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Arkham Horror LCG: Path to Carcosa Expansion
Arkham Horror LCG: Path to Carcosa Expansion

The second deluxe expansion for Arkham Horror: The Card Game!

A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it's been all the rage in conversations among Arkham's socialites. But in your efforts to learn more about the play, you've uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind.

Everything you find suggests the workings of something foul, even though no connection has yet been proven...

In The Path to Carcosa, it becomes your task to uncover the secrets of this unusual play. The expansion's two scenarios kick off The Path to Carcosa campaign with a trip to the Ward Theatre and an invitation to the formal dinner party hosted by cast and crew. But with every answer you gain and every clue you uncover, you only find yourself falling deeper into mystery and madness.

Along with its new scenarios and encounter cards, The Path to Carcosa introduces six new investigators and sixty-two player cards (including a complete playset of each) that afford you new ways to explore and enjoy the game—even as they challenge you to overcome new weaknesses.

The Play's the Thing
The King in Yellow—and all the strange events surrounding the play—take center stage in the two new scenarios from The Path to Carcosa. Curtain Call is your ticket to Ward Theatre, where you can catch the much-awaited performance. And in The Last King, you join the play's cast and crew at a dinner party, in the hopes that some of them might provide you answers to the many questions burning in your mind.

Both of these scenarios can be played on their own as standalone adventures, but together they represent your first steps along The Path to Carcosa campaign, which you can pursue more fully through a cycle of six Mythos Packs. Over the course of your campaign, you'll learn more and more about the larger threat the play may pose—and encounter many of the terrifying new treacheries and enemies from the expansion's eleven encounter sets. And you'll find yourself keeping secrets from the other investigators.

As befits its unique exploration of the realms between and beyond sanity and madness, The Path to Carcosa introduces a number of encounter cards that feature the new keyword, "hidden." Whenever you draw a card with this keyword, you keep it hidden from your fellow investigators and place it in your hand. But even from there, its abilities exert their insidious influence over the course of your game.

Additionally, The Path to Carcosa campaign introduces mechanics for Doubt and Conviction, both of which you'll mark in your campaign log, depending on the choices you make. These decisions may then come back to haunt you in later scenarios. And, finally, The Path to Carcosa also marks the debut of a new card type, story cards, which serve as avenues for additional narrative... and other effects.

We Are Merely Players, Acting Our Many Parts
There's plenty of madness and mayhem in the expansion's scenarios—more than enough, in fact, to drive your investigators stark, raving mad. But if your Core Set investigators should falter, you needn't yet abandon all hope.

The Path to Carcosa introduces six new investigators, all of whom come complete with their signature advantages and weaknesses, plus a wealth of forty non-signature, non-weakness, new player cards (two copies each of twenty different cards). All of these are divided between the game's five classes—Guardian, Mystic, Rogue, Seeker, and Survivor—except for one of the new investigators, the actress Lola Hayes (The Path to Carcosa, 6).

Haunted by her role in The King in Yellow and the strange events, calamity, and dread that have followed the play across the globe, Lola Hayes hopes to be done with it and has written to the director to inform him she intends to make her hometown Arkham performance her last.

The game's first Neutral investigator, Lola Hayes arrives with remarkably balanced attributes, and deckbuilding requirements that allow her to select thirty-five of her favorite level 0–3 cards from all the different classes. To her, each class is just another "role," and she can shift her role as she wishes, doing so once per round as a free ability.

But nothing in Arkham is ever simple as it may seem. Is Lola Hayes the actress, an expert of Improvisation (The Path to Carcosa, 18) who slips in and out of roles as she chooses? Or is "Lola Hayes" just another role, one among many? Are there other forces directing her life, steering her down paths she'd rather not travel? Amid the chaos and terror, such fears may lead Lola toward a Crisis of Identity (The Path to Carcosa, 19).

Still, Lola Hayes isn't the only investigator from The Path to Carcosa to push the game's deckbuilding options in all-new directions. Each of the new investigators offers something different. New deck sizes, new ways to combine cards from multiple classes, or multiple copies of their signature strengths and weaknesses.

In the end, the myriad—potentially dizzying—array of possibilities made available by these investigators will either inspire you to greatness—or drive you mad!

Pull Back the Curtain
The King in Yellow is coming to Arkham, and the whole town is talking about it.

What will you find when it arrives? Who will you meet? What secrets might you uncover? Come and see the show. Everyone's invited!

• A deluxe expansion for the award-winning cooperative LCG Arkham Horror: The Card Game
• Kicks off a new campaign with the mysteries surrounding a performance of The King in Yellow
• Introduces two new scenarios laden with madness, horror, and mechanics for tracking your investigator’s doubt or conviction
• Expands your deck-building options with six new investigators and sixty-two player cards (including a complete playset of each)
• The expansion’s narrative campaign continues with the upcoming The Path to Carcosa Mythos Packs

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42.60 €
Arkham Horror LCG: PC1 -Echoes of the Past Mythos Pack
Arkham Horror LCG: PC1 -Echoes of the Past Mythos Pack

The first Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game!

The King in Yellow has come to Arkham, you caught the performance, you found yourself drawn into a maddening series of events, and now—however hard you might try—you cannot erase them from your mind. Nor can you ignore the play's sinister history of disappearances, suicides, delusions, and insanity.

There are powerful forces at work. Of that you can be sure, but there's very little else of which you can still be certain. The things you've witnessed are things no man nor woman should ever see. And the world seems to have shifted all around you, leaving you adrift, washed along by a current running swiftly into a sea of madness.

Where do you go from here? The more you investigate, the greater the odds you'll challenge your limited sanity. But if you don't pursue the leads you've already uncovered, would you be inviting a new doom to Arkham? And why has this play come from Paris to Arkham in the first place?

If there are ties between the play and Arkham, there's one place where you might uncover them. Filled by questions, desperate for answers, striving to keep your composure—you make your way to the Arkham Historical Society.

Composure
Two major themes run through the player cards in Echoes of the Past, and the first centers around your investigator's ability to remain calm and composed in the face of utter chaos.

The Mythos Pack offers each of the game's five classes a new one-cost asset with two traits—Talent and Composure. And these assets share more than their cost and traits. Like Plucky (Echoes of the Past, 115), they are all level one cards, they all sport the Fast keyword, and they all offer semi-permanent access to two easy skill boosts.

Why are these skill boosts "semi-permanent"? There are two reasons.

The first is because the Permanent keyword is a real thing in Arkham Horror: The Card Game, and none of these cards sport it. You still have to draw these Talents and then pay to play them.

The second reason is because they remain in play only so long as you can maintain your composure. They function in the game the way that your mental and emotional states function in real life. Play the asset, and you're effectively entering a state of calm, gathering your thoughts, thinking clearly, and finding answers to the problems around you. But start going crazy—i.e. suffering horror—and the first point of indirect horror you would apply to your investigator must instead be applied to the asset, discarding it.

The result is that these Composure assets push the game one more step in the direction of roleplaying, immersing you in a world of mind-shattering horrors and adding a real, game-changing edge to your concerns for your investigator's precarious mental health. Stay calm, stay cool, and you can more easily influence your surroundings. But should the strain of a shifting reality prove too much? One horror leads swiftly to the next as your plans rip and unravel.

Desperation
And how can you possibly complete your investigation as you're suddenly, surely losing your mooring? When your adventures thrust you into such wildly disorienting situations that the game actually offers you rules to measure and quantify your Doubt? When you can almost feel your mind and sanity flayed like skin?

Such times are certain to lead to desperation. And that desperation may—it turns out—be the only thing you really have going for you.

In a world of otherworldly monsters, ritual magic, and elder gods, the investigators of Arkham Horror: The Card Game are all too human. You don't even get to start your adventures with a deck built completely to your strengths. You have your weaknesses, too.

But you may also discover that when you're pushed to your limit—when the adrenaline courses through your body and your "fight or flight" instinct kicks in—the world slows down just a little. There's just a glimmer of hope that wasn't there before. Sure, the odds are still stacked heavily against you, but your Desperate situation clarifies matters somewhat.

If the only way for you to survive your encounter with some gibbous, tentacled mass or lunatic cultist is to Run for Your Life (Echoes of the Past, 119), well, you just might find yourself a better sprinter than you had ever imagined. Sucking wind, your heart exploding in your chest, your eyes stinging with the smoke through which you navigate your way out of a fiery wreck.

Sure, this Desperate evasion might not help you gain the clues you need to solve your mystery. Nor will it destroy the monster. But sometimes you just need to focus. And there's no greater focus than the four different Desperate skill cards in Echoes of the Past, each of which offers four skill icons if your nerves have been left so raw that you're down to three or fewer points of sanity remaining.

Embrace the Madness
What will you find in the Historical Society? What will you learn about The King in Yellow? And what dangers will you face? Will you confront them coolly, overcoming each new trial while maintaining your Composure? Or will you find yourself surprised by extra-dimensional powers and Desperate to hold onto the last of your shattered sanity?

Or will you go a different route entirely and embrace the madness?

• The first Mythos Pack in The Path to Carcosa cycle for the cooperative Arkham Horror: The Card Game
• Introduces a new scenario that explores the darkest secrets of Arkham’s Historical Society
• Serves as the third chapter in the campaign from The Path to Carcosa deluxe expansion
• Thirty new player cards (a complete play set of each) enhance your investigator’s ability to remain calm and composed in the face of unthinkable horrors
• Requires the Arkham Horror: The Card Game Core Set and The Path to Carcosa deluxe expansion

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22.00 €
Arkham Horror LCG: PC2 -The Unspeakable Oath Mythos Pack
Arkham Horror LCG: PC2 -The Unspeakable Oath Mythos Pack

The second Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game!

It was always going to come to this… You're finally headed to the asylum.

Something about the mysterious play, The King in Yellow, had nagged at the corners of your mind before it arrived in Arkham, and you began investigating. You learned madness and disaster followed the play everywhere it went. And still you dug deeper.

You attended the performance. You came face to face with terrors that still haunt you. And then—having barely survived your earlier encounters, and hanging onto the remnants of your tattered sanity—you went to the Arkham Historical Society in search of even more information.

Now, as you look to carry forward through The Path to Carcosa campaign, you may find yourself wracked by Doubt and surrounded by Lunatics. And, still, you'll catch hints of deeper and darker secrets.

What Madness Compels You?
With the new scenario coming in The Unspeakable Oath, Arkham Horror: The Card Game continues and deepens its exploration of the mystical realms between the traditional roleplaying and card game experiences.

First of all, you have the strong sense of place that's exceedingly rare among card games. You're not wandering the streets of Arkham, nor the wooded New England hillsides. Instead, you're wandering the hallways of an eerily quiet asylum—perhaps punctuated, at times, by mournful howls or manic laughter—and need to gain passage through several locked doors.

The fact that doors can be locked against you is important in the sense that it allows the adventure to unfold at the same sort of pace with which a Game Master might walk you through an adventure. And it matters because you can only act upon objects and information in your investigator's location. Moreover, if you and your fellow investigators split your company, you might cover more ground… or you might render yourselves vulnerable.

Next, you have the different ways the scenario preys upon the game's cooperative nature and the relationships you try to maintain with your fellow investigators. After The Path to Carcosa introduced the Hidden keyword, which forces you to hold cards in your hand—and keep them hidden from the other investigators—The Unspeakable Oath adds more of these cards, so that your experience of the game might not match that of the other players. And none of them will understand you.

Your secrets will isolate you from your companions. In the depths of an asylum.
Think about that...

Finally, the scenario breaks away from the traditional customizable card game experience by forcing you to live with the consequences of other games.

Yes, you can play and enjoy The Unspeakable Oath as a standalone adventure, but for those who dare to look more deeply, The Unspeakable Oath comes to life most fully as part of The Path to Carcosa campaign. It is, in fact, the fourth chapter in that campaign, and it represents the nexus of many possible paths through time and space. But those paths are not all equal.

Normally, when you sit at your table to play a customizable card game, you start fresh. There's nothing imposing itself upon your starting hand or the resources with which you might start the game. But in the Arkham LCG®, the choices you make in earlier adventures may come back to haunt you later on. The game's basic structure is the campaign, as in an RPG, and you are often given choices to make in your games—and between them—that aren't clearly about winning or losing, but just about how your investigator would respond to a given situation.

And in The Unspeakable Oath, these choices already come back with profound ramifications, literally restructuring the adventure depending upon the consequences of your earlier investigations. Choices you make in your games—the people to whom you choose to speak and the ways you interact with powerful artifacts—will impact the structure of the adventure's act deck, as well as the composition of its encounter deck.

You're Never Truly Alone
Along with its new scenario, The Unspeakable Oath introduces twenty-four new player cards (two copies each of twelve different player cards) that allow you to "learn" from your mistakes. As you gain experience, you can use that experience to enhance your deck with cards like Forewarned (The Unspeakable Oath, 150) and A Test of Will (The Unspeakable Oath, 156).

Alternatively, you may forge an alliance with one of the Mythos Pack's new Patrons, Charles Ross, Esq. (The Unspeakable Oath, 149) and Dario El-Amin (The Unspeakable Oath, 151). Naturally, as Patrons, both of these gentlemen come with valuable connections.

Charles Ross, Esq. helps you gain access to a whole host of powerful Items, reducing their costs by one each time he exhausts. You can think of him as your personal connection to the Disc of Itzamna (Core Set, 41), making it easier to afford and discard—and then to afford again. While your investigator has a limited number of body slots to which these Items can be assigned, meaning there's a limit on the total financial benefit you can derive from recruiting the services of Charles Ross, Esq., it's worth noting that that limit is a great deal less restrictive than it might first appear.

First of all, there's the fact that you might choose to discard one Item in favor of another—or just because discarding it is in your best interests. Many of the game's most powerful Items, like the Disc of Itzamna, are discarded when you use them, and Charles Ross, Esq. lends significant value if you intend to use these items over and over—such as you might if you're playing Rex Murphy (The Dunwich Legacy, 2) with Scavenging (Core Set, 73).

Perhaps more importantly, there's the fact that the Arkham LCG can support as many as four players, and Charles Ross, Esq. works with any investigator at your location, not just yours. If you and your teammates can coordinate your purchases, Charles Ross, Esq. can easily save your group at least one resource each and every round.

Meanwhile, the unscrupulous Dario El-Amin can provide you access to an astonishing array of benefits, all of which should certainly help you find your way out of the asylum. As a single action, Dario El-Amin allows you to claim two resources. He's also more than willing to offer bonuses to both your Willpower and your Intellect—provided you can meet his demands.

Dario El-Amin may be a Patron of the arts, but it's clear that he's looking less to prop up struggling artists than to invest in characters and endeavors with records of proven success. The permanent attribute boosts that Dario El-Amin can provide are fantastically valuable, but the Patron requires you to sit on a stockpile of no fewer than ten resources if you want those bonuses.

Fortunately, that's not too much of a problem for Rogue investigators like Jenny Barnes (The Dunwich Horror, 3), who can gain resources fast with cards like Burglary (Core Set, 45), Hot Streak (Core Set, 57), and Lone Wolf (Blood on the Altar, 188). And once you have all those resources at your disposal, it'll be good to know that Dario El-Amin will be, at least, a little invested in seeing you make your way out of the asylum.

Adversity Breeds Adventure
It's a good thing that Arkham Horror: The Card Game isn't real life. We don't really want to stare down unspeakable horrors, suffer grievous internal injuries, and feel our minds fracturing with the burden of all we've witnessed.

But it makes for great fiction. And in the Arkham LCG, it makes for great adventure.

Soon, you'll have your chance to enjoy yet another of these horrifying adventures. In The Unspeakable Oath, you'll find the world closing around you. You'll be stuck in the asylum. Surrounded by Lunatics. Threatened by monsters and madness… And your games couldn't be better!

• The second Mythos Pack in The Path to Carcosa cycle for the cooperative Arkham Horror: The Card Game
• Introduces a new scenario that carries you into the heart of Arkham’s asylum
• Serves as the fourth chapter in the campaign from The Path to Carcosa deluxe expansion
• Twenty-four new player cards (a complete play set of each) provide you access to wealthy Patrons and allow you to “learn” from your mistakes
• Requires the Arkham Horror: The Card Game Core Set and The Path to Carcosa deluxe expansion

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22.00 €
Arkham Horror LCG: PC3 -A Phantom of Truth Mythos Pack
Arkham Horror LCG: PC3 -A Phantom of Truth Mythos Pack

The third Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game!

Months after The Yellow King played at the Ward Theatre, your investigation into the strange events surrounding the play has left you with more questions than answers. You've encountered Cultists, Lunatics, and Monsters. You've uncovered horrific Schemes of untold scope. And you've witnessed Terrors that may or may not have been Omens of greater perils.

All these things brought you, recently, to pay a short visit to Arkham's asylum. And now you've walked out, wondering what to make of everything that you've seen. So where do you go for answers when your world's tilting into madness?

The answer: Paris.
In A Phantom of Truth, you and your fellow investigators make your way across the Atlantic. Tormented every night by vivid dreams of an alien world—with black stars, twin suns, shattered moons, and twisted spires—you decide not to grapple with your Doubts and Convictions in Arkham, but to pursue whatever truth might lie behind the play.

This is why you head to Paris; you hope to gain some answers from the play's director, Nigel Engram.

Doubt and Conviction
As we mentioned in our announcement of The Path to Carcosa, your investigations into The King in Yellow will eventually lead you into the sort of madness and confusion that force you to wonder what's reality and what's delusion. You may even find yourself wondering if the definitions of madness and sanity are as clear as you previously thought.

With that in mind, The Path to Carcosa campaign makes use of the new mechanics for Doubt and Conviction that we previewed in "A Mind Is a Terrible Thing to Lose," our look at the new scenarios from The Path to Carcosa.

But what does your Doubt or Conviction do for you? Apart from check marks on your campaign log (pdf, 1.8 MB), what are they? These questions—and their answers—begin to emerge more fully throughout A Phantom of Truth.

The first thing you'll learn is that it's still not clear whether it's better to operate like a skeptic rooted in Doubt or to trust your instincts and move forward with Conviction. Nor is it certain that your Doubt is always the sign of a curious mind; there may be times your Doubt is strictly a form of uncertainty rooted in madness—your inability to distinguish the real from the unreal, or the truth of things from their illusions.

It's almost as if there's some terrible, malevolent force at work—guiding you, beckoning you, pulling you forward. And it's possible that your search for Nigel Engram may take a backseat to your desperate scramble to hold onto whatever shreds of sanity remain to you. And, here, is your Doubt your salvation? Or are you better off following your Conviction?

In A Phantom of Truth, these questions matter immensely, and you'll need to find the right answers, lest you end up a Lost Soul (A Phantom of Truth, 227) in a very foreign land.

Focus on the Familiar
In addition to its scenario, A Phantom of Truth supplies you with twenty-two player cards (two copies each of eleven different player cards) designed to help you stay grounded and make progress in your campaign. Among these, you'll find a handful of higher-level cards that recall the familiar, including a couple of fan favorites from the Core Set.

One of these is the .45 Automatic (A Phantom of Truth, 190)—a wonderful Weapon to have in hand when you're beset on all sides by fear and foes.

While this powerful handgun has been a Guardian staple since the game's debut, the two experience points you'll pay for the upgraded version in A Phantom of Truth are well rewarded by an extra Combat icon, the ability to ignore the retaliate keyword, and by an invaluable one-point boost to your Combat with every shot you fire. All of which may be handy should you find yourself stalked by strange, winged Monsters in the Gardens of Luxembourg.

Similarly, fans of the Rogue class will find their Pickpocketing (A Phantom of Truth, 195) more powerful and profitable than ever. Like the .45 Automatic, Pickpocketing reappears as a Level 2 card that gains several advantages over its Level 0 counterpart.

For your experience points, you are rewarded with the Fast keyword, which immediately gives you an action for your troubles. Next, you gain an extra Agility icon. While this Agility icon won't likely benefit you much the first time you draw your Pickpocketing—since you'll most likely want to put the Talent into play—the extra icon on your second copy of Pickpocketing could easily prove the difference between the success or failure of a critical evade attempt.

That extra icon might even prove the difference between a standard success or a success by two or more that allows you to trigger the full benefits of your upgraded Pickpocketing. Instead of merely granting you an extra card draw when you evade an enemy, Pickpocketing now allows you to choose between a card draw or a resource—or, if you succeed by two or more, allows you to gain both a card draw and a resource.

Together, these newly upgraded cards represent just one of the many different ways you might spend the experience you gain during The Path to Carcosa campaign, but it's one that might appeal to those investigators who are either already meeting with great success—as well as those who have been severely terrified and traumatized by all they have seen.

In this latter case, sticking with the familiar may provide you the opportunity you need to increase your chances of success, without the unnecessary complications associated with the development of all-new tactics.

Draped in Mystery
Is this, at last, the path that will lead you to the truths behind The King in Yellow?

Your trip to Paris is fated to be eventful, but will you find the man for whom you're looking? Or will someone—or something—find you instead?

Take the next step deeper into the mysteries of The Path to Carcosa.

• The third Mythos Pack in The Path to Carcosa cycle for the hot, cooperative Arkham Horror LCG® • A new scenario transports investigators from Arkham to Paris as they continue to explore the mysteries of The King in Yellow • The cycle’s mechanics for Doubt and Conviction come to the fore, promoting new psychological tensions • Twenty-two player cards (two copies each of eleven different cards) help your investigator stay grounded through his or her pursuit of the truth • Inspired by the fiction of H.P. Lovecraft and Robert W. Chambers

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20.60 €
Arkham Horror LCG: PC4 -The Pallid Mask Mythos Pack
Arkham Horror LCG: PC4 -The Pallid Mask Mythos Pack

The fourth Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game!

From the streets of Paris to the city's subterranean catacombs, your pursuit of the truth behind The King in Yellow leads you farther and farther from Arkham's familiar landmarks. But the streets, the language, and the eerie, dark tunnels aren't the only foreign elements at play. There's something distinctly otherworldly in the Parisian catacombs…

In The Pallid Mask scenario, you and your fellow investigators will enter these tunnels in search of a stranger whom you believe must be connected to the events surrounding the performance of The King in Yellow at the Ward Theatre in Arkham. But with each new strange twist and turn, you'll find yourselves only stepping deeper into mystery. Perhaps you can follow the tunnels all the way to the pulsing heart of the play's mysteries, but there's a chance, too, you'll simply find yourselves lost amid the shifting landscape. What begins as a trek through moist and clammy tunnels of stone may become a journey that leads you under the earth, through The Gate to Hell, and straight to your demise at the Well of Souls or some other forgotten chamber.

Destined to be a fan-favorite, the scenario from The Pallid Mask utilizes the game's locations in a novel way, bringing them into play only as you travel through them, and arranging them in a constantly shifting and unpredictable fashion. Each new step through these labyrinths could be your last.

Additionally, the sixty new cards from The Pallid Mask include two copies each of twelve different player cards. Divided between the game's five different investigator classes, these feature several higher level versions of existing cards alongside a range of new skill cards that offer potent kickers. Draw a card, ready an exhausted ally, gain resources, or offer sacrifices to increase your skill card's value. In the unpredictable subterranean darkness of The Pallid Mask, could these skill cards be what ultimately prevents your demise?

No Safe Passage
When you're ready to head beneath the Parisian streets and explore the deadly catacombs of The Pallid Mask, you'll set aside a handful of the Mythos Pack's new Catacombs cards, including the one you ultimately hope to discover. You'll shuffle these cards and place them at the bottom of your Catacombs deck. Then you'll place your starting location, marking it with a resource, and you'll shuffle the remaining Catacombs locations to place atop the others.

This is how you form your Catacombs deck, but the truly interesting part of The Pallid Mask is how the Catacombs deck transforms its new scenario into an adventure full of deadly pitfalls and frightening discoveries.

Instead of laying out a whole network of locations at the beginning of your game, you'll place only a single location onto the table—the one through which you enter the Catacombs. Then, throughout the adventure, each time you reveal a new Catacombs location, you'll discover new passages that lead deeper into the tunnels. Depending which location you enter, you may find yourself placing a single unrevealed Catacombs location to its right, or possibly above it. Or below it. Or to its left. Or you may find that your position branches in multiple directions.

Given the unpredictable nature of your journey through these Catacombs, The Pallid Mask introduces a unique set of scenario-specific rules stating all orthogonally adjacent locations (directly to the left, or right, above, or below each other) are adjacent for the purposes of travel. And this means that you'll never know what to expect as you set foot in a new location.

No Place for Rookies
With all its physical dangers—plus an array of untold supernatural threats—the scenario from The Pallid Mask is no place for rookie investigators. It's easy to get lost. It's just as easy to be lost forever, dragged down into sudden pitfalls by raving Lunatics, grotesque Monsters, or other Terrors. As a result, you'll want to have earned and spent every possible iota of experience to upgrade your deck and increase your chances of survival.

The new player cards in the Mythos Pack feature a split between higher level versions of existing cards and new skill cards, all of which come with a potent kicker.

By the time you start to explore the scenario's Catacombs, if your journey through The Path to Carcosa campaign has been mostly successful, you might wish simply to upgrade your cards, rather than introduce larger changes to the composition of your deck. Or perhaps you simply find yourself gravitating toward the Ritualist archetype we outlined in the article, "That Which Doesn't Kill Us…" Either way, you'll find a number of valuable upgrades in The Pallid Mask, such as the new version of Emergency Cache (The Pallid Mask, 239) that can help you quickly refresh your most important supplies.

On the other hand, if you're pursuing new paths—or flailing about for anything that might get you a better handle on your remaining sanity—you might want to play with the Mythos Pack's new skill cards. As with Inspiring Presence (The Pallid Mask, 228), each of these skill cards offers multiple icons and a valuable kicker that might very well make the difference between successfully navigating these eerie tunnels and being lost in them forever.

Remember to Carry a Torch
There are layers upon layers of darkness in the catacombs beneath Paris. Within that darkness, though, you may find the clues that will begin to shed light upon the mysterious play, The King in Yellow. You may finally learn how the play is connected to the atrocities that follow it from city to city... But you should be careful what you choose to uncover.

Traps, monsters, and branching corridors—what else will you find in the subterranean world of The Pallid Mask?

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22.00 €
Arkham Horror LCG: PC5 -Black Stars Rise Mythos Pack
Arkham Horror LCG: PC5 -Black Stars Rise Mythos Pack

The fifth Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game!

Your investigations have led you far from that fateful first showing of The King in Yellow at the Ward Theatre in Arkham. When you could no longer find the answers you needed in Arkham, you voyaged across the Atlantic to France and entered the catacombs of the dead beneath Paris. Now, you travel to the island commune of Mont Saint-Michel, as brooding, dark clouds cover the sky. A storm is coming—and it’s unclear if our world will survive.

Black Stars Rise offers the latest chapter in The Path to Carcosa cycle, and the latest tale of your own madness. You have looked upon the face of the Stranger. You have beheld the Pallid Mask and the Tattered Cloak. New player cards arrive in this Mythos Pack, cards with palliative names like “Stick to the Plan,” “Narrow Escape,” or “Ward of Protection.” Their names are a lie, dripping with false comfort that only the truly mad will embrace. The darkling spires of Carcosa are breaching the walls between dimensions and Hastur will rule over all...

Descent into Madness
You have had cause to doubt your sanity before. The choices you’ve made along your path have been questionable, at best. Can you be sure that you’re seeing reality? If you can still think logically, you may apply Occam’s Razor. Surely it is far simpler to believe that you have gone insane rather than supposing that the entire world is slowly falling under the sway of a dark god from another dimension.

Of course, it’s far too late for you at this point. The storm is brewing and bursting above your head, with pelting rain coming down from above and the tide inexorably rising from below. As your tiny steamer takes you out to the island monastery of Mont Saint-Michel, there’s no turning back for you.

Make no mistake by letting yourself fall into hope as you approach the island. No matter how grim things have looked in the past, you’ve always had the act deck—a singular flicker of light in even the darkest hours. The act deck holds an implicit promise: if you can find a way to advance through the act deck, you have a chance to survive. Things could turn out alright in the end.

With Black Stars Rise, your madness reaches new depths. There is no act deck, nor any light in the darkness. At the beginning of the game, you’ll set up one agenda deck as normal—and in place of the act deck, a second agenda deck. The first agenda deck represents the rising tides and flood waters smashing against the sea walls. The second agenda deck corresponds to the monstrous storm lashing the island, its clouds coruscating with eldritch energy. Nothing remains for you, except to choose how you and your friends will meet your demise. And even if you could somehow find a path through the madness and the gate to Carcosa, the floods or the storm would surely destroy you before you could reach it.

Push Your Limits
For you and your fellow investigators, few things push your sanity further to the limit than the Spells that you use to toy with uncanny powers far beyond your control. At any moment, these barely-understood incantations could slip away from you, lashing your mind with horrors or unleashing fresh demons upon the world. It’s fitting, then, that as Black Stars Rise draws the tattered robe of insanity close about your shoulders, it delves deeply into Spells.

Traditionally, Spells have been the purview of the Mystic class. Still, as Lost Carcosa pushes closer to Earth, Arcane Insight (Black Stars Rise, 266) can spill over into the minds of even the uninitiated, pulling back the shroud of this world and revealing clues that would have gone unseen. Rogues, on the other hand, may find that their natural powers of misdirection and Suggestion (Black Stars Rise, 268) have been amplified, giving them a tool to avoid attention and slip away from even the most dogged pursuers.

Mystics do not go wanting either. The surplus of unnatural, otherworldly energies washing over the world has created a surplus of new converts, such as the upgraded version of Arcane Initiate (Black Stars Rise, 271). The horrors these young Sorcerers have seen—and perpetrated—have brought more doom on the world or pushed them to the brink of insanity themselves. But their skills may be sufficient to bring you the Spells that you need to buy a few more moments before you inevitably succumb to the suffocating control of Hastur.

The power of these Spells is undeniable—but their very power pushes you farther into your doomed spiral… into the realms of madness. These Spells cannot create a path forward where none exists. They will not conjure an act deck out of nothingness to lead you into Carcosa. But perhaps, in spite of everything, you will continue to struggle onward. Perhaps you will say, in the words of the Survivors, "Not without a fight!" (Black Stars Rise, 272).

The Black Stars Are Rising
There is no escape. You are doomed.

· The fifth Mythos Pack in the Path to Carcosa cycle for Arkham Horror: The Card Game.
· Continues the unfolding story of your investigation into the horrific play, The King in Yellow, and the being known as The Stranger.
· New player cards focusing on Spells give investigators new ways to plumb the mysteries of the mythos.
· Introduces a new scenario unlike any other, challenging players to find a way forward with two agenda decks and no act deck.

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20.60 €
Arkham Horror LCG: PC6 -Dim Carcosa Mythos Pack
Arkham Horror LCG: PC6 -Dim Carcosa Mythos Pack

The sixth and final Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game.

In the realm of lost Carcosa, where black stars hang in the heavens, all truths will come to light beneath the fires of the suns.

Palace of the King
Your investigation into the mysterious play The King in Yellow has led you through a maddening series of events, from the darkest corners of Arkham Historical Society, to twisted halls of the asylum, and even the catacombs of Paris. It has all led you here, to dim Carcosa, a place beyond all imagining. A warped, alien city lies before you. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa—the realm of madness in the stars, where Hastur reigns supreme.

As the final act of the Path to Carcosa cycle, Dim Carcosa is filled with empyrean madness both beautiful and terrible. The once grand city stands in ruins, the remains of some accursed place that defies any sense or reason. In the middle of this madness you stand alone as the last defense for Arkham... and the world. If you wish to survive this journey into madness, you must learn as much as you can about this strange realm and make sure that you leave No Stone Unturned (Dim Carcosa, 307), searching your player deck for any one card that may prove useful and adding it to your hand. You may have doubted your sanity before, but now you see that it was true. Everything—it was all true. But now that you have found your answers, will you be strong enough to put an end to The King in Yellow’s dark design and find a new ending?

Two Suns Sink
Your time is running out. Even as you explore the Ruins of Carcosa (Dim Carcosa, 327), you become weak, taking damage as your investigation progresses. Your only hope for survival is to return to your own world. Yet somehow, you feel as if your fate is no longer under your control. Your story progresses with each location you discover, almost as if you are not acting under your own will. Each of the locations in the Dim Carcosa scenario have no unrevealed side. Instead, their reverse sides bear story cards. Trapped in a dim, distant realm, you will find few allies. But amongst the city’s remains, you may encounter one of the its dwellers, an Inhabitant of Carcosa (Dim Carcosa, 327), to aid you as the script demands.

You encounter a man among the ruins of the city, haggard and tired. “Good stranger,” he says, “I am ill and lost. Direct me, I beseech you, to Carcosa.” You tell him that you believe you are in the realm of Carcosa right now, and he falls to his knees in despair. “No… But that cannot be!”

The man cries and raves, telling you more of the ancient and famous city. Though his words have little meaning to you, deep within your mind, you begin to understand.

Dim Carcosa is fraught with dangers. You can desperately empty your ammo into your enemy, forcing them to "Eat Lead!" (Dim Carcosa, 304), but even this may not save you from the horrors that await you in lost Carcosa. In the moment of your demise, you may be lucky enough to Cheat Death (Dim Carcosa, 310), escaping the enemies surrounding you. But leaving combat alone would only buy a few sweet moments of life. Instead, this powerful Trick allows you to discard all cards in your threat area, heal two horror and two damage, and move to any revealed location where no enemies await you. This saving grace provide the opportunity you need to regain your strength and finish the seemingly impossible task before you. But the question remains: are you the master of your own fate, or are you simply a puppet of Hastur? What will become of you once your part has been played?

Shadow of Men’s Thoughts
In the lost realm of Carcosa, insanity is inevitable as the two suns that light the city burn madness into your mind. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Sometimes madness is the best response when confronted with an impossible reality. During your stay in Carcosa, you may continue to take horror in excess of your sanity, in which case your remaining sanity is considered zero.

On the surface, this may appear to be a blessing, but it may also prove a curse as you move towards The Final Act (Dim Carcosa, 339). When this encounter card is revealed, you must place two doom on the current agenda if you have no remaining sanity, perhaps pushing it to advance. Other consequences of a broken mind may come about in battles, forcing you to fail skill tests and depriving you of elder sign effects. When your mind becomes the playground of Hastur, you will find yourself bending to a will that is not your own. Forced to battle your own mind in a world you do not understand, will you be able to end the madness and return, or will you become another lost soul?

The Prophet’s Paradise
Travel to the realm of madness beyond the stars and take on The King in Yellow before your time and sanity run out. This is your final act and your curtain is about to fall.

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22.00 €
Arkham Horror LCG: Return to Circle Undone Expansion
Arkham Horror LCG: Return to Circle Undone Expansion

An upgrade expansion adding new supplementary content to the entire The Circle Undone campaign for Arkham Horror: The Card Game!

The reading is not yet complete. Dark machinations once again enshroud the Silver Twilight Lodge, and as the cards spin a new story, you find that you are the key to unlocking its secrets. It is time to reopen this chapter of horrors and put your fate in the hands of fortune once more.

This upgrade expansion comes oozing with new scenario cards and encounter sets that you can add to each scenario of The Circle Undone, enhancing your investigations with new dangers and new objectives. New player cards, including some upgraded versions of cards from The Circle Undone, give you new tools and options for upgrading your decks, and with a full assortment of card dividers you’ll easily be able to sort and store your entire campaign. On top of that, this expansion comes with a brand-new deck of 22 tarot cards that can be used to enhance any Arkham Horror: The Card Game campaign or scenario!

So now you must ask yourself: will you heed the fortune-teller’s words once more?

Tempting Fate
You have already investigated French Hill and foiled the plans of the Order of Silver Twilight once before. But now that your nightmare begins anew, you will find things that have strangely altered, twisted, or warped. New secrets have emerged, and things will not play out quite the same way this time.

Return to the Circle Undone remixes the entire The Circle Undone campaign, bringing new tricks and terrors for each scenario with an assortment of new scenario cards. One moment you may find yourself questioning Senator Nathaniel Rhodes (Return to the Circle Undone, 25) about the machinations of Silver Twilight, the next you might be mounting a Nightgaunt Steed (Return to the Circle Undone, 61) to explore the empty space between realms.

Of course, the expansion comes with a plethora of new assets to add to your deck, such as a Moon Pendant (Return to the Circle Undone, 12) and more tarot-slot assets like The Star XVII (Return to the Circle Undone, 1) and The Hierophant V (Return to the Circle Undone, 7). You may even find an unexpected ally in the witch Erynn MacAoidh (Return to the Circle Undone, 41) in certain scenarios!

Fortune’s Favor
As an added bonus, the Return to the Circle Undone expansion comes with a special deck of 22 full-sized tarot cards that can be used as an optional mechanic to supplement any scenario or campaign in Arkham Horror: The Card Game! With multiple ways to perform “card readings,” the tarot deck can help swing fate in your favor—or riddle you with misfortune!

Each tarot card has two effects: one for when it is upright, and one for when it is reversed. The cards provide passive effects for the entire scenario, and while the upright effects are always beneficial, the reversed effects often will do the opposite! For example, while a card like The Lovers VI can provide you with an ally from a scenario’s onset, its reversed version could just as easily remove that ally from your deck! Likewise, some cards like Strength VIII can get you set up faster or slow you down , while others, such as The Empress III , can either help you with skill tests or hinder you .

So put your fate in the hands of fortune, and use the tarot deck to enhance your Arkham Horror: The Card Game experience!

A Return to Twilight
The plots of the Order of the Silver Twilight must be stopped at all costs. As dark forces once again gather in the forests of Arkham, will you rise up to stop them?

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42.60 €
Arkham Horror LCG: Return to the Forgotten Age Expansion
Arkham Horror LCG: Return to the Forgotten Age Expansion

An upgrade expansion adding new supplementary content to the entire The Forgotten Age campaign for Arkham Horror: The Card Game!

The flow of time itself is convoluted, and though you thought you had left the jungles of southern Mexico and the depths of Yoth behind you, it appears that they are not as far away as they might seem. Like a snake eating its own tail, the timeline is looping back around itself again…

Within this upgrade expansion, you’ll find new scenario cards and encounter sets that you can insert into every scenario of The Forgotten Age, mixing up your investigations with new dangers and new objectives. New player cards, representing upgraded versions of cards from The Forgotten Age give you new tools and options for upgrading your decks. And with a full assortment of card dividers, you’ll be able to easily sort and store your entire campaign. Will you venture once more into the jungle?

Snakes!
You’ve already traversed the trackless rainforests, trespassed in ancient temples, and been held captive in bizarre cities far beyond our own dimensional space and time. But as your journey begins anew, you’ll find that things have been strangely altered and twisted. You’ve found yourself in a new timestream...

Return to the Forgotten Age remixes the entire The Forgotten Age campaign, bringing new tricks and turns for every scenario with an assortment of new scenario cards. From the very beginning of the campaign, you may find yourself caught in a Snake Pit (Return to the Forgotten Age, 24) with a deadly pit viper. Or later on, you may come face to face with the ensnared horrors found trapped in an Alien Conservatory (Return to the Forgotten Age, 57).

Along with bringing changes to every individual scenario, this upgrade expansion also includes four new encounter sets, designed to swap in throughout the campaign and bringing even more replayability to the table. Whether it’s a horrifying Vengeful Serpent (Return to the Forgotten Age, 78) or Cultists calling on forces From Another Time (Return to the Forgotten Age, 73), these new encounter cards promise to bring dangerous new threats to your investigations. No matter which of these new scenario cards and encounter sets you’re using, this upgrade expansion has the divider cards you need to easily organize the entire campaign—ensuring you’re ready to leap into The Forgotten Age at a moment’s notice.

Collecting Your Supplies
Of course, it’s not all writhing snakes and the all-encompassing vengeance of Yig. Return to the Forgotten Age also includes an assortment of new player cards—specifically upgraded versions of cards that were first introduced during The Forgotten Age campaign. If you liked Survival Knife before, you’ll love the upgraded version (Return to the Forgotten Age, 2). Whereas previously you needed to take damage to make a free attack with Survival Knife, the upgraded version lets you target the attacking enemy before you even take damage! Alternatively, if you enjoyed forgoing your allies with On Your Own, an enhanced version of the card (Return to the Forgotten Age, 10) is permanently in play, letting you reduce the cost of a Survivor event every turn!

And finally, what would an upgrade expansion be without a list of achievements tempting you closer to nigh-impossible feats. Whether it’s completing every act deck in a single playthrough of Threads of Fate, defeating Yig in The Depths of Yoth, or winning The Forgotten Age campaign without ever becoming poisoned, these achievements give you something to strive for again and again.

Welcome to the Jungle
You have heard the call of the jungle. As past and future become comingled, will you embark on yet another expedition?

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42.60 €
Arkham Horror LCG: War of the Outer Gods Scenario Pack
Arkham Horror LCG: War of the Outer Gods Scenario Pack

A new scenario pack for Arkham Horror: The Card Game!

Our world may seem significant, the center of our personal universes. But amidst the unknowable eldritch Mythos, Earth is a tiny microcosm of primitive life, a laughable mote of dirt and water floating among the stars. We are merely dust on the scales, and any larger ambition only demonstrates an unfortunate surplus of damning hubris.

In the face of this crushing insignificance, the investigators of the Arkham Horror Files are those who push back against the abyss, who refuse to give in to nihilism and despair. But with the latest adventure, those investigators face a challenge unlike any they’ve tackled before.

Arkham is caught in the midst of a world-shattering conflict between three rival cults, raging across all of North America. Each of these cults seeks to summon its own Ancient One, and as they battle each other across the continent, every enemy slain brings one of these dark gods closer to awakening. Can you and your fellow investigators survive being caught in the middle of this war, or will our world be torn asunder?

A War for Our World
Like many previous scenario packs, War of the Outer Gods can be played standalone or as part of a larger campaign. You also have the choice to take on these threats as a single group or as part of a massive event with any number of other investigators in Epic Multiplayer Mode. Unlike other scenario packs, however, War of the Outer Gods is the first scenario to cast you into the middle of a war between three distinct factions—three arcane cults, each seeking to summon an unspeakable evil, and each with its own strengths and style of play.

The Cult of Silenus calls upon the empty sky, spending ceaseless hours gazing into the cold void of space and dreaming of ways they can bring this freezing vacuum closer to Earth. The Cult of Magh’an Ark’at builds a pyre to incubate a monstrous egg—an egg that they believe will bring paradise once it hatches. And the Cult of Ezel-zen-rezl remains devoted to the swarm, calling a nightmarish proliferation of insectile hordes to assimilate our world into a swarming hive.

Each of these three cults boasts its own agenda deck, and each has its own enemies and treacheries in the encounter deck. You’ll notice immediately that many of these enemies, such as Nihilistic Stargazer (War of the Outer Gods, 25) or Disciple of the Swarm (War of the Outer Gods, 29) feature the new “warring” keyword. Unlike most enemies, which threaten the investigators, the cultists in War of the Outer Gods are far more concerned with battling each other! Rather than moving toward the investigators during the enemy phase, warring enemies will instead move toward and attack an enemy of another faction.

Of course, you can’t just stand aside and let these three cults fight it out. Whenever an enemy attacks and defeats another enemy, you’ll have to place one doom on the agenda belonging to the attacking enemy! The bloody war between the cults actively accelerates their plans to bring a hideous Ancient One into existence, and the investigators will need to interject if they’re going to save our world.

The investigators may start in Arkham, but their struggle against these dark cults will take them from the Streets of Providence (War of the Outer Gods, 15), to The Penthouse (War of the Outer Gods, 23) in New York City, or the Chateau Ramezay (War of the Outer Gods, 19) in Montréal. Each of the cults is based in a different city, and as enemies push their battlelines back and forth between these cities, you’ll have to venture into the heart of each to forestall their plans.

As Hellfire (War of the Outer Gods, 31) rains from the skies and cities succumb to the Ravages of War (War of the Outer Gods, 32), you must give your utmost to stop all three cults. If even one succeeds, you could find yourself pitted against Silenus (War of the Outer Gods, 35) or Magh'an Ark'at (War of the Outer Gods, 41), a fight that even the most intrepid investigators are unlikely to win. But when the fate of the entire world is at stake, what choice do you truly have?

Trifecta of Evil
Three evil cults aim to rip our world apart as they call to their loathsome masters, can you forestall the imminent destruction of Earth?

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29.00 €
Arkham Horror: Final Hour
Arkham Horror: Final Hour

One hour until midnight. Time to save the world.

After a sinister cult conducted an eldritch rite to clear the way for a transdimensional Ancient One and its minions to enter our reality, you arrived at the ritual site too late. An iridescent rift slashes across the sky, heralding the nightmarish creatures that pour into the hallowed buildings of Miskatonic University. As howls and screams cut through the night, there is only one path left for your fearless investigators—hold back the horde and find some way, any way to reverse the summoning.

Arkham Horror: Final Hour offers your investigators a fast-paced, fully cooperative Arkham Horror gaming experience that can be played in under 60 minutes. As an endless tide of monsters sweeps across the Miskatonic University campus, you must hold them back while searching desperately for the ritual components you need to put an end to the insanity. Your fate depends on the cooperation between you and your fellow investigators. The odds against you are astronomical, but if you fail, this will indeed be the final hour for Arkham... and the world.

A Fight for Survival
The cult behind the Ancient One’s summoning may have escaped your grasp, but they left behind many clues to the workings of their evil rites. If you can find and piece these clues together before time runs out, you may discover how to reverse the ritual and banish the Ancient One from the world.

But time is not your ally. You have only eight rounds in which to accomplish this task, each divided into two parts. First, your investigators use their actions to defeat monsters and uncover clues. Then, once all players have acted, the Ancient One strengthens its hold on the world, producing horrible effects and spawning more monsters through growing gates that litter the Miskatonic University campus. With each round, your task becomes more difficult as ever more monsters threaten to overpower your investigators and overrun the campus. Time is against you, and you must hurry to deduce the proper ritual components before your time runs out.

You Are Arkham's Last Hope
Arkham Horror: Final Hour invites you to step into the shoes of Arkham’s finest investigators, each ready to defend the Earth no matter the cost. As Final Hour focuses more on combat than other Arkham Horror Files titles, you may choose between six of the scrappiest characters this universe has to offer. Whether it's Jenny Barnes with her twin .45s, Michael McGlenn with his Chicago Typewriter, or Lily Chen with her unmatched mastery of martial arts, each investigator has their own set of skills and ways to help the group with their unique deck of action cards. These action cards let you move across campus, fight monsters, or search for the clues you need to reverse the ritual. You must prioritize and balance your actions across your team, working together to defeat your enemies and find the keys to undoing this madness. But communicating with your fellow investigators is not as easy as you may expect.

As you run across the Miskatonic University campus, fighting monsters and searching for ritual components, you do not have time to sit and consult your plan of action. You must make your decisions largely on your own, choosing how to best resolve your action card and communicating with your team only through the use of priority cards. Each action card features a top effect that produces only positive effects, such as allowing you to fight monsters or protect locations, and a bottom effect that may allow you to investigate but leaves monsters free to wreak havoc of the campus. Your team must resolve the top effect of two action cards and the bottom effect two cards, which you determine by playing priority cards, your team’s only means of communication. You have no choice which action card you draw, but may choose any of the four priority cards in your hand to express to your team the importance that your top action be resolved—the lower the number of your priority card, the more likely it is that your top action will be resolved.

For example, if Jenny Barnes draws her action A Color for All Seasons, she may wish to play the lowest priority card possible to ensure that the top effect is resolved, and she does not have to go searching for Izzie, unleashing monsters with each step. But even this comes with risks. By playing a particularly high or low priority card, you may end up strengthening the Ancient One and putting your team in even greater peril. Balance and communication will be the key to your victory, or at the very least, your survival.

The Rite Must Be Undone
But just fighting back the monsters will not be enough. You are here to reverse the rite and banish the Ancient One from Arkham once and for all. To do so, you must discover the necessary ritual components. At the start of each game, two clue tokens with matching ritual symbols are set aside, out of play, while the rest are scattered facedown about the campus for you to uncover. In order to end the madness, you must use the bottom effects of your action cards to investigate campus locations. As you deduce which ritual symbol you need, you will learn which matching priority cards to keep in your hand to help reverse the rite. Even if investigating with the bottom effect of your action card will illicit negative effects, it may well be worth it if it brings you closer to your goal—and with the fate of the world at stake, this is not the time to be overly cautious.

If you investigate at your location, you'll flip a clue token at that location faceup to either reveal an item or a clue in the form of a ritual icon. Most clue tokens and some priority cards have one of five possible ritual icons. Each game of Arkham Horror: Final Hour will require a different icon in order to reverse the ritual. Your team’s goal is to have as many priority cards as possible with the right ritual icons when you attempt to reverse the ritual.

In order to deduce which icon you need, you must investigate clue tokens at various campus locations to eliminate possibilities. When the first copy of an icon is revealed, that icon’s chance of being needed for the ritual is reduced; if the other clue token showing that icon is revealed, it is eliminated as a possibility. Once you determine which ritual icon you need, you are ready to attempt your own eldritch rite to undo the cult’s dark machinations.

If you are all in agreement, your team may attempt to reverse the ritual at the end of any round. However, you cannot share information about which priority cards you have in your hand. All you can tell your fellow investigators is whether you are ready to reverse the ritual or not, and hope. When you attempt your own eldritch rite to counter the cult, each investigator commits three priority cards from their hand. If the number of cards with the correct ritual icons is at least twice the number of investigators, the ritual will be undone and Arkham will be safe once more! But if you fail, Arkham will fall to the power of the Mythos and chaos will reign over the Earth. The fate of the world is in your hands—you must defend it!

A Ticking Clock
Every second counts in you mission to save the world from the Ancient Ones. The odds are stacked against you, but with your team of loyal investigators at your side, you just may be able to reverse that madness and return Arkham to the peaceful New England town of your memory. Unite your allies, fight the chaos, and prepare for the battle of a lifetime!

1–4 Players
60 Min
Age: 12+

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48.00 €
Arkham Horror: Secrets of the Order Expansion
Arkham Horror: Secrets of the Order Expansion

The unquiet spirits of the dead cry out and ghouls stalk the midnight streets of Arkham. Derelict portals yawn open between our existence and the horrific unknown, and even in the storied French Hill neighborhood, the Order of the Silver Twilight plots their path to greater power.

This new expansion brings investigators to the classic neighborhood of French Hill while also sending them beyond our reality into the depths of the terrifying Underworld. Two new double-sided map tiles bring the older regions of Arkham, Massachusetts to life, including the aforementioned French Hill neighborhood, as well as the Underworld itself. Four more investigators join the party, ranging from the steadfast soldier Mark Harrigan to the confident aviatrix Winifred Habbamock.

The investigators’ jobs will not be easy—this expansion brings three entirely new scenarios into the fold, challenging investigators with restless spirits, secret cultists, and the depths of the Underworld itself. With over 130 new encounter and event cards, new assets, monsters, conditions, and a new type of map tile, Secrets of the Order opens a portal to a hoard of content, pulling you into some truly terrifying tales.

Shrouded in Secrets
Secrets of the Order comes packaged with three new scenarios, and with them comes an enormous amount of replayability, bringing you throughout the older areas of Arkham, Massachusetts. Whether you are protecting innocent bystanders from rampaging gugs or stopping the Order of the Silver Twilight from summoning an Ancient One, new threats will keep you on your toes in each scenario.

This time, however, the threats are even harder to pin down than usual. Several monsters in this expansion have the new “shrouded” keyword, cloaking everything from its attributes, abilities, to even its health in mystery. This is especially showcased with the three Haunting Dead monsters featured in the expansion’s first scenario.

The true nature of these monsters is not revealed until an investigator engages them or they are exhausted, and, since they have no health value while shrouded, they cannot be defeated until they flip to their non-shrouded side. After all, you can’t fight what you don’t know!

That said, shrouded monsters can still be dealt damage. Dealing enough damage to a shrouded monster could cause it to be defeated when it engages you, allowing you to “preemptively” defeat them. This could come in handy, especially if that shrouded monster is a Cacophonous Haunt or a Screaming Haunt , both of which have hindering effects that make them hard to deal with. However, that shrouded monster could also be an ally in disguise, such as the Weeping Haunt , so think carefully before you strike!

Logic and Lore
This wouldn’t be a new Arkham Horror expansion without some new investigators. One of these is Agatha Crane, a woman who expertly blends science with the occult.

With degrees in Mathematics and Psychology, Agatha has always placed a premium on evidence-based science and logical thought. When she was young, she didn’t pay much attention to superstitions or ghost stories, but mounting evidence in recent years has led Agatha to conclude that there is a kernel of truth to the tales of monsters, spirits, and magic that permeate Arkham’s history. That said, if these things are real, then they must obey consistent rules, just as the physical sciences do; she just needs to find them. And so, as the pioneer of the new study of “parapsychology,” Agatha seeks to bridge the gap between the mystic and the rational, and she will plunge headfirst into the unknown.

While she’s a scientist at heart, Agatha is surprisingly adept at using magic. With above-average lore and solid sanity, Agatha can be certain to cast a spell successfully, and, with her personal ability, she can take advantage of the spell’s horror cost to focus for free and gain a remnant! Agatha can also put her parapsychological expertise to use with the Occult Principle , a unique talent that is one of her starting cards. After taking a risk by delving into the horrors of the occult for an extra clue, Agatha flips this card over to the Scientific Method . By using the ward action to remove the extra doom from her Occult Principle, Agatha could use the Scientific Method to gain even more clues with a free research action, all while stockpiling more remnants for later use.

Clearly, the more Agatha understands the occult and the arcane, the more useful and formidable she becomes. And she is just one of the four new investigators included in Secrets of the Order!

Crossing the Threshold
As one of the oldest parts of Arkham, French Hill is home to ancient secrets, potential allies, and mysterious threats. Meanwhile, in the deepest layer of the Dreamlands lies the Underworld; a realm of monsters and madness, where only the very desperate dare to roam. You know that someone is trying to merge these two realms together, but the question remains: will you be able to stop them in time?

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62.60 €
Unfathomable
Unfathomable

A brand-new board game in the Arkham Horror Files universe!

The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the Atlantic Ocean. Its unsuspecting passengers fully anticipated a calm journey to Boston, Massachusetts, with nothing out of the ordinary to look forward to. However, strange nightmares plague the minds of the people aboard the ship every night; rumors circulate of dark shapes following closely behind the ship just beneath the waves; and tensions rise when a body is discovered in the ship’s chapel, signs of a strange ritual littered around the corpse. This voyage began like any other, but now it seems that the Atlantica may never reach its destination.

Immerse yourself among the passengers and crew of the SS Atlantica in this game of hidden loyalties, intrigue, and paranoia for three to six players. Some players are humans who are fighting for the survival of the ship, while others are traitors sent aboard the ship by mysterious beings to ensure that it never reaches port! Because player loyalties are hidden, determining who is friend and who is foe is critical to winning a thrilling game of Unfathomable.

Terrors from the Deep
Lurking within the depths of the Atlantic Ocean are a swarm of vicious, unspeakable horrors: the Deep Ones, led by Mother Hydra and Father Dagon. For reasons unknown, they have set their sights on the Atlantica, and their minions, taking the form of human-Deep One hybrids, have infiltrated the steamship to help sink it from within. Each game of Unfathomable has one or more players assuming the role of one of these hybrids, and how well they can secretly sabotage the efforts of the other players might mean the difference between a successful voyage and a sunken ship.

If you’re a human, you’ll need to fend off Deep Ones, prevent the Atlantica from taking too much damage, and carefully manage the ship’s four crucial resources if you want any hope of making it to Boston, all while trying to figure out which of your fellow players are friends and which are foes. Everyone shares the same resource pool, but humans will try to preserve them while traitors will strive to subtly deplete them. Being able to tell when someone is purposefully draining the group’s resources is harder than you think, especially when you take crises into account!

At the end of each player’s turn, that player must draw a mythos card. Each of these cards represents a crisis that the whole group must try to resolve together. Some of these crises, such as Food Rationing , will call for a choice that could potentially put the ship’s passengers or resources at risk, while others, such as Hull Leak , will call for a skill test in which failure could have disastrous consequences.

During a skill test, each player contributes skill cards from their hand to a face-down pile shared by the group. Once everyone has contributed (or chosen not to), the cards are shuffled and then revealed. If enough of the correct skills were contributed, then the group passes the test! But if the wrong skills were contributed, they can actually hinder the results, leading to failure. Thus, skill tests are dangerous opportunities for traitors to sabotage the humans’ efforts, so you will have to stay on your toes at all times. We will unveil more about crises, skill tests, and more when we take a deeper dive into the gameplay of Unfathomable at a later date.

All New Faces
While Unfathomable takes place in the Arkham Horror Files universe, it takes place many years before the events of the Arkham Horror board game and card game. Because of this, this game features a full cast of brand-new playable characters, each of which has never been seen in the Arkham universe before. We’ll introduce you to each of them in time, but for today, please welcome the captain of the SS Atlantica: Keilani Tatupu.

A tough, experienced sailor and born survivor, Keilani has stood strong in the face of adversity before. When a typhoon killed the captain of her previous ship, Keilani was suddenly thrust into a leadership role and had to guide the rest of her crew to safety. Even once the storm had calmed, her challenges did not end, as mutinous crewmembers refused to follow her orders and set Keilani—and eleven others—adrift on a lifeboat in the middle of the stormy season. Despite these odds, Keilani kept her fellow castaways alive for four grueling weeks, and her story made international news when they finally reached land. However, there was one part of that story that didn’t make the paper, one that she chose to keep to herself: her strange nighttime encounter with a hideous creature beneath the waves.

Did it let her live simply because she caught it by surprise? Or is it because she’s secretly a hybrid in disguise, unbeknownst even to herself, waiting for the right moment to awaken to her true identity? Each of the game’s ten playable characters have similarly shrouded events in their pasts, which means no one is above suspicion and every game of Unfathomable will bring about unexpected twists and turns.

Are you a friend to humanity or a hybrid saboteur?

2 – 4 hours
3 – 6 players
Ages 14+

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99.30 €

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