking, and Quick Thinking and Rite of Seeking are just two of the new player cards from Undimensioned and Unseen that may allow you to react to the strange and unpredictable challenges you'll face along your adventures.

How Do You Prepare for the Impossible?
Despite their many uses, neither Quick Thinking nor any of the other player cards from Undimensioned and Unseen will provide you the means to damage the Abominations you must destroy. No weapon nor science will suffice. So how do you prepare to defeat the impossible?

You must rewrite the limits of possibility.
Confronted with ancient evils and otherworldly horrors, will you find the means to create new possibilities? Some may call them miracles. Other may call them magic. If you hope to survive, you will call them into being before you're devoured.

Start consulting the rarest and darkest of tomes. Open your mind to all the possibilities.

• The fourth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game
• The investigators must find the knowledge that will allow them to combat a number of otherwise invulnerable abominations
• Amplifies the game’s themes of Lovecraftian terror
• Twenty-two player cards, including a complete playset of each, present new ways for investigator to respond to the dangers before them
• Requires a copy of the Arkham Horror: The Card Game Core Set and The Dunwich Legacy

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22.00 €
Arkham Horror LCG: DL5 -Where Doom Awaits Mythos Pack
Arkham Horror LCG: DL5 -Where Doom Awaits Mythos Pack

The fifth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!

Who could have ever guessed that your search for two missing professors would lead to this? The wind howls. Ritual magic vibrates through the air. And the world is ripping apart. Your time is running out. Your doom is fast approaching!

Even as it carries your investigations rapidly toward their climactic conclusion, the scenario from Where Doom Awaits dizzies your investigator with a distorted version of reality. The woods outside of Dunwich are changing. You'll find clearings strewn with blood and bodies, rivers frozen solid despite the temperate air, and paths that rip open, revealing chasms through the dimensions and other worlds elsewhere in the void…

Strangely, though, you'll find yourself not wholly unprepared for the alien challenges these dimensional rifts represent. Perhaps you may have found the situation overwhelming at the beginning of your investigation, but the intervening days—and Mythos Packs—will have supplied you with the experience and resources you need to find your way through these altered woods.

In fact, you'll find even more resources among the expansion's twenty-eight player cards (two copies each of fourteen different cards), provided you've earned the experience points to add them to your deck.

Gear Up and Get to Work
Among the new player cards you'll find in Where Doom Awaits are no fewer than seven different cards of level three or higher. Like "I've had worse…" (Where Doom Awaits, 261) and Ace in the Hole (Where Doom Awaits, 266), these are powerhouse cards that won't just force you to think about how to build your deck—they'll force you to budget your experience points as you play through your campaign.

Will you spend your experience in smaller increments, outfitting yourself from adventure to adventure with cards like Extra Ammunition (Core Set, 26), Flare (The Miskatonic Museum, 115), and Deduction (The Essex County Express, 150)? Or will you save six experience for an Ace in the Hole?

These are choices made possible by the game's campaign mechanics and the way card levels permit wildly powerful abilities to exist alongside more generic fundamentals. And they give you freedom to explore wildly different character builds. After all, your character is your deck, and if adding a couple copies of "I've had worse…" lends you the reassurance you need to set off headlong into a distorted reality, then your investigator is bound to play differently than if you had worked toward the ability to take the equivalent of two turns in a row.

In fact, in the woods outside of Dunwich, all those extra actions may prove troublesome as you explore an Eerie Glade (Where Doom Awaits, 286). Then again, those actions could save you from ruin if you accidentally stumble into some Uprooted Woods (Where Doom Awaits, 291). The problem is that you won't know what you'll find down your Altered Path until you follow it.

There's Only One Way to Find Out
As the fifth Mythos Pack in The Dunwich Legacy cycle, Where Doom Awaits represents its penultimate chapter. As you delve deeper and deeper into the cycle's many-layered mysteries, you swiftly find all sense of normalcy and security cast aside. There's more to the world—and the universe—than you had ever dreamt, and there's no telling what strange fate may have befallen the people you hope to save.

There's only one way to find out what lies at the end of all this madness; you have to keep racing along the path. No matter where it leads. In the end, there's no time to spare.

Brave your next step into a world gone mad.

• The fifth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game
• The investigators must stop a magical ritual while reality is breaking apart all around them
• Challenges players to find their way through an ever-changing forest
• Twenty-eight player cards (two copies each of fourteen different cards) allow investigators to make good use of the experience they’ve earned through their campaign
• Requires a copy of the Arkham Horror: The Card Game Core Set and The Dunwich Legacy

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22.00 €
Arkham Horror LCG: DL6 -Lost in Time and Space Mythos Pack
Arkham Horror LCG: DL6 -Lost in Time and Space Mythos Pack

The sixth and final Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!

Nothing can prepare you for what you'll discover at the cycle's end. As your world dissolves into pathways of sound and color that extend for an eternity in all directions, the lines between objects grow jagged, shifting. Your skin starts to crawl, feeling as though it's turning inside out. Somehow, you must find your way across this foreboding alien landscape. And, somehow, you know you're not entirely alone...

As the conclusion of The Dunwich Legacy cycle, the new scenario from Lost in Time and Space is full to bursting with otherworldly chaos, non-Euclidean geometry, and menacing, extra-dimensional entities possessed of incomprehensible powers. And for those who play it as the capstone of The Dunwich Legacy campaign, the scenario's also littered with effects that call back to the decisions you've made. It is an adventure, a reckoning, and a descent into madness.

An End to All Your Struggles
One way or another, the scenario from Lost in Time and Space is going to bring about an end to all your struggles. One way or another, it's going to conclude your run through The Dunwich Legacy campaign. One way or another, you will find the finality for which you've been searching...

The ground before you shifts and disintegrates. Worlds appear and disappear. Pockets of reality spring into existence, only to collapse moments later. And you are somewhere—and somewhen—amidst all of this chaos, looking for some way to escape it.

Will find a pathway back to Arkham? Will you get lost? Will your mind unravel amidst the chaos of a realm beyond the veil of our reality? Will you be devoured by entities no other human has seen or heard? Will you end up stranded, forced to endure an eternal, withering existence of atrophy in an alien world beyond mortal time and space?

It may all depend on how you spend the experience you've gained over the course of your campaign. Do you shore up your weaknesses? Do you double-down on your strengths? Do you spend your points here and there, dishing out one or two for a series of smaller upgrades? Or do you cash in large chunks of experience for a couple key cards?

There's no telling which strategy may prove best, but if you've got the experience, the player cards from Lost in Time and Space will provide you plenty of ways to spend it. In addition to its scenario, Lost in Time and Space introduces twenty-four player cards (two copies each of twelve different cards), and most of these require some rather heavy experience expenditures.

In return, they grant you access to some rather astonishing abilities. Among those, you'll find the bigger guns you need, as both Lightning Gun (Lost in Time and Space, 301) and Chicago Typewriter (Lost in Time and Space, 304) are two-handed Firearms that cost four or more experience and deal three damage per shot.

But while those Weapons are undoubtedly powerful, they're also relatively straightforward. And there are other cards in Lost in Time and Space that are decidedly not so straightforward.

One of these is The Gold Pocket Watch (Lost in Time and Space, 305), an Exceptional accessory that requires you spend eight experience to add it to your deck. However, when you do, it grants you the astonishing ability to either skip a phase—such as the Mythos phase—or repeat one.

While forces beyond your comprehension are shifting time and space at will, it seems only fair for you to use The Gold Pocket Watch to fight back. Of course, even then, there's no telling it will be enough.

Truths You Can Never Unlearn
If you hope to survive your journeys through Lost in Time and Space and the end of The Dunwich Legacy cycle, you will need to find the order hidden beneath or amid the chaos. Or you will need to create that order.

But in the end, there will be no escaping the chaos. You may survive your adventure. You may return to Arkham. You may even return the professors to their former lives. But your life will never again be the same. You will never unsee the chaos that crawls within the corners of your mind and that eats at you while you sleep. You will never again unfeel the bonds that leave you sensitive to the otherworldly forces that spread their influence into our world.

You will never again be one of the blissfully ignorant and uninitiated.

How will you live with all you've seen and discovered?

• A Mythos Pack expansion for the hot cooperative LCG, Arkham Horror: The Card Game
• Introduces a scenario that stands alone or serves as the climactic final chapter in The Dunwich Legacy campaign
• Investigators scramble to hold onto their sanity as they look for a way home from a realm beyond terrestrial comprehension
• Twenty-four new player cards (two copies each of twelve different cards) are powerful enough that investigators just might survive their journey
• Requires a copy of Arkham Horror: The Card Game and The Dunwich Legacy

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22.00 €
Arkham Horror LCG: Dream-Eaters Expansion
Arkham Horror LCG: Dream-Eaters Expansion

A deluxe expansion for Arkham Horror: The Card Game

There is a hidden realm beyond the world of the waking, a realm of wonder, imagination, and nightmares. After occult author Virgil Gray writes about his adventures in a place he refers to as the “Dreamlands,” you decide to learn the truth for yourself. But the deeper you fall into your investigation, the more you find yourself questioning: what is real and what is fiction? And what secrets await in the dark, forbidden places beyond the gates of sleep?

In this deluxe expansion, which kicks off the fifth cycle of Arkham Horror: The Card Game, 1–4 players take on the roles of either a group of investigators venturing into the Dreamlands or their companions who have been left in the waking world. Complete with 95 scenario cards to challenge your investigators and 56 player cards to strengthen them, this expansion contains the first two scenarios of The Dream-Eaters cycle; one scenario for each of these two groups. What wonders and horrors will you find lurking just beyond the reach of your waking mind?

One Reality of Many
Something strange is happening in Arkham. The dreary New England town has always been known for its odd occurrences, but this goes beyond anything the unshakeable citizens have seen before. Author Virgil Gray has released the latest issue of “Tales from Nevermore,” where he describes a journey he has taken in his dreams—a journey he claims is not a work of fiction. He writes of an impossibly long winding staircase, a pillar of living fire, a tree that came from the moon, and a talking cat, among other impossible things. Yet somehow, these experiences seem to be shared by other residents of Arkham who claim to have experienced the exact same dream. Experts convinced Gray and others to undergo therapy at the local asylum for this shared hysteria, but something tells you there is more to this tale than meets the eye.

In order to get the bottom of this strange phenomenon, your team of investigators will have to split up, and as you divide you will soon find that yours is but one of myriad realities—there are countless paths to follow. The Dream-Eaters cycle includes two campaigns for Arkham Horror: The Card Game, each with their own campaign log. The deluxe expansion where you begin your adventures includes one scenario for each of these campaigns. In the first of these, "Beyond the Gates of Sleep,” you descend into the realm of the dreamers in search of answers. From your initial dream, you are drawn into a familiar dreamscape: the same one that Virgil Gray traversed in his story in “Tales from Nevermore.” Even as you witness the truth of Gray’s stories, you must ask yourself, is this real? Or is your mind simply conjuring what it expects to see?

Each of the scenarios in The Dream-Eaters can be played on their own or combined with three of the six Mythos Packs in The Dream-Eaters cycle to form a larger four-part campaign. Alternatively, these scenarios can also be combined with all six of Mythos Packs to form a cohesive eight-part campaign. Whichever path you follow, you must learn whether you can trust your mind and your allies and hold onto what you know to be true if you wish to survive. Your fate is in your hands.

Luke Robinson, The Dreamer
As you prepare to journey into the dangerous realm that lurks beyond the waking world, you will need to rely on a new team of allies, and none are better prepared to guide you through the Dreamlands than the dreamer himself, Luke Robinson (The Dream-Eaters, 4). It was many years ago when Luke first discovered the entrance to the Dreamlands. Through the gift of an unusual box his uncle had left him, he learned of a way to travel to and from the Gates of Sleep. He has since spent the majority of his days wandering the land of dreams in search of adventure. From the streets of Celephaïs to the Enchanted Wood with its endless mysteries he wanders, unraveling the secrets of the land and of the myriad dreamers who reside there. Now, an ancient chaos threatens to annihilate not only the waking world but the world of his dreams as well. This is something Luke cannot allow.

The strange artifact that Luke’s uncle had gifted him so long ago was actually the powerful Gate Box (The Dream Eaters, 13) that is now Luke’s signature asset. He carries the box with him everywhere, beginning each game with it in play, and as a fast action, he may spend a charge from this Relic to disengage from each enemy and escape to the Dream-Gate (The Dream-Eaters, 15a). This location is only open to Luke, and it may act as a safe haven where he may heal or prepare for the trials ahead without the fear of being attacked by monsters. But this does not mean that the dreamer is removed from the fight entirely. The Dream-Gate is connected to all revealed locations, increasing Luke's ability to play an event card each turn as if it were at a connecting location. He may also use it as a device to aide with movement across a vast area, as if Luke is still at the Dream-Gate at the end of the investigation phase, he moves to any revealed location.

The Dream-Gate features the bonded keyword, first introduced in Before the Black Throne, which means that it can only enter play through use of the player card bonded to it, in this case the Gate Box. Bonded cards have no level and therefore are not part of your investigator deck. Rather, they are set aside out of play until summoned, leaving you more possibilities for fortifying your investigator for the challenges ahead. But along with the powers the Dream-Gate presents, there are also great dangers.

As Luke journeys through the Dreamlands, he must take care that he does not become Detached from Reality (The Dream Eaters, 14). If this Madness is revealed, the Pointless Reality version of Dream Gate (The Dream-Eaters, 15b) is brought into play and Luke Robison becomes trapped there until either he can successfully investigate the six-shroud location or the investigation phase ends. It is vital that Luke complete this task, and without the help of his fellow investigators who cannot enter the location, lest he be forced from the Dream-Gate to any revealed location, suffering two horror in the process. While Luke does have nine sanity, an admirable score even among the Mystics of Arkham, a misstep in the Dreamlands can have catastrophic consequences on the waking world; and Luke must never forget what is real, and what is only a dream.

Before I Wake
Something is haunting the dreams of Arkham’s citizens and only you can ensure the safety of the sleepers. Are you ready to embrace a new reality? Gather your team, strengthen your mind, and prepare to step beyond the world you know into the one you only dream of!

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43.10 €
Arkham Horror LCG: Dunwich Legacy Expansion
Arkham Horror LCG: Dunwich Legacy Expansion

A deluxe expansion for Arkham Horror: The Card Game!

Several months ago, three Miskatonic University professors armed themselves with secret knowledge, traveled to Dunwich, and brought an end to the strange and terrifying creature that had been terrorizing the secluded village. Their heroic efforts brought peace to the region—for a while—but also left the men scarred by the horrors they had witnessed. Now, one of those professors, Dr. Armitage, has need of your assistance. His colleagues have gone missing, and he fears the worst...

With five mini cards and 156 full-size cards, The Dunwich Legacy challenges you to find the missing professors and launches you into a campaign that leads to Miskatonic University, the notorious Clover Club, and beyond. Five new investigators arrive to offer their services, armed with fifty-nine new player cards (including a complete playset of each) that allow you to pursue new deck-building strategies and new styles of play. Finally, you'll find all manner of new terrors arrayed against you—from backroom thugs and bad luck to arcane hexes and wholly unnatural abominations.

Where Will Your Search Take You?
The Dunwich Legacy introduces two new scenarios, Extracurricular Activity and The House Always Wins, that pit you against the forces defined by eleven new encounter sets. You'll infiltrate the Clover Club and witness firsthand its shady and sometimes violent transactions. You'll traverse the halls and greens of Miskatonic University. And if you're lucky enough—and careful enough—you might just find Dr. Armitage's missing colleagues and live (with your faculties intact) to tell the tale.

However, the details of that tale will depend both on the decisions you'll make and your willingness to delve deeper into the layers of mystery you encounter… The Dunwich Legacy doesn't just allow you to explore two new scenarios and their challenges; it serves as the introduction to the whole The Dunwich Legacy campaign, the subsequent chapters of which will be released in an upcoming cycle of Mythos Packs.

For those investigators willing to pursue the horrifying truth, The Dunwich Legacy campaign offers a thrilling and spiraling descent into mystery and madness. Where will your search for Professors Rice and Morgan take you? What will you learn? What connections will you uncover between recent events and the rumors that date back to Dr. Armitage's involvement in the incident at Dunwich?

Each of the six Mythos Packs that complete the cycle adds new layers of intrigue and new challenges that you can enjoy either as a standalone adventure or as a part of an eight-act mystery. And it all starts with the scenarios and encounter sets from The Dunwich Legacy.

The Chef, the Musician, the Reporter, and More
If your investigators are driven insane or devoured as you confront the ghouls and cultists in the Core Set scenarios, don't worry! The Dunwich Legacy introduces five new investigators at the outset of its campaign. Like the investigators from the Core Set, these new investigators all come with unique assets and weaknesses. Unlike the Core Set investigators, however, the investigators from The Dunwich Legacy don't have primary and secondary classes.

Where Roland Banks (Core Set, 1) is primarily a Guardian, who can use Guardian cards of levels zero through five, his Seeker tendencies are represented by his ability to utilize Seeker cards of levels zero through two.

On the other hand, the investigators from The Dunwich Legacy don't have a secondary class. Instead, like Zoey Samaras (The Dunwich Legacy, 1), they have a single class, but can dabble in all the other classes, choosing as many as five level zero cards from classes other than their own.

In this way, they may offer you a shortcut to sampling all the new level zero class cards arriving in The Dunwich Legacy, along with a new neutral card and cards with levels higher than zero. For example, you might want to test Zoey Samaras in combat and play Double or Nothing (The Dunwich Legacy, 26) for a shot at extra damage. Or you might want to use the Rite of Seeking (The Dunwich Legacy, 28) so that Zoey can conduct her investigations with magic. The beauty of the matter is that because both of these cards are level zero, you can include one or two copies of each in your deck, albeit at the cost of two to four of your precious cross-class card slots.

Something Went Terribly Wrong
What secrets lie behind the sealed doors of Miskatonic University? Just how sinister are the gangsters that run Arkham's Clover Club? What do the disappearances of Professors Rice and Morgan have to do with the events of Dunwich, several months back?

You are an investigator. Gather your assets, gather your allies, and begin your investigation.

• The first deluxe expansion for the cooperative LCG Arkham Horror: The Card Game
• Explore the disappearances of two Miskatonic University professors through two new scenarios
• Five investigators encourage new play styles in each of the game’s five classes
• Fifty-nine player cards (including a complete playset of each) allow the pursuit of new strategies
• Eleven encounter sets lay the foundation for the Mythos Packs of The Dunwich Legacy cycle

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43.80 €
Arkham Horror LCG: Dunwich Legacy Investigator Expansion
Arkham Horror LCG: Dunwich Legacy Investigator Expansion

A monstrous presence once terrorized the secluded village of Dunwich. The season of horror ended only after three professors from Miskatonic University—Dr. Henry Armitage, Dr. Francis Morgan, and Professor Warren Price—ventured to Dunwich, armed with secret knowledge that enabled them to defeat the creature. Now, several months later, Dr. Armitage’s colleagues have gone missing, and he fears the worst...

Return to the very first cycle of content for Arkham Horror LCG with The Dunwich Legacy Investigator Expansion and The Dunwich Legacy Campaign Expansion. Similar to the previously-announced Edge of the Earth expansions, all player cards for this cycle can be found within the Investigator Expansion while all campaign- and scenario-related cards can be found in the Campaign Expansion. This is the perfect opportunity for new fans of the game to experience its very first full-length campaign, and for longtime fans to catch up on any parts they may have missed. Whether you want just one of the expansions or both, no Arkham fan will want to miss The Dunwich Legacy!

Note: Any longtime fans of Arkham Horror: The Card Game who already own everything from the original The Dunwich Legacy cycle will not find any new cards or content within these two new expansions.

Drifting into Dunwich
In order to help you overcome the terrors of the Mythos, The Dunwich Legacy Investigator Expansion comes with five playable investigators to rise to the challenge.

Each investigator has their own strengths and weaknesses, and the five from The Dunwich Legacy all share an interesting level of deckbuilding adaptability. While the investigators from the core set are limited to just one “primary” class and one “secondary” class of cards—such as Roland Banks (Revised Core Set, 1) only being able to include Guardian and Seeker cards, respectively—all of The Dunwich Legacy investigators can include cards from any class outside of their “primary” one in their deck! However, the trade-off is each of these investigators can only include up to 5 out-of-class cards in their decks, and only ever at their most basic level. You’ll have to plan carefully if you want to bring out the full potential of these five characters!

Whether or not you mix up their decks, there is no denying that the investigators themselves have plenty of tools to combat the Mythos. Take Zoey Samaras (The Dunwich Legacy Investigator Expansion, 1), for example. With high health and solid sanity, Zoey is perfectly suited to dive into the fray against monsters of all kinds. By using Taunt (The Dunwich Legacy IE, 17) to draw enemies in and then brandishing her cross (The Dunwich Legacy IE, 6) at them, Zoey can deal some preemptive damage before she even attacks her foes. With events like Emergency Aid (The Dunwich Legacy IE, 105) and "If it bleeds..." (The Dunwich Legacy IE, 225), Zoey can keep fighting pretty much indefinitely, which is good, since she also has an obsessive need to Smite the Wicked (The Dunwich Legacy IE, 7). If she can’t defeat her designated foe by the end of the scenario, then the guilt will haunt her for the rest of the campaign!

Where Zoey follows a determined path of righteous smiting, "Ashcan" Pete (The Dunwich Legacy IE, 5) follows the road to wherever it takes him next. With his trusty dog Duke (The Dunwich Legacy IE, 14) at his side, Pete is a kindhearted drifter who just wants to help any people he can. While Pete’s stats may not seem that impressive at first glance, Duke more than makes up for his lack of both combat and investigation skills, and the best part? Duke doesn’t even count toward Pete’s ally slot, which means he’s never forced to choose between his best friend and another ally. (And let’s be honest, who wouldn’t choose Duke?)

Even if Duke is exhausted, Pete still has access to some handy tricks up his sleeve. With a Fire Axe (The Dunwich Legacy IE, 32) in hand, Pete can spend some resources to reliably attack an enemy, and he can always check out the Newspaper (The Dunwich Legacy IE, 155) if he needs help with an investigation. Even if none of these things are available, Pete can always Rise to the Occasion (The Dunwich Legacy IE, 192) in a pinch. Pete just needs to be careful not to rely on his assets too much—if he becomes Wracked by Nightmares (The Dunwich Legacy IE, 15), he won’t be able to use any of them!

Undimensioned and Unseen
With dark forces on the rise and a sinister plot hidden in the backdrop of Dunwich, only you and your fellow investigators can hope to unravel the truth and save the world. Whether you missed the original version of The Dunwich Legacy or are just now getting into Arkham Horror: The Card Game, you can look forward to adding The Dunwich Legacy Investigator Expansion and The Dunwich Legacy Campaign Expansion to your collection

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58.80 €
Arkham Horror LCG: Edge of the Earth Campaign Expansion
Arkham Horror LCG: Edge of the Earth Campaign Expansion

In the far, uncharted reaches of Antarctica, unspeakable horrors dwell on the edge of shadows. They lurk, wait, and watch, and with them comes a secret so ancient and profound that it threatens to tear apart our very understanding of the planet we call home—if it doesn’t tear apart reality itself first. Thus, our intrepid investigators must delve into the mysteries of the great southern ice sheets and, hopefully, uncover the truth before it is too late. Will they save the world? Or will they perish in the icy depths?

Separate, But Related
Before we show off any new investigators, scenarios, or any other goodies, let’s take a moment to discuss the elephant in the room: the fact that these two expansions are both called Edge of the Earth. You may have guessed that one of the expansions has nothing but player cards and the other has nothing but scenario cards, and you would be right!

In the Edge of the Earth Investigator Expansion, you’ll find a treasure trove of player cards the likes of which you’ve never seen in Arkham history. With five investigators and around 250 cards to expand your deckbuilding options, you won’t want to miss this opportunity to strengthen your player card content like never before.

Meanwhile, the Edge of the Earth Campaign Expansion has no player cards in sight. Instead, this expansion contains over 300 scenario cards to support the entirety of the Edge of the Earth campaign, including the materials for a breathtaking new story, branching paths, and more. The best part? All you need is a core set and a copy of this expansion to jump right into this chilling tale—no other materials required! While we will no longer be releasing monthly Mythos packs going forward, this single expansion contains about the same amount of content as an entire cycle from the old release model. It’s a full campaign all in one package!

Which brings us to the main point we wanted to make: while both of these expansions share the name Edge of the Earth and their contents are thematically related to each other, you do not need to get them both to enjoy either one of them. Are you just looking to bolster your player cards? Grab the Investigator Expansion. Just want a new campaign to test your mettle? Pick up the Campaign Expansion. Craving as much Arkham goodness as you can get your hands on, like we know you do? Grab them both!

Frozen Fears
Whether or not you decide to pick up Lily Chen, Norman Withers, and the other investigators and player cards in the Investigator Expansion, you can still look forward to a pile of new adventures in the Edge of the Earth Campaign Expansion.

You begin this frigid tale at the site of a crashed airplane—your plane, to be exact. You, your fellow investigators, and the other surviving members of your expedition team are now stranded in the middle of the Antarctic wastes, with no real idea of what that thing was that swatted your plane from the sky. Now you not only need to figure out how to survive in one of the least hospitable environments on Earth, but you also still need to conduct the investigation you came here for in the first place. Will you uncover the secrets buried within the ice? Or will you fall victim to the frozen horrors that lurk there?

During your Antarctic journey, you will be accompanied by a number of members of your expedition team. These special asset cards can be thought of as bonus allies, but you must take care to keep them healthy and sane—once they’re gone, they’re gone. Their aid will be crucial at key story points throughout the campaign, and losing even one of them can make your trials in the frozen wastes all the more difficult.

Speaking of trials, this expansion comes packaged with a full, expansive campaign, with roughly the same amount of content as an entire cycle from our previous release model, as we said before. The way the scenarios of this expansion flow into each other is a lot more dynamic than before, and, depending on your decisions and who among your expedition team is still alive, you may wind up experiencing a different sequence of events each time you play through the campaign. Combine this with lengthy, multi-part scenarios containing checkpoints and interludes, and you will find that the Edge of the Earth Campaign Expansion will keep you busy for a long time!

Ice and Death
The ancient horrors of Antarctica threaten the world as we know it, and only a ragtag team of explorers and investigators can possibly hope to discover the truth before it is too late.

The Edge of the Earth Campaign Expansion has no player cards in sight. Instead, this expansion contains over 300 scenario cards to support the entirety of the Edge of the Earth campaign, including the materials for a breathtaking new story, branching paths, and more. The best part? All you need is a core set and a copy of this expansion to jump right into this chilling tale—no other materials required! While we will no longer be releasing monthly Mythos packs going forward, this single expansion contains about the same amount of content as an entire cycle from the old release model. It’s a full campaign all in one package!

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76.60 €

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