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Arkham Horror LCG: Edge of the Earth Investigator Expansion
Arkham Horror LCG: Edge of the Earth Investigator 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!

Steadfast in the Face of Horror
To help you face the terrors of the Mythos, the Edge of the Earth Investigator Expansion comes with a new group of playable investigators to rise to the challenge.

Among these newcomers is the long-awaited Lily Chen (Edge of the Earth Investigator Expansion, 10). As a master martial artist with a clear goal to eradicate evil, Lily comes to Arkham LCG as a Mystic who can also wield a large range of Guardian cards. Take advantage of her mix of martial arts and mysticism with cards like Dragon Pole (Edge of the Earth IE, 60), which enhances your combat ability while you have spells equipped, and tools like Butterfly Swords (Edge of the Earth IE, 25), which let you add your agility to your skill value while attacking.

Where Lily truly shines, however, is in utilizing her unique Discipline assets to power up each of her stats. She can include any one of her four Discipline cards in her deck during deck creation, and she can add an additional Discipline for every 15 experience she has earned in total. While these assets are powerful, Lily must maintain her focus in order to truly benefit from them. For example, Balance of Body (Edge of the Earth IE, 14a) is extremely useful for taking out enemies, especially when she’s already softened them up with cards like Sweeping Kick (Edge of the Earth IE, 23). However, once it’s flipped to its Broken (Edge of the Earth IE, 14b) side, she will need to refrain from fighting in order to refocus and regain the benefits of her Discipline. In addition, each Discipline she includes in her deck is balanced by a copy of Burden of Destiny (Edge of the Earth IE, 15), which means Lily must remain constantly vigilant and never take her power for granted.

Of course, Lily is not the only investigator to join the struggle against the Mythos. Having first appeared as a promo investigator in Ire of the Void, Norman Withers (Edge of the Earth IE, 4) finally arrives in a main Arkham LCG expansion with new art and his signature asset, Livre d'Eibon (Edge of the Earth IE, 5). This astronomer is similar to Lily in that he specializes in two classes: Seeker and Mystic. With his high mental stats and unique ability to play with the top card of his deck revealed, Norman can make ample use of cards like Written in the Stars (Edge of the Earth IE, 34) and Astronomical Atlas (Edge of the Earth IE, 67) to put his considerable mind to good use. Just watch out for The Harbinger (Edge of the Earth IE, 6), or else you may find yourself unable to access your vast trove of knowledge!

Both Lily Chen and Norman Withers are investigators with a heavy focus on two classes, and this theme continues with a large number of new “multi-class” player cards. These special player cards count as more than one class at a time, and an investigator can treat the card as any of its classes for the purpose of deckbuilding. For example, Lily can use her access to Guardian cards to call upon the aid of Michael Leigh (Edge of the Earth IE, 86), utilizing his powerful abilities in tandem with her raw stats to keep her momentum going. Likewise, Norman can use his access to Mystic cards to utilize the multi-class spell Blur (Edge of the Earth IE, 109), allowing him to use his high willpower to evade his foes instead of his low agility. While Norman cannot normally include higher than level 0 Seeker cards in his deck, he can bypass this with cards like Divination (Edge of the Earth IE, 101). Since Divination is a Mystic card as well, Norman can treat it as such for the purpose of fulfilling his deck-building requirements, opening the door to a whole new range of possibilities.

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.

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62.60 €
Arkham Horror LCG: FA1 -Threads of Fate Mythos Pack
Arkham Horror LCG: FA1 -Threads of Fate Mythos Pack

Whatever you did, you must reverse it.
In The Forgotten Age, you journeyed deep into the rainforests of southern Mexico to discover the remains of an ancient Aztec city. During your scientific expedition, you unearthed a priceless artifact, and you then had to decide how to protect it. The consequences of your decisions have now returned to haunt you as your world erupts into chaos. Three difficult tasks fall before you at once and time is of the essence. Which will you pursue? Fantasy Flight Games is proud to announce Threads of Fate, the first Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game,.

Choose Your Fate
Following the events of The Forgotten Age, you relinquished control of what may be the discovery of a lifetime. It was difficult choice, but you did what you had to, and now you have returned home, where a peaceful respite is in order. Your relaxation is cut short, however, when a forgotten guardian of the Aztec city appears on your doorstep, declaring that your actions on the expedition have set events into motion that have put the entire Earth in danger. Her claims are baseless and wild, but when strange, unexplainable events begin to occur throughout Arkham, you suspect that her mad claims may be right.

In perhaps the most immersive investigation in Arkham Horror: The Card Game so far, you must weigh your evidence, discuss your choices, and trust your instincts to decide which leads to follow and which to leave unexplored. You must choose between Three Fates (Threads of Fate, 114) as three tasks stand before you and you only have a limited amount of time before the trail goes cold. Where do you search first? Your adventure will be irrevocably shaped by the decisions you make, so choose carefully.

A Terrible Dilemma
Over the course of your investigation, you will weave your way through the stories spun by an incredible twenty-four potential Act cards. The Threads of Fate scenario contains three different Act decks, each constructed separately. Throughout the scenario, all three Act decks will be in play at once and the decision rests with you as to which Acts to pursue and which to ignore. The exact contents of each Act deck will vary depending on who was last in possession of the relic, the past decisions recorded in your campaign log, and even how you choose to pursue the tasks before you.

One of the Act decks that you'll encounter centers around the choices you made in The Forgotten Age, where you first made your grand discovery. Did you leave the relic with your trusted friend, or did you decide that it belongs in a museum and pass the item off to the Miskatonic Museum for their Eztli exhibit? If you believe Ichtaca, the relic could be used for terrible purposes if left in the wrong hands. Who can you trust? Next, you are faced with another worrying task where life and death may hang in the balance. One of your expedition companions has gone missing and you suspect foul play. Do you go to the police or do you believe that you will have a better chance of finding them on your own?

Among these other endeavors remains the question of what to do with your uninvited house guest. Do you trust Ichtaca? Should you continue to push her for answers about the relic and the people who pursue it, and would you believe her if she told you? You could bring her into the fold of your investigation, or leave her to her own devices and trail her to see where she goes. She could lead you to the answers you seek, but if you are wrong, you will lose precious time and perhaps a potential ally. Can you take that risk?

Choice and Consequence
As the first Mythos Pack in The Forgotten Age cycle, Threads of Fate offers you several new player cards that will shape the rest of your campaign. Arcane Research (Threads of Fate, 109) bears the Permanent keyword, staying with you for the entirety of your campaign once you have purchased it. But all power comes with a price. When you purchase Arcane Research, you immediately suffer one mental trauma as you attempt to quickly learn all you can about the mythos to survive the trials ahead. Still, once you have conducted your research you gain a lasting benefit—after each scenario, you may reduce the experience cost of the first Spell card you upgrade before the next scenario by one.

Beyond the realm of Mystics, Seekers may test their ability to make a Shrewd Analysis (Threads of Fate, 106) to permanently alter their campaign experience as well. Once you have made a Shrewd Analysis in your investigation, any time you upgrade a card that is either Unidentified or Untranslated, you may upgrade a second copy of that card at no experience cost. If you choose this path, however, the two upgraded versions are chosen at random from among the eligible options. You may be able to glean some information about the civilizations of ages past, but their language, like their lives, is strange. There is no telling what your investigation into the truth will uncover.

One Path Among Many
Now that the discovery has been made, you cannot turn back the clock. Time is running out. What are you going to do?

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22.00 €
Arkham Horror LCG: FA2 -The Boundary Beyond Mythos Pack
Arkham Horror LCG: FA2 -The Boundary Beyond Mythos Pack

In The Forgotten Age, you embarked on a scientific expedition to discover ancient Aztec ruins in the rainforests of southern Mexico and returned home with a priceless artifact that you had to protect in the best way you knew how. Then, in Threads of Fate, your world fell into chaos as you were confronted with a series of objectives as the sands of the hourglass were quickly falling away. Now you seek to undo your mistakes, but the choices and sacrifices that you have made to reach this point will inevitably shape your mission moving forward. That is, unless time is not as stable as you believe.

Fantasy Flight Games is pleased to announce The Boundary Beyond, the second Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game.

Digging Up the Past
Arkham Horror: The Card Game has always blurred the line between madness and reality, and now in The Boundary Beyond, the distinctions between the past, present, and future start to become hazy. Following the events of Threads of Fate, you are driven from Arkham to Mexico City to find answers about an enigmatic relic and those who pursue it. After a seemingly endless string of failures, it appears the trail has gone cold. But on the very day you are ready to return home, something is wrong—the city has altered. Silver lightning crackles in the sky overhead, and the earth rumbles below your feet. Monstrous entities float just below the clouds and the architecture looks more like something out of a history book than modern Mexico.

Despite the altered landscape, it does not appear that you have traveled to the past. Rather, it is more like all of time is happening at once and the city is continuing to evolve before your eyes. During your investigation in The Boundary Beyond, you may be instructed to place new locations over existing ones. This is not to say that you have moved, but rather that the places themselves have changed as the fabric of time begins to unravel. When a location changes, all tokens, attachments, investigators, and enemies at the original location are considered to be at the new location when it is replaced. For example, if you are at the modern Metropolitan Cathedral (The Boundary Beyond, 169), you may choose to use the Explore action, first introduced in The Forgotten Age deluxe expansion, to uncover the secrets hidden within its walls. When you draw from the exploration deck, you discover the Temples of Tenochtitlán (The Boundary Beyond, 177). This Ancient location has a matching connection symbol in the upper left corner, marking that the Temples of Tenochtitlán replace the Metropolitan Cathedral and you are now considered to be at the Temples. You have not fallen through time, time has shifted around you.

As the thread pulls, the weave unravels. Throughout The Boundary Beyond, you may have increasing reasons to panic as you encounter Timeline Destabilization (The Boundary Beyond, 190). When this dreaded Hex is revealed, you must test your willpower. In the modern era, this test would not cause much worry. However, the test gains difficulty for each Ancient location in play and if you fail, you suffer one damage and one horror, and you must shuffle Timeline Destabilization back into the exploration deck as the clock appears to jump forwards and back of its own volition.

Remember Who You Are
To help you survive in this ever-shifting landscape, the player cards of The Boundary Beyond focus on helping you gain skill by embracing the nature of your faction. Mystics may learn how to perform a Ritual to Recall the Future (The Boundary Beyond, 158). While you possess this asset, you can put your foresight to the test by naming a chaos token during a skill test. If you successfully peer through the boundary and your named token is revealed, you may then exhaust Recall the Future to raise your skill for the test. Meanwhile, if you play as a confident Quick Study (The Boundary Beyond, 154), you may simply choose to place one of your clues on your location and exhaust Quick Study to significantly raise your skill for a test, knowing that you may easily regain this clue at a later time.

Even with these increased abilities, the more bookish investigators may find need for some added muscle. In times of crisis, a Bold Guardian may wish to defend their fellow investigators and Take the Initiative (The Boundary Beyond, 150) to spring into action. This skill rewards you for taking your actions early with the ability to commit three wild skill icons to one of your tests. However, the longer you wait to use this card, the weaker it becomes. Take the Initiative loses a wild icon for each action taken by any investigator, so if even one of your companions has completed their full turn, the card loses its value. With the fate of the past, present, and future at risk, this is no time to be timid.

Protect the Future
What has happened to city around you? Is this the future or the past, and most importantly, how do you return to your own time? The only way out is through. Step beyond the boundary, restore the timeline, and return home once more!

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22.00 €
Arkham Horror LCG: FA3 -Heart of the Elders Mythos Pack
Arkham Horror LCG: FA3 -Heart of the Elders Mythos Pack

After completing a scientific expedition in the rainforests of southern Mexico, you returned home only to discover that you had done more harm than good. Now, you must return to some of the darkest corners of the Earth to undo your mistake. Fantasy Flight Games is pleased to announce the upcoming release of Heart of the Elders, the third Mythos pack in The Forgotten Age cycle for Arkham Horror: The Card Game!

Heart of the Elders invites you to take your campaigns deeper into the jungle with Scenarios V-A and V-B of The Forgotten Age campaign. With the sixty cards within this Mythos Pack, you'll find new players card to enhance your investigator decks and dangerous new scenarios to test your resolve.

The Cavern’s Maw
Following the events of The Boundary Beyond, you leave the safety of civilization behind and journey deep into the rainforest. Surrounded by uncharted wilderness, you can feel the glare of countless eyes watching you from beneath the shadows of the trees. It’s almost as if the forest itself does not want you to reach your destination. After days of struggle, you uncover the entrance of an enormous cave, but something is not quite right. Six large pillars stand near the mouth of the cavern, covered in strange carvings that you cannot understand, but something scratching at the edge of your consciousness tells you that you’ve seen them before.

Maybe they are some form of language, or a lock system? If you make one mistake now, it could leave you buried alive in the cave, but how much time can you afford to spend investigating the pillars as your provisions run low? Starvation will kill you just as surely as a cave-in.

You must make your decision quickly, for the threats of the jungle continue to encroach upon your expedition camp. The strange Flora of this region are among the deadliest in the world. Apex Strangleweed (Heart of the Elders, 219) will choke the life from you if you cannot cut yourself free, and even the most innocuous plant can prove lethal. Any investigator who finds themselves trapped in a location covered with Poisonous Spores (Heart of the Elders, 216) becomes Poisoned (The Forgotten Age, 102); and any who already bear this permanent weakness begin to hallucinate, suffering two horror.

Should you survive the treacheries of the jungle itself, even more dangers await you underground. Heart of the Elders is the first Mythos Pack in Arkham Horror: The Card Game to feature a two-part scenario, bringing your investigation from the jungle to the cavern. You will have to overcome both the horrors of the jungle in Scenario V-A as well as the terrors of the cavern beneath in Scenario V-B. What awaits you beneath the shell of the Earth, where sunlight has not touched for years? The investigation is yours, and the only way to find out is to continue onward.

Against All Odds
In addition to the next chapters of The Forgotten Age cycle, Heart of the Elders provides you with an assortment of new player cards to help move your expedition forward. If you wish to survive your extended stay far from civilization, you will need to fill your ranks with skilled allies and experts in their fields. If you are playing as a Rogue, you can hire archaeologist Lola Santiago (Heart of the Elders, 196) to help you dig up clues. In addition to increasing both your intellect and your agility, you may spend resources to discover a clue at your location. Meanwhile, Mystics may bring Olive McBride (Heart of the Elders, 197) into the fold of the investigation, using her skills to manipulate the chaos bag. If you exhaust this Witch when you would reveal a chaos token, you can instead reveal three chaos tokens and select two of them to resolve. It might backfire horribly, but without risk, there can be no reward.

Allies can give you the edge as you journey into the jungle, but when you don't know who to trust, the only person you can rely on is yourself. With enough spirit and will to survive, you just might complete this mission Against All Odds (Heart of the Elders, 202). Whenever you're performing a skill test with a difficulty higher than your base skill, you can play this event to reveal additional chaos tokens and choose one of them to resolve. Of course, this event is useful whenever you feel overmatched, but it can be downright essential for the game's newest investigator, Calvin Wright (The Forgotten Age, 5). While his willpower and lore increase for each horror on him, and his combat and agility increase for each damage, the base value of each of Calvin’s skills is zero. For example, let’s say that Calvin has suffered two damage during a scenario when he finds himself locked in a fight with an Apex Strangleweed. Calvin’s combat value is two, one less than the deadly Flora. However, since the base combat value printed on Calvin’s investigator card is zero, when he plays Against All Odds, he draws a total of three tokens from the chaos bag, greatly increasing his chances of victory before he even commits any cards! When a single test could mean the difference between life and death, this card may be the answer to your prayers.

No Turning Back
A great threat is coming closer to consuming humanity, and this time the fault is none but yours. If you wish to save those you have placed in danger, you must accept this peril. Discover what awaits you in the jungle and learn the secrets of the Heart of the Elders!

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22.00 €
Arkham Horror LCG: FA4 -The City of Archives Mythos Pack
Arkham Horror LCG: FA4 -The City of Archives Mythos Pack

The veil that divides worlds has drawn perilously thin in Arkham Horror: The Card Game! In The Forgotten Age, you embarked on a scientific expedition to the rainforests of southern Mexico, returning home only to find that your actions have put the world in perilous danger. As The Forgotten Age cycle progresses, you struggle to make your way back to where the trouble began—to undo your mistake and gain insight into the dangers that threaten the fabric of time itself. Now, your expedition leads you to a city that defies imagination. Trapped in this maddening metropolis for an untold time, you may find yourself identifying more and more with the monsters that you once fought so hard to ward off.

The fourth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game.

City of the Great Race
Following the events of Heart of the Elders, you and your expedition team find yourselves in close quarters with creatures that go beyond anything you expected to find in the rainforest. Time stretches on as you begin to wonder whether you have been trapped for days or weeks. You fade in and out of consciousness, attempting to comprehend all that is happening around you as your mind battles exhaustion and rages against what you know to be impossible—a hideous race of creatures that cannot be of this Earth, hidden from the world beyond. Their twisted bodies consist of immense corrugated cones of clammy flesh, with four thick limbs extending from the top. They are haunting to look upon, but does strange necessarily mean dangerous?

Some of these creatures are miraculously able to speak your language, and they question you about your world. They promise you freedom to roam their city if you answer their inquiries. A free exchange of information is only fair. You have come all this way seeking new truths of the world, and this civilization could easily be the greatest scientific discovery in the history of mankind. But do you dare to trust them?

Stolen Minds
As you spend more time in the city, interacting with its strange inhabitants, you may find it easier to sympathize with them. In fact, it may become too simple to identify with them. You even may discover that you’re feeling... not quite yourself.

The City of Archives offer you the chance to experience an entirely new worldview and step into the shoes of your new hosts with the Body of a Yithian (The City of Archives, 244) card. This new form does not erase who are or any of your past experiences, transferring any of your physical or mental trauma to your Body of a Yithian, as if it were your investigator card. Still, you will certainly find yourself profoundly changed.

Should you find yourself in this state, your investigator deck remains the same, but you must use the Body of a Yithian investigator card, preventing you from using any of your investigator’s special abilities. Unaccustomed to this form, each of your base skills are set at a value of two while you inhabit the body. However, you are able to double the icons on a card that you commit to a skill test once per test. In this way, you may still have an edge in the areas where you once excelled, holding on to at least one small piece of your identity.

Sadly, this condition does not offer freedom from your signature weaknesses. Throughout the scenario, your Body of a Yithian card is treated as if it has the same title as your former investigator card. For example, if you were once the human known as Father Mateo (The Forgotten Age, 4), you must treat your Body of a Yithian card as if its title were “Father Mateo.” This means that if you draw Serpents of Yig (The Forgotten Age, 14), the Father’s signature weakness, they will still hunt you despite your altered appearance.

If you wish to learn the secrets of this ancient city, you will need a new set of implements to further your investigations. In addition to the horrific adventures you will find within the city of the Yithians, this Mythos Pack provides you with new player cards to help you walk among the inhabitants of this world so similar to yet so alien from the one you know. If you are observant, you may be able to use your knowledge of the city’s layout to help you Slip Away (The City of Archives, 232) from any overly-curious Yithians. Or, you may uncover a precious Crystalline Elder Sign (The City of Archives, 235) safely tucked away among the shelves of the archives. With this powerful Mystic Relic, you may seal a +1 or the elder sign token—removing these highly beneficial tokens from the chaos bag, but in exchange for this sacrifice your willpower, lore, combat, and agility skills are all increased! Potentially trapped in a strange city and a strange body, this bonus may prove invaluable.

Remember Who You Are
Now that you're surrounded by these strange creatures, you must either adapt or perish. But be careful not to lose yourself in your fight for survival. Keep hold of your identity, find a way out, and uncover the secrets housed in The City of Archives!

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22.00 €
Arkham Horror LCG: FA5 -The Depths of Yoth Mythos Pack
Arkham Horror LCG: FA5 -The Depths of Yoth Mythos Pack

Your descent into madness has taken you far into the wilds of Arkham Horror: The Card Game! In The Forgotten Age, you took part in a scientific expedition that brought you to the dark rainforests of Central America in search of a lost Aztec city, but what you uncovered has set a series of events in motion that puts the entire world at risk. As The Forgotten Age cycle progresses, you must learn as much as you can about the dangers you unleashed to undo your mistake and save the Earth from a terrible fate. Now, your mission has brought you to a monster-filled chasm where the only way out is down.

The fifth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game.

Pit of Despair
This Mythos Pack, which can be played as a standalone adventure or as part of the eight-part campaign, finds you on a perilous precipice looking into a seemingly bottomless cavern. Following the events of The City of Archives, you have reached the winding staircase that leads through the remains of another age and down into the unknown. Far below, a red glow illuminates a network of labyrinth caverns littered with the ruins of an ancient city, and from those depths there also emanates a strange, animal-like sound.

Something is down there.
And thus, your descent begins. The Depths of Yoth draws you down into the deepest reaches of the Earth, tracking the current depth level of your investigation in a separate space on the scenario reference card. While the depth level has no effect on its own, deeper levels of Yoth are deadlier. Some of the creatures that dwell there, such as an Eater of the Depths (The Depths of Yoth, 298), become stronger the further you descend into the cavern. You may find that it becomes more difficult to deny your terror as you journey deeper with treacheries like Lightless Shadow (The Depths of Yoth, 300) threatening to trap you in the ruined city for all time. But the answers you seek must be waiting at the bottom of this pit, though you wonder whether they are worth facing whatever awaits.

Relentless Pursuers
As you plunge into darkness with only the light of some unimaginable hell to guide you, you may wish to turn back—to find any other way out of this prison. But you are not alone in this cavern, and if you look back you are lost. Slithering creatures of Yoth stalk you through the twisting caverns, and even as you move deeper into the depths, they may follow by moving into the “pursuit area” beside the act and agenda decks. Enemies in this area are out-of-play, and although you can't attack them, at least they're too far away to reach you for now. Still, even if your assailants ease the chase, they are just out of view in the shadows, always watching. Waiting.

Even if your enemies may have fallen behind you as you plunge deeper into the depths, the fury of the Father of Serpents may compel them to rush forward and attack on his behalf. When his Scheme, Serpent's Ire (The Depths of Yoth, 302), is revealed, the most powerful Serpent enemy in pursuit of your team moves forward to strike, forcing you to test your agility. If you fail, that enemy immediately attacks you—and even if you dodge the first attack, you must still contend with this Serpent who's now engaged with you. To discover what awaits at the end of your journey, you must survive the descent, so be sure to stay light on your feet and pray you don't trip, lest you fall into the pit below.

Outrun, Outlast
To help you dodge the monsters breathing down your neck during the descent, The Depths of Yoth provides you with new, powerful player cards to strengthen your investigators’ decks and prepare you for the trials ahead. If you have The Skeleton Key (The Depths of Yoth, 270) in your possession, you may easily investigate nearly any location, unlocking the ruins’ secrets with an ease to make even Rex Murphy jealous.

Meanwhile, Mystics may use the experience gained over the course of The Fogotten Age cycle to increase the potency of their arcane talents with an upgraded version of Mists of R'lyeh (The Depths of Yoth, 271). This Spell has an incredible five charges which you may use to evade, using your willpower in place of your agility. And if that weren't enough, this Spell also dramatically increases your willpower for your attempt. Beyond the confidence this card offers you in your own abilities, Mists of R’lyeh rewards you further if you succeed. If you pass your skill test, you may move to a connecting location—continuing your investigation without becoming bogged down by enemies.

However, as often happens when you call upon the power of the Mythos, using this card comes with a certain amount of risk. If you reveal any chaos token other than a numbered token or the elder sign token, you must discard a card from your hand. Despite the inherent risk of magic, this is the time to pull out all the stops and use every tool in your arsenal. For as long as you remain trapped in this unholy pit, no one is coming to save you.

Light at the End
The closer you move to the end of your descent, the greater the threat to your life becomes. But despite the terrors and the monsters, you may find a strange sense of serenity among the ruins. If nothing else, at least you know where you are going. There is a light at the end of the tunnel.

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22.00 €
Arkham Horror LCG: FA6 -The Shattered Aeons Mythos Pack
Arkham Horror LCG: FA6 -The Shattered Aeons Mythos Pack

The sixth and final Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game

Your scientific expedition in The Forgotten Age took you far from Arkham, to the jungles of southern Mexico where you uncovered what may be the greatest scientific discovery of your time, along with a secret that defied everything you know about the history of your world. Then throughout The Forgotten Age cycle, you returned home only to learn that your actions have put everything you love in danger. Searching for answers, you journeyed to Mexico City, then back into the wilderness and beyond, to places beyond your imagination.

You have faced dangers both terrestrial and otherworldly, and stood strong as the very fabric of time ripped before your eyes. Now, you face your final test in the conclusion of The Forgotten Age cycle.

The Gateway
Following the events of The Depths of Yoth, hope is fleeting. What little remains burns in the bluish light emanating from the end of a passage before you. Deep beneath the Earth’s surface, you have almost forgotten the warmth of the sun, but there is no turning back for you. Whatever plan your enemies have been working toward lies ahead, and there is an unnatural power here—you can feel it in the Earth as it shakes beneath you. Pieces of the cavern start to fall, but they never reach the floor, floating in midair. The laws of reality are beginning to bend, and it cannot be long before they reach their breaking point. You must hurry.

Once you reach the ancient Nexus of N'Kai (Shattered Aeons, 324), the difficulty of the task before you increases with each passing moment. Beyond confronting beasts, like the Temporal Devourer (Shattered Aeons, 338) that chases you through time and space, you must also attempt to hold on to your mind as all that is sane falls away. Concepts of time and space cease their meaning as cities long lost to the grind of years appear anew, great metropolises of your age stand desolate, and unfathomable, unearthly expanses reveal themselves, as tangible as any city you left behind. The sight of Shattered Ages (Shattered Aeons, 339) threaten your sanity, forcing you to test your Willpower and see your knowledge and understanding sucked out into the beyond.

Worth Waiting For
Beyond bringing you the thrilling conclusion of The Forgotten Age cycle, Shattered Aeons also provides you with a new collection of powerful player cards to prepare you for the terrors that have awaited you since you first stepped beyond the mortal realm in The Forgotten Age. As is tradition with the grand finale of an Arkham Horror: The Card Game cycle, this Mythos Pack includes a new, powerful exceptional card to entice players. Rogues may take delight in living on Borrowed Time (Shattered Aeons, 308), storing actions to unleash in a single marvelous turn. If you and Leo De Luca (Core Set, 48) have an Ace in the Hole (Where Doom Awaits, 266) to go with your Borrowed Time, you have the chance to take up to ten actions in a single turn! While Rogues may be more inclined to keep to the shadows, it may prove impossible to resist stepping into the spotlight when you can guarantee that your entire team will be impressed.

But there are others who do not need the flash of exceptional cards to make their turns absolutely potent. Scholastic Seekers may claw their way to an advantageous Vantage Point (Shattered Aeons, 306) to get a better lay of the locations surrounding them, making it easier for themselves or an ally to investigate. Then, even the most down-to-Earth investigators have the chance to embrace the powers of the Mythos as Survivors gain access to their first Spell with Alter Fate (Shattered Aeons, 313). This fast event allows you to defy destiny and shape your own fate by helping you rid yourself or one of your fellow investigators of a non-weakness treachery. With the fate of all reality at stake, now is the time to pull out all the stops and examine the problem from every angle to find some kind of solution. The world is relying on you, and you cannot fail now.

The End...
Will you be able to stop the events that your own ignorance set in motion, or will your mistake destroy the world that you have worked so hard to save? Ready your investigators and prepare to throw everything you have into this battle. This can’t be how it ends!

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22.00 €
Arkham Horror LCG: Forgotten Age Expansion
Arkham Horror LCG: Forgotten Age Expansion

The Forgotten Age, a new deluxe expansion for Arkham Horror: The Card Game

We think we know the history of the Earth, but there are secrets that lie beyond our reckoning and truths that could undo our entire understanding of the universe. When renowned historian Alejandro Vela discovers one of these secrets, the ruins of an ancient and forgotten Aztec city, it sets into motion a plot that could unravel the very fabric of time.

In The Forgotten Age, one to four players embark on a scientific expedition to the rainforests of southern Mexico with five new investigators, as well as an incredible eighty-seven scenario cards and sixty-four player cards (two copies each of thirty-two distinct cards). Here, you and your team will venture deep into dark rainforests and forbidden caverns in two new scenarios, which form the beginning of a new campaign for your investigation team as you step back into The Forgotten Age.

Join the Expedition
The first of the scenarios included in The Forgotten Age, The Untamed Wilds, throws you into the middle of your scientific expedition where your team of investigators has ventured far into the rainforests of southern Mexico in search of a forgotten Aztec city-state. Today, you depart from your camp in order to find the ruins Alejandro seeks. There is no telling what you may encounter beneath the thick jungle canopy, but you have come too far to turn back now.

In keeping with the new feel of your investigations, The Forgotten Age introduces the new Explore ability that you can initiate with an “activate” action, as seen on Agenda 1a. These abilities instruct you to draw the top card of the new, separate “exploration deck” which is filled with single-sided locations and treachery cards. Each Explore ability indicates a particular type of location that you are seeking to draw and, as a driven investigator, you must continue to draw from the exploration deck until you either discover the location you seek or a treachery brings your exploration to a halt. If a location of the type you seek is drawn, it is put into play and you move to that location to successfully tour the area.

For example, Agenda 1a instructs an investigator that their exploration is currently searching for a connecting location. Ursula Downs, currently at the Expedition Camp (The Forgotten Age, 50), spends her first action to explore and draws Circuitous Trail (The Forgotten Age, 73), which is not connected to the Expedition Camp. This card is therefore placed beside the exploration deck and Ursula draws again, revealing Low on Supplies (The Forgotten Age, 82). As this is a treachery card, she must resolve the card’s effects and her exploration ends unsuccessfully with Circuitous Trail reshuffled into the exploration deck.

However, a failed exploration does not necessarily indicate the end of the investigator's turn. A single setback is not enough to stop the determined investigators of Arkham Horror: The Card Game. As her second action, Ursula decides to explore again. This time, she draws Path of Thorns (The Forgotten Age, 69), which is connected to the Expedition Camp. Therefore, her exploration is successful, Path of Thorns is put into play, and Ursula immediately moves there.

Should you survive long enough to reach the ruins, you may encounter The Doom of Eztli. The discovery itself will be enough to earn you renown amongst the academic community, and a mysterious sense of doom seems to linger in the air… but what awaits you within the temple walls? Will you ever be able to forgive yourself if you don’t venture inside? Maybe just a quick look wouldn’t hurt...

Ursula Downs, The Explorer
The Forgotten Age draws five new investigators into the maddening realm of Arkham Horror: The Card Game as they search for answers among strange ruins from a bygone era. Among these brave investigators is the explorer, Ursula Downs (The Forgotten Age, 2). Ever since Ursula was a small girl, she has broken every rule set down for her: climbing trees, playing in mud, exploring the woods, and plenty of other things ill-considered for the behavior of a proper young lady. Since earning her degree in archaeology in Boston, she has traveled the world in search of forgotten civilizations and has continued to prove herself among her peers as a woman in a male-dominated profession.

Ursula knows that discovery is easy. Understanding is the hard part. As an investigator, she believes in brain over brawn with an intellect of four and a combat of only one. This explorer is, however, incredibly quick on her feet with an agility of four. After all, to live a life as exciting as Ursula's, you have to be quick on your feet if you're not interested in fighting.

No matter which continent you find yourself on, no matter what dangers you find yourself pitted against, when you play as Ursula Downs, there is always at least one person you can trust. Ursula’s close friend Jake Williams (The Forgotten Age, 8) will always have her back. When this loyal companion is in play, the first move or investigate action you perform does not provoke attacks of opportunity. What's more, you can take advantage of Jake's own insights into the new locations that you discover. After you reveal a new location or put one into play, you may exhaust Jake Williams to draw a card. Combined with The Forgotten Age’s new Explore action, Jake will prove an invaluable Ally, and make Ursula more powerful than ever.

Ursula’s driven nature and natural curiosity make her a skilled explorer, but at times her passion borders on obsession as she is tormented by the Call of the Unknown (The Forgotten Age, 9). When this weakness comes into play, Ursula must choose a location other than the one where she is currently located. If she does not successfully investigate that location before the end of her turn, she suffers two horror and must shuffle Call of the Unknown back into her deck. The only way that this investigator can break free of her obsession is to finally understand the riddles that each new discovery presents her with. Do you have the courage to join Ursula in her pursuit of knowledge and the fortitude to survive, or will you become one of the countless souls claimed by the mysteries lost to time?

Pack Your Bags
Embark on a new adventure. Make the discovery of a lifetime, unravel the terrifying eldritch mystery, and learn the secrets of The Forgotten Age!

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36.00 €
Arkham Horror LCG: Guardians of the Abyss Scenario Pack
Arkham Horror LCG: Guardians of the Abyss Scenario Pack

Something stirs beneath the sands of Egypt...

Investigators were gripped by The Eternal Slumber at Gen Con 2018. The decisions, victories, and failures of the brave investigators who took part will shape the story as it continues with The Night’s Usurper at Arkham Nights 2018. These innovative linked scenarios bring together the community like never before, but even if you're unable to take part in the event, you can still witness the day of reckoning when you bring the action home and try your hand at halting the fulfillment of an ancient prophecy.

A standalone scenario that features both the Gen Con 2018 and Arkham Nights 2018 scenarios for Arkham Horror: The Card Game.

The Eternal Slumber
Your investigation begins in The Eternal Slumber, where a strange disease has taken hold of the citizens of Cairo. Jessie Burke, a government agent working in Egypt, has asked you to help her solve this medical quandary—people across the city are falling into a wakeless slumber, including Jessie’s husband and partner, John. As of yet, there are no known factors that connect the victims, but Jessie hopes that your experience with other… peculiar cases will lead to a crack in the case.

Unfortunately, when you reach the city you meet resistance at every turn. As you scour Cairo for answers, you find many people who want nothing to do with you and worse, you’re being tailed by shadowy figures throughout the city. Whatever is going on here, it is clear that this is more than a simple medical mystery.

Your leads draw you away from the city and into the deserts of Egypt, where a strange force emanates from the sands. Whether this is the cause of all this chaos or another symptom is unclear, but whatever it is, it will not be ignored. Throughout your investigation in Guardians of the Abyss, you will be forced to contend with the strength of the abyss itself as it ebbs and flows like a river. The strength of the abyss at any moment is marked by resources on the scenario reference card. This power has no effect on the game itself, but as it strengthens, so do the forces set against you. For example, the combat strength of a Creature from the Abyss (Guardians of the Abyss, 15) is directly linked to the abyss, while the damage dealt by an Abyssal Revenant (Guardians of the Abyss, 45) becomes greater with the strength of the abyss. And as the days stretch on, you must take care not to fall into the cursed Slumber (Guardians of the Abyss, 51) yourself!

If you or one of your fellow investigators are overcome by the power of the abyss, you may become “Taken by the Abyss” and fall into a comatose state. Should this disaster occur, the strength to the abyss increases and the investigator's fate, if they will ever wake up, falls to those who remain.

Can you find the cure to this medical mystery and awaken the sleepers from their cursed reverie, or will you fall into your own inescapable nightmare? Even if you succeed, will that be the end of your troubles, or is this only the beginning of something far greater and more terrible? And if there is some conspiracy, who would ever believe your claims in this distant land so far from Arkham?

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28.40 €
Arkham Horror LCG: IC1 -In Too Deep Mythos Pack
Arkham Horror LCG: IC1 -In Too Deep Mythos Pack

The first Mythos Pack in The Innsmouth Conspiracy cycle.

Since awakening in a dank and dismal pit on the Atlantic coast, your memories of your time in Innsmouth have been scattered and difficult to piece together. Why did you come to the town of Innsmouth? What exactly transpired between your arrival and your nightmarish experience in the tidal tunnels? What is the connection between the Esoteric Order of Dagon and the swarming deep ones? These questions and more will have to wait—Innsmouth may already be slipping beneath the waves!

Within this expansion, you’ll find the next chapter of The Innsmouth Conspiracy, drawing you deeper into the tangled web surrounding your visit to Innsmouth. It’s not just a new scenario, however—you’ll find new player cards to support every class, including powerful new Covenants that center on the bless and curse tokens introduced in The Innsmouth Conspiracy deluxe expansion!

Rising Tides
Once you’ve escaped the deep ones in the coastal tunnels, your path leads you back to Innsmouth, where you’re intent on learning more… but Innsmouth has been invaded. Foul things from the depths of the sea prowl the streets, patrolling the alleys and intersections. Makeshift barricades block the streets through town as seawater floods the Innsmouth Harbor and spreads deeper into the city. You must escape, but your car is parked at the train station on the other side of town. The only way out is to push forward through Innsmouth.

At the start of the scenario, you’ll set up the city of Innsmouth with fifteen location cards, using resource tokens between these location cards to indicate the barriers erected on the streets. To reach the train station and escape, you and your fellow investigators must pick your way through this labyrinth.

An already dangerous journey is further complicated by the barriers that block your path. You can’t move between two locations if there are barriers in the way, but fortunately, many location cards give you a way to clear barriers. If you’re in the Shoreward Slums (In Too Deep, 131), you can take damage to remove a barrier, while the Innsmouth Jail (In Too Deep, 133) lets you spend your resources to clear your path. Along your journey, you’ll also be tracking down the key tokens that represent vital information about what has happened to Innsmouth and your own investigation. If you can take these keys to the right locations, you may be able to aid your memory and unlock the true events plaguing Innsmouth.

No matter where your path leads you, however, you must be cautious. Ocean water splashes against the shops and houses of Innsmouth, and new enemies like Ravager from the Deep (In Too Deep, 145) or the Emerging Deep One (In Too Deep, 146) become dramatically more powerful if they’re in flooded locations. You and your friends must escape quickly if you want to avoid a watery end.

Join Covenant?
You’ll find new player cards for every character class within this Mythos Pack, and among them, a powerful new type of permanent asset for every class: Covenants! Even if you have a character that can draw from multiple classes, you’re limited to one Covenant per deck. Furthermore, every Covenant has a close relationship with the new bless and curse tokens introduced in The Innsmouth Conspiracy... but that’s where the similarities end.

As we discussed in our announcement of The Innsmouth Conspiracy, many cards in this cycle draw upon the brand-new bless and curse tokens. Bless tokens function as a +2 modifier, but you’ll need to draw a second chaos token to learn the final outcome of your test. Similarly, curse tokens act as a –2 result, but again, you’ll have to draw another chaos token to complete your test. Once bless or curse token are drawn, they’re removed from the chaos bag, so it’s only natural that there would be plenty of ways to add bless and curse tokens to the chaos bag. Now, with the addition of Covenants, you have an entirely new way to interact with these tokens.

Take the Ancient Covenant (In Too Deep, 122), for example. Whenever an investigator at your location draws a bless token from the chaos bag, you can exhaust Ancient Covenant so you don’t have to reveal another token. Instead, you simply reap the benefits of the bless token without risking failure by drawing another token! Or perhaps you’d prefer to ride the line of sanity by entering into a Blasphemous Covenant (In Too Deep, 113). This Covenant can be triggered whenever an investigator at your location draws a curse token. Rather than suffering a –2 modifier, the Blasphemous Covenant lets you treat the curse token as having a +1 modifier—but rather removing the curse token from the chaos bag, you’ll need to put that token back in the bag after the test!

Of course, you don’t need to embrace the bless and curse tokens. You may even decide that you’re a Skeptic (In Too Deep, 115) who puts no stock in supernatural portents or powers!

Flooding in Innsmouth
A perilous journey awaits you and your fellow investigators. You must traverse a flooded, infested Innsmouth if you’re going to escape—but will you push to escape as quickly as possible, or will you strive to find the missing pieces of your own memories that may await in Innsmouth?

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22.00 €
Arkham Horror LCG: IC2 -Devil Reef Mythos Pack
Arkham Horror LCG: IC2 -Devil Reef Mythos Pack

The second Mythos Pack in The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game!

The fishing hamlet of Innsmouth may soon be overwhelmed by rising tides and swarming deep ones—but in your fractured memory, you’re still putting together the pieces of your time in this mist-shrouded village. As you stare out at the ill-omened shoals and scattered islands of Devil Reef, you can feel a new piece of the puzzle falling into place. You were out there, among the islands, searching for evidence of the Esoteric Order of Dagon...

Within this Mythos Pack, you’ll find the next scenario of the tangled campaign unfolding around the events of The Innsmouth Conspiracy. You’ll flashback to your voyage out to Devil Reef three weeks prior—exploring the islands rumored to be haunted by terrible powers, and where you suspect the Esoteric Order of Dagon is hiding something. With the game’s first vehicle-driven scenario and an assortment of new player cards for every class, Devil Reef is a gripping next chapter in your unfolding tale of rising tides and encroaching madness.

Captain of Your Own Ship
Your investigation has led you to the scattered islets of Devil Reef, each pocked with tidal tunnels and opening a path to unfathomable depths below. If you’re going to make your way easily between these islands, you won’t want to swim. In fact, choosing to swim from one Ocean location to another will take your entire turn. No, travel between between these scattered islands will require a vehicle.

In Devil Reef, you and your fellow investigators each start the game inside a Fishing Vessel (Devil Reef, 178). This small and trusty boat is Arkham Horror: The Card Game’s first vehicle, and it offers an excellent way to transport your entire team. As a free action, investigators can embark or disembark from a vehicle at their location, and when that vehicle moves, all investigators on the vehicle move along with it. The Fishing Vessel in particular, can move between connecting Ocean locations, such as the Salt Marshes (Devil Reef, 172) or the Hidden Cove (Devil Reef, 170) for a single action. And just as importantly, while you’re in the Fishing Vessel, you can treat your location as unflooded—a rare point of solid ground in the midst of the ocean.

Sooner or later, you’ll have to dive into the depths beneath the reefs. The Esoteric Order of Dagon is hiding something here, and perhaps you’ll find it among the Cyclopean Ruins (Devil Reef, 176) of Y’ha-nthlei. You’ll need to find the cult artifacts represented by these key tokens if your investigation is going to be successful, but these tidal tunnels and ocean depths are crawling with deep ones, and even your Fishing Vessel will soon be beleaguered by The Terror of Devil Reef (Devil Reef, 164b).

Twisting the Tides of Fate
As you search for evidence of a cult’s misdeeds and you find the memories of your own experiences warped around you, the Devil Reef expansion lets you twist and shape the tides of fate itself by manipulating the chaos bag.

The Innsmouth Conspiracy gives you an inherent way to nudge the chaos bag with the addition of bless and curse tokens—tokens that can give you a boost or a setback, though you’ll need to draw another token for the final result of your test. As you might expect, Devil Reef offers more cards that support this theme, but instead of simply adding more tokens to the bag, they allow you to use those bless and curse tokens for unusual effects. Radiant Smite (Devil Reef, 153) can directly channel bless tokens into skill boosts and damage, making this a powerful Spell for Guardians. Alternatively, the Seekers may cast their own Spell with Gaze of Ouraxsh (Devil Reef, 155), a card that taps the curse tokens in the bag to deal damage to your foes.

Some cards in Devil Reef verge even farther into the arcane, however, allowing you to change the course of fate itself. Manipulate Destiny (Devil Reef, 162) lets you either damage an enemy or heal yourself, depending on which token is revealed. Third Time's a Charm (Devil Reef, 161), on the other hand, lets you cancel a chaos token twice during a skill test, drawing a new token instead! When you need to succeed (or fail!) at a test, the Survivors can make sure you find the chaos token you need.

Wrecked on the Reef
What mysteries are waiting to be uncovered on the craggy, windswept heights and in the crushing depths of Devil Reef? Will those mysteries repair your mind—or break it further?

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22.10 €
Arkham Horror LCG: IC3 -Horror in High Gear Mythos Pack
Arkham Horror LCG: IC3 -Horror in High Gear Mythos Pack

The third Mythos Pack in The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game!

nnsmouth is overrun! You and Agent Harper just barely escaped from the coastal fishing hamlet, and now, you’re driving quickly toward Falcon Point Lighthouse—where you hope you can draw more connections between the shattered pieces of your memory. You’ve only been on the road for mere moments, however, before you catch sight of headlights in your rearview mirror. You’re not alone on these desolate, winding roads—and it’s a high-speed chase to the finish!

Strap in for a breakneck race to the finish with the Esoteric Order of Dagon in hot pursuit! Vehicles surge to the forefront in this expansion as you drive your cars along the winding cliffside roads outside of Innsmouth. Alongside this unique scenario, you’ll find a full assortment of player cards for every aspect, unlocking new skills, allies, and more.

Pedal to the Metal
Horror in High Gear starts as the investigators pile into their vehicles, such as Elina Harper's Car (Horror in High Gear, 212a). From that point on, you’re racing along the Old Innsmouth Road toward your goal at Falcon Point Lighthouse—but you can’t just rush forward and push through every location. A Fork in the Road (Horror in High Gear, 206) could trap you into going the long way around if you don’t take the time to stop your car and investigate to find clues about your path forward. You could even go careening off a Cliffside Road (Horror in High Gear, 205) if your driver isn’t able to control the vehicle—and the consequences of running a car into the Atlantic would be dire, to say the least.

The Old Innsmouth Road may be dangerous enough on its own, but to make matters worse, the Esoteric Order of Dagon is on your tail. A Hit Van (Horror in High Gear, 214) is slow but powerful, while a Hybrid Assassin (Horror in High Gear, 215) rockets up the road to face you head-on. Even if you can shake your pursuers, you may be in for a Bumpy Ride (Horror in High Gear, 216)!

Fortunately, you won’t need to face this newest misadventure without the help that arrives in the form of new player cards in this expansion. A Guardian in your party may choose to call upon the power of Enchanted Armor (Horror in High Gear, 189), a new asset that can potentially negate any amount of damage or horror—so long as your willpower is up to the challenge! And since you can grant Enchanted Armor to any investigator at your location, it can be the perfect way for a Guardian to help out a Mystic before they charge into battle with the forces of the Mythos.

If you’re feeling overwhelmed by the forces arrayed against you, Survivors can use Signum Crucis (Horror in High Gear, 197) to fill the chaos bag with bless tokens. In fact, the more challenging the test that you face, the more bless tokens will be added to the chaos bag by this skill card, making it a natural fit for investigators like Calvin Wright (The Forgotten Age, 5). Alternatively, Rogues may cast Ríastrad (Horror in High Gear, 193), packing the chaos bag with curse tokens in exchange for a devastating attack.

Either bless tokens or curse tokens will help if you’re looking to call in Tristan Botley (Horror in High Gear, 194). Tristan lets you increase two of your skills at the beginning of each turn, so you can adapt to the evolving situation and ensure you always have what you need. Of course, he doesn’t come cheap—unless you find yourself in truly exceptional circumstances. After any skill test in which a total of three or more bless or curse tokens were revealed, you can play Tristan Botley from your hand at no cost!

Start Your Engines
It’s a race to the lighthouse with cars full of cultists speeding up behind you! You’ve never experienced an Arkham Horror: The Card Game scenario quite like this one

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22.00 €
Arkham Horror LCG: IC4 -A Light in the Fog Mythos Pack
Arkham Horror LCG: IC4 -A Light in the Fog Mythos Pack

The fourth Mythos Pack in The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game!

Since you first awoke in a dank and gloomy tidal cavern, you’ve attempted to pull together the disparate pieces of your shipwrecked memories. You’ve learned some of why you came to Innsmouth, and you’ve battled the evils rising from the ocean deeps… but as you escape from the Deep Ones overrunning Innsmouth and race toward the Falcon Point lighthouse, you find yourself at the threshold of the next mystery. Who was it that first captured you and left you for dead? The keeper of the lighthouse may hide the answers you seek.

As the next chapter of your evolving story, A Light in the Fog expands your adventures in Innsmouth, picking up right where your frantic car chase left off at the end of Horror in High Gear, and promising new revelations as you push deeper into the heart of the tangled conspiracy that surrounds Innsmouth. Along with a new scenario, this expansion brings new options to your decks with a slew of new mid-level cards to shape and enhance your deck as you gain experience. But as your experiences unlock new skills, will they also open to door to deeper shades of madness?

Follow the Light
Shining its beacon over the choppy grey seas of the North Atlantic, the Falcon Point lighthouse cloaks its secrets under an outward appearance of safety and surety. Beneath the golden guiding light flashing forth from the lantern room, the rocky escarpment of Falcon Point is pocked and riddled with tidal tunnels and sunken grottos. Untold knowledge lies in the depths of these caves… but the Deep Ones will not give up their subterranean secrets easily.

Your investigation begins as you creep toward the lighthouse, finally taking notice of the monstrous lighthouse keeper, Oceiros Marsh (A Light in the Fog, 253). You can’t uncover the truth on the surface, however, and before long you’ll need to venture below the lighthouse, poking into chambers like the Sunken Archives (A Light in the Fog, 250) or a Deep One Nursery (A Light in the Fog, 248).

This exploration may seem simple, but the brooding grounds of the Deep Ones are deadly. Lethal Deep One Nursemaids (A Light in the Fog, 254) make every Deep One in the caverns stronger and Deep One Hatchlings (A Light in the Fog, 255) call out to nearby Deep Ones whenever they’re defeated. And that’s before the caverns begin to flood once more, forcing you to flee upwards or be drawn beneath the waves and lost forever.

There’s no telling what you might find in these wave-washed passageways, but the Rogues of your party in particular may be interested to find two new exceptional Items that draw their power from the new bless and curse tokens introduced in The Innsmouth Conspiracy. "Lucky" Penny (A Light in the Fog, 224), for instance, puts every bless token and curse token into the hands of fate, and let chance decide whether you’ll treat the token as a bless token or a curse token.

If that’s too much randomness even for a Rogue, you may find your taste better suited by the Eye of the Djinn (A Light in the Fog, 225). Whenever you make a skill test, you can use the Eye of the Djinn to set your base skill value to five—making this an invaluable asset for Rogues with a low stat, such as Willpower. And even better, whether you reveal a bless token or a curse token during this test, the Eye of the Djinn will give you an added bonus.

Beware the Deep Ones
Dangers lurk beneath the Falcon Point lighthouse, but it may also hold the secrets that first started your adventures in Innsmouth. If you’re going to understand the conspiracy and take on the Esoteric Order of Dagon, you’ll need to understand what happened here.

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22.00 €
Arkham Horror LCG: IC5 -The Lair of Dagon Mythos Pack
Arkham Horror LCG: IC5 -The Lair of Dagon Mythos Pack

The fifth Mythos Pack in The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game.

The separate timelines of your Innsmouth investigations are quickly converging, as the pieces of your memory begin to click into place. You’ve seen uncanny happenings and sinister meetings, and it’s clear that the Esoteric Order of Dagon lies at the heart of the conspiracy. It’s time for you to step across the nightmare frontier and venture into the Order’s decrepit and crumbling halls... and the tidal caves that lie beneath.

As The Innsmouth Conspiracy cycle approaches its climactic conclusion, you’ll find the next chapter of the unfolding story within this expansion, beckoning the investigators deeper into danger and closer to the heart of the sea. You’ll need new tools and skills if you plan to take the Order of Dagon head-on, and fortunately, this Mythos Pack comes filled with an assortment of new player cards for every aspect, giving you the perfect cards to upgrade your deck as you gain more experience and ramp up to the finale of your campaign.

A Dreadful Curse
Since you first arrived in Innsmouth, the Esoteric Order of Dagon has loomed over the city. From the rocky shoals of Devil Reef to the dingy and grimy streets of Innsmouth, you’ve felt the Order’s influence strongly, and now it’s time to venture into their masonic hall and confront them face to face.

The halls of the Esoteric Order of Dagon are tangled and labyrinthine, and you can never be quite sure what you’re going to find behind the door as you search for the keys to further progression. The Hall of Silence (The Lair of Dagon, 289) may hold the crest you’re looking for, but the dark forces trapped in this room will undoubtedly curse you if you struggle to unearth the hall’s secrets. If you’ve found the red key, you may slosh through the dark waters of the Hall of the Deep (The Lair of Dagon, 285), but when you claim the Cursed Y’ha-nthlei Statue, will it prove to be a boon or a burden?

The cursed power of the Order of Dagon permeates throughout this expansion, and you’ll have to take care or the number of curse tokens in the chaos bag can reach truly crushing proportions. You’ll want to slay a Cenerian Deep One (The Lair of Dagon, 294) as soon as you can, because it adds two curse tokens to the chaos bag every time it engages an investigator. You’ll also need to test your willpower to escape from the Heralds of the Deep (The Lair of Dagon, 298), with an extra curse token being added to the chaos bag for each point you fail by. Whether you’ve built a deck that can profit from curse tokens or not, you’ll undoubtedly need to choose your actions carefully… and tremble, lest you wake the slumbering Dagon (The Lair of Dagon, 292a)!

A plethora of curse tokens is an undeniable challenge, but some of the new player cards in this Mythos Pack give you new ways to harness curse tokens or seal them away. Seekers may choose to invest in The Stygian Eye (The Lair of Dagon, 263)—weighing in at a titanic ten resources, this event may seem too expensive to play, but its cost is reduced by one for each curse token in the chaos bag. And with the huge bonus of raising all your skills by three, it might be an easy choice to include in your deck if you’re already planning on encountering curse tokens.

Other new cards can give you a way to mitigate the cursed power of the Mythos. Flute of the Outer Gods (The Lair of Dagon, 268) can seal any number of curse tokens, provided you’re able to pay the cost. Then, you can judiciously release those curse tokens in exchange for manipulating the monsters around you—sowing confusion and discord among your enemies. Even if you’re not a Mystic, you may make a Pact to call upon the Favor of the Moon (The Lair of Dagon, 271). This asset can seal up to three curse tokens, letting you choose to release them when they’ll be most useful to you.

Enter the Lair
The Esoteric Order of Dagon holds all the secrets to the conspiracy that has trapped Innsmouth in its grasp, and it’s up to you to uncover its mysteries.

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22.00 €
Arkham Horror LCG: IC6 -Into the Maelstrom Mythos Pack
Arkham Horror LCG: IC6 -Into the Maelstrom Mythos Pack

The sixth Mythos Pack in The Innsmouth Conspiracy and the climactic conclusion of the cycle!

Throughout your Innsmouth investigations, you have ventured into tide-hollowed caves and dripping tunnels—but these watery caverns are only the antechamber of the Deep Ones’ domain. A hidden city rests beneath the choppy waves of the North Atlantic, slumbering at the bottom of the ocean. If you’re going to protect the world from suffering the same fate as Innsmouth, you’ll need to venture into the heart of the storm.

Within this expansion pack, you’ll find the final scenario of The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game, inviting you and your fellow investigators to dive into the darkness beneath the waves and confront the Deep Ones in their own city—putting an end to this threat forever. Combined with the addition of new player cards to upgrade your decks, Into the Maelstrom is a perfect capstone for a cycle of danger and mystery.

The Sunken Halls of Y’ha-nthlei
Your journey to the Deep Ones’ citadel will not be easy. As you descend into Devil Reef, you finally reach the gateway to the final depths: a swirling vortex of otherworldly currents. Somehow, you must gain entrance, searching the surrounding tunnels for the keys that will open your way forward.

The dangers of Y’ha-nthlei only increase once you’re swimming along the undersea corridors of the city and entering the unholy Sanctums of the Deep Ones. Here, you’ll find not just one monstrous Ancient One, but two—Father Dagon and Mother Hydra. Both may be slumbering for now… but their waking would undoubtedly herald destruction for your entire party, as well as for all humanity.

Even as you search for a way to destroy the Deep Ones, you’ll face off against the monsters of the ocean, such as an Aquatic Abomination (Into the Maelstrom, 332) or one of Dagon's Brood (Into the Maelstrom, 333). Apart from these monstrosities, the crushing depths of the ocean are perfectly capable of drowning you, and even if you find a diving suit, the sudden onset of Thalassophobia (Into the Maelstrom, 337) could finish you off.

Among the player cards included in this expansion, few cards are more unusual than the new Seeker cards. You may unlock a vault of Ancestral Knowledge (Into the Maelstrom, 303), an exceptional asset that lets you start every game with five random skills readily accessible, helping to fuel any deck that relies on its skill cards. Or perhaps, you’d rather assist your fellow investigators by plucking at Ariadne's Twine (Into the Maelstrom, 304). This asset can bank up resources, and those resources can then be spent as if they were secrets on an asset controlled by another investigator at your location.

Even with the best-laid plans, there have always been certain tests that lay just out of reach for your investigator—but if you’re willing to pay the price to Justify the Means (Into the Maelstrom, 306), you can utterly surpass your limits. This skill card gives Rogues a way to make any test automatically succeed, though you must add curse tokens equal to the test’s difficulty to the chaos bag. Still, if it’s a matter of life and death, surely there’s no price that is not worth paying?

Beneath the Waves
With your memories recovered once more, you are prepared to do what you must. But can you truly hope to triumph over the antediluvian Deep Ones and foil a conspiracy that’s been centuries in the making?

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21.90 €
Arkham Horror LCG: Innsmouth Conspiracy Expansion
Arkham Horror LCG: Innsmouth Conspiracy Expansion

The sixth deluxe expansion for Arkham Horror: The Card Game and the beginning of a brand-new campaign for one to four players!

Not far from Arkham, the stooped and weathered town of Innsmouth squats on the Atlantic coast. An aura of decrepitude and decay hangs over the city like the ocean fog, from the weirdly glowing windows of the Gilman House to the deserted and toppling Fish Street bridge. Beyond the city limits, the Innsmouth shoreline is pocked with half-flooded tidal tunnels and unnatural coves. Who knows what strange, abyssal trinkets you might find, among the skeletons of fish and rotting seaweed?

The Innsmouth Conspiracy invites you to take your first steps in a twisting, time-jumping tale, starting with the campaign’s first two scenarios included in this expansion. From the heart of Innsmouth itself to the torturous coastline and beyond, these scenarios tee up an adventure that will continue to unfold across the subsequent six Mythos Packs. Far from including just two new scenarios, however, The Innsmouth Conspiracy brings five new investigators to the table with an undersea trove of player cards to support new types of decks—along with new mechanics for players to sink their teeth into, including keys, flood tokens, bless tokens, and curse tokens!

Call of the Deep Ones
You awaken in dull, throbbing pain, trapped in a smooth stone chamber. Kelp dangles from the ceiling and a rhythmic drip echoes through the cave. You have no memory of how you arrived here, but you know you have to get out. The tides may be rising, and deep within the tunnels that surround your pit, you can hear an awful croaking and gurgling…

From the very first scenario in this deluxe expansion, horrifying creatures shadow your footsteps as you search for a way to escape. Yet the memories slowly resurfacing in your mind may be more horrifying still as you find your thoughts casting back to the Innsmouth Look (The Innsmouth Conspiracy, 106) sported by many of the town’s residents. Though Deep Ones lurk beneath the waves and creep through wave-carved passages, within Innsmouth itself you must contend with the Cultists and Hybrids belonging to the Esoteric Order of Dagon. Your search for answers will lead you across Innsmouth and beyond, but the Memory of Oblivion (The Innsmouth Conspiracy, 98) may become more lethal than your current amnesia.

This campaign also introduces keys and flood tokens to the game for the first time, introducing an added layer of interactivity for any scenario. For instance, as you trek through the tidal tunnels beneath Innsmouth, you may find yourself in a Fish Graveyard (The Innsmouth Conspiracy, 49)—a location that will only reveal its secrets, hidden within a pile of fish guts, once you’ve removed all of the clues and found the red key somewhere in the scenario. You must be quick with your search, however, as these tunnels are prone to flooding. While flood tokens offer no inherent effects, a card like Awakening (The Innsmouth Conspiracy, 42) means you won’t want to hesitate for long in a fully flooded location.

A Blessing or a Curse?
As the inhabitants of Innsmouth grow pallid and ichthyic, the chaos bag itself is also shifted with the introduction of bless tokens and curse tokens. A host of player cards in this expansion introduce and interact with these new tokens, yet few investigators have the opportunity to interact with bless tokens to the same extent as Sister Mary (The Innsmouth Conspiracy, 1), a new arrival to your team in this deluxe expansion. Sister Mary adds two bless tokens to the chaos bag during setup, and she’ll add another one at the end of every round—and when she draws the elder sign token!

Unlike a standard chaos token, bless tokens like those provided by Sister Mary don’t provide a final answer to your skill test—they merely push you closer to success. When you draw a bless token, you apply +2 to your test, but the bless token is then removed from the chaos bag and you must draw another token. This may seem like the perfect way to stock the chaos bag in your favor, but you must take care lest Sister Mary should suffer a Crisis of Faith (The Innsmouth Conspiracy, 7). Crisis of Faith could lead to your chaos bag becoming filled with curse tokens, the other new type of token now slipping into the chaos bag. As the dark reflection of a bless token, each curse token applies –2 to your test when it’s drawn, before being removed from the chaos bag and forcing you to draw another token.

Though Sister Mary may specialize in bless tokens, every class will have new cards in The Innsmouth Conspiracy and throughout this cycle that invite them to seek bless tokens or tempt fate by dabbling with curse tokens. Seekers may be tempted to delve into secrets best left untouched with a Cryptic Grimoire (The Innsmouth Conspiracy, 22), a Tome that draws your investigator down a dark path before you can translate it. Or perhaps, you’ll cast a Ward of Radiance (The Innsmouth Conspiracy, 31), a shield against the darkness of the Mythos, that may allow you to cancel a treachery card for free—provided you are fortunate. No matter which aspect you prefer to use, you’ll have plenty of ways to harness the new bless and curse tokens.

Riptide!
The tides are rising, and the waves crashing against the Innsmouth docks have much to hide beneath their gray-green surface. Can you untangle your own memories from the dark threads that entangle Innsmouth and threaten to drag the city beneath the waves?

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42.60 €
Arkham Horror LCG: Investigator Nathaniel Cho, Guardian
Arkham Horror LCG: Investigator Nathaniel Cho, Guardian

Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new faces to your games with the Nathaniel Cho Investigator Starter Deck.

Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately.

Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game!

Nathaniel Cho
Nathaniel Cho thought he had a career as a prize fighter, but after a run-in with the O’Bannion gang, Nathaniel puts his fists to better use, patrolling the streets and defending others from harm. As a Guardian, Nathaniel Cho (Nathaniel Cho Investigator Starter Deck, 1) is a fearless defender, eager to protect his fellow investigators and bludgeon the monsters of the mythos to a pulp with his bare fists. In fact, whenever Nathaniel deals damage to an enemy with an event or a fight ability on an event, he deals one additional damage.

Accordingly, Nathaniel’s deck is packed with combat-centric events. Cards like Counterpunch (Nathaniel Cho Investigator Starter Deck, 12) let you snap back after an enemy attack, while One-Two Punch (Nathaniel Cho Investigator Starter Deck, 17) has the potential to give you two attacks for a single action! And of course, you’ll want Nathaniel to strap on his Boxing Gloves (Nathaniel Cho Investigator Starter Deck, 5) to boost your combat and help you find these Spirit events every time you KO another enemy.

As Nathaniel gains more experience throughout the campaign, this starter deck offers a full suite of cards that invite you to upgrade your deck. For example, you may choose to shore up your weaknesses by bringing in a card like Lesson Learned (Nathaniel Cho Investigator Starter Deck, 24) that helps you quickly pick up some clues from your location.

This is not a standalone product. This is a pre-built investigator deck and a copy of the Arkham Horror: The Card Game Core Set is required to play.

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25.50 €
Arkham Horror LCG: Investigator Stella Clark, Survivor
Arkham Horror LCG: Investigator Stella Clark, Survivor

Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new faces to your games with the Nathaniel Cho Investigator Starter Deck.

Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately.

Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game!

Stella Clark
Delivering the mail six days a week in all kinds of weather wasn’t an easy job, but Stella loved knowing that she was helping people connect with one another. Then, she started finding the letters from Kingsport, calling her to eldritch mysteries—a call she chooses not to ignore, but to chase down. Stella Clark (Stella Clark Investigator Starter Deck, 1) is well accustomed to failure, but she’s also well accustomed to pushing past it. As Stella, if you fail a skill test, you gain an additional action that you can take during your turn this round, giving you just one more opportunity to prove people wrong and push onward.

Like Stella herself, this starter deck is packed with cards that can reward you even when you fail. Grimm's Fairy Tales (Stella Clark Investigator Starter Deck, 6), for example, lets you heal one horror from an investigator when they fail a skill test at your location. Failure also gives you the chance to play Grit Your Teeth (Stella Clark Investigator Starter Deck, 15) and boost all of your skills for the remainder of the round—something that’s certain to be useful with the extra action you gain from Stella’s ability.

No matter what campaign you’re playing, you’ll start gaining more experience and you may decide that Stella needs more ways to take down the monsters in her way. If that’s true, you could do much worse than picking up an .18 Derringer (Stella Clark Investigator Starter Deck, 22). This trusty little pistol deals good damage, and if you ever fail your test, you reload the spent ammo and increase your combat for your next attack! Stella Clark is also well suited to invest in Quick Learner (Stella Clark Investigator Starter Deck, 30), a permanent asset that increases the difficulty of your earlier actions in exchange for decreasing the difficulty of your later actions. Naturally, this card is best if you’re getting more than three actions, and it also doesn’t hurt to have plenty of ways to reward yourself for failure.

This is not a standalone product. This is a pre-built investigator deck and a copy of the Arkham Horror: The Card Game Core Set is required to play.

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22.00 €
Arkham Horror LCG: Investigator Winifred Habbamock, Rogue
Arkham Horror LCG: Investigator Winifred Habbamock, Rogue

Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new faces to your games with the Nathaniel Cho Investigator Starter Deck.

Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately.

Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game!

Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new faces to your games with the Nathaniel Cho Investigator Starter Deck.

Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately.

Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game!

Winifred Habbamock
Winifred was always one of the smartest kids in her reservation school, but her reckless attitude and lack of respect for authority often got her in trouble. When she found an old biplane in a barn and took it out for a spin, her life was forever changed—and she’s now known as the “woman without fear.” Winifred Habbamock (Winifred Habbamock Investigator Starter Deck, 1) lives her life by pushing the limits, and you’re encouraged to do the same in the game. So long as you commit at least two cards to a skill test, you’ll draw a card from your deck, giving you an incentive to lean into the Rogues’ tendency to pass skill tests with flying colors. For example, you may take aim with a Mauser C96 (Winifred Habbamock Investigator Starter Deck, 6), a new Firearm that packs quite a punch—however, you can only shoot it once per turn, unless you can ready it by succeeding at your skill test by two or more. Or, you may commit Nimble (Winifred Habbamock Investigator Starter Deck, 17) to a skill test, allowing you to quickly slip away from a sticky entanglement.

Once you start upgrading Winifred’s deck with the experience you earn, you have a full range of options to choose from. You may boost your skill test potential with an upgraded, Rogue version of Manual Dexterity (Winifred Habbamock Investigator Starter Deck, 25). Not only does this skill card boast more icons, it lets you draw more cards if the test succeeds by two or more. Alternatively, you may grab Copycat (Winifred Habbamock Investigator Starter Deck, 30), a new skill that lets you copy a skill from the discard pile of any other investigator!

This is not a standalone product. This is a pre-built investigator deck and a copy of the Arkham Horror: The Card Game Core Set is required to play. This is not a standalone product. This is a pre-built investigator deck and a copy of the Arkham Horror: The Card Game Core Set is required to play.

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22.00 €
Arkham Horror LCG: Labyrinths of Lunacy Scenario Pack
Arkham Horror LCG: Labyrinths of Lunacy Scenario Pack

A scenario for Arkham Horror: The Card Game!

In The Labyrinths of Lunacy, you and your fellow investigators wake to find yourselves gathered in a strange place, with no memory of how you arrived. Your muscles are weak and uncooperative. Your vision is blurred. Simply rising to your feet takes a tremendous effort. Your legs are wobbly and can barely support your weight.

With this unique, 80-card standalone scenario, you become the prisoner of a mysterious mastermind, forced to take part in his cruel experiments. To escape, you and your fellow investigators will need to work together. You'll need to piece together the clues to solve your captor's twisted riddles. And you'll need to hurry—you aren't alone in this prison...

Not Your Average Nightmare
Unlike previous standalone scenarios, Curse of the Rougarou and Carnevale of Horrors, The Labyrinths of Lunacy cannot be played as a side quest in your larger campaign, but it offers a tremendous range of play experiences, nonetheless.

Designed to accommodate as many as three separate groups of investigators, The Labyrinths of Lunacy introduces a massive Epic Multiplayer Mode that allows you to share your terrors with up to eleven other investigators. And while each group deals with its challenges separately, your successes or failures will impact the other groups—as will cards like Paradox Effect (The Labyrinths of Lunacy, 59) which create unique interactions between groups.

Meanwhile, the scenario is also playable a single group of investigators. The Labyrinths of Lunacy comes with three encounter sets—one for the Epic Multiplayer Mode, one for use with a single group of investigators, and one for use in either format. Even in a single group, then, you'll be able to experience all the paranoia and dread that come with navigating a prison full of Traps like Blood and Rust (The Labyrinths of Lunacy, 58), and there are even rules that allow you to play through the adventure as a mini-campaign of three scenarios.

Designer Matt Newman on Your Entry into The Labyrinths of Lunacy
I am very excited for the upcoming release of The Labyrinths of Lunacy. This scenario is the culmination of many weeks of development, extensive playtesting, and direction from our art team. We designed it for the special The Labyrinths of Lunacy events that we ran at Gen Con 50, but it has so much to offer that I'm glad it's going to see this wider release. I hope you enjoy playing it as much as we enjoyed creating it.

As you may be aware, the scenario made its debut in Indianapolis at Gen Con 50 where forty-nine groups of investigators participated in the events we ran throughout the course of the weekend. It was an absolute blast to watch these players—sometimes complete strangers from different corners of the world—working together to escape the labyrinths. With a clock ticking away and pressuring their every move in real-time, more than 180 investigators were taken captive. Only sixty-nine learned the innermost secrets of the labyrinths, defeated their captor once and for all, and escaped. Even among the fallen, however, we saw many tales of courage, luck, sacrifice, and even betrayal. Most of all, we saw investigators having tons of fun trying to figure out how to escape and survive!

Soon, you will be able to run your own The Labyrinths of Lunacy event. But if you don’t have enough players to play through The Labyrinths of Lunacy in its full Epic Multiplayer Mode, worry not! We're offering this scenario with rules and a separate encounter set that allow you to play it with one group of one to four investigators. You can even run The Labyrinths of Lunacy as its own mini-campaign of three separate games, to simulate the experience of Epic Multiplayer Mode. Finally, it also comes with its own optional variant, “The Shifting Labyrinths,” to add even more replayability to the scenario!

All told, this is the most elaborate scenario we’ve ever made for Arkham Horror: The Card Game, and it’s very special to me. I’m excited to hear more tales from the Arkham LCG community when it releases!

Will You Escape?
Are you quick witted and resourceful enough to escape The Labyrinths of Lunacy? Are you brave enough to confront the cruel mastermind who designed the prison? Are you strong enough to survive the strange and shadowy creatures whose howls you hear echoing through the distant halls?

• A complete, standalone scenario for the hot, cooperative Arkham Horror LCG
• Recreates the Epic Multiplayer experience from Gen Con Indy 2017
• Comes with options for standard play and for use as a three-part mini campaign
• Challenges investigators to escape from a dungeon full of twisted riddles and strange aberrations
• Inspired by the eerie supernatural horror stories of H.P. Lovecraft

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28.40 €

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