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Arkham Horror LCG:  Blob That Ate Everything Scenario Pack
Arkham Horror LCG: Blob That Ate Everything Scenario Pack

Something out of this world is coming... from the best four days in gaming to your very own tabletop!

This standalone adventure, which first premiered at Gen Con 2019, takes players back into the world of H.P. Lovecraft’s Cthulhu Mythos where just beyond the edge of Blackwater, something unnatural has gone out of control. After a strange meteor made impact, the town was placed under lockdown by a shadowy government agency—no one was allowed to leave, and only a few select investigators were allowed to enter. That is, until the thing hatched. Now, time is running out as all hell breaks loose in Blackwater. Even as the anomaly continues to grow and devour everything in its path, the quarantine is still strictly enforced. The only way you’re getting out alive is if you kill it... if that’s even possible.

Just beyond the edge of the town of Blackwater, something unnatural has gone out of control. After a strange meteor made impact, the town was placed under lockdown by a shadowy government agency—no one was allowed to leave, and only a few select investigators were allowed to enter. That is, until the thing hatched. Time is running out for the investigators as all hell breaks loose in Blackwater. Even as the anomaly continues to grow and devour everything in its path, the quarantine is still strictly enforced. The only way you’re getting out alive is if you can find a way to kill it… if such a thing is even possible.

Designer Matt Newman on The Blob That Ate Everything
One day, I walked into the Card Game Department’s room and lead KeyForge developer Brad Andres turned to me and said, “Hey Matt, I thought of a great idea for an Arkham scenario.” Brad had previously helped me with the initial design of Curse of the Rougarou and Carnevale of Horrors, both fan-favorite scenarios. Generally speaking, when Brad comes up with a cool idea, it’s usually wise to listen. So, I replied, “Sure, hit me.” Brad said, and I quote:

“It’s just a huge blob that eats everything.” I blinked a few times, mulled it over, and said, “everything?” to which Brad replied, “Yes, everything.” I remember laughing for a while, then sitting at my desk for about an hour before finally realizing it was actually perfect.

You see, at the time, I had been considering what to do for this year’s Arkham Horror: The Card Game events at Gen Con and Arkham Nights. I knew I wanted to do something special, something unique, something that would take as much advantage as possible of the event space and the sheer quantity of players. I had already been tinkering with the idea of a scenario with a shared objective—something which all of the players at the event could contribute towards in some way. An event in which the investigators win or lose together, as one huge group. Surprisingly, Brad’s idea of a gigantic blob actually fit this idea quite perfectly. And thus, The Blob That Ate Everything was born.

The Blob that Ate Everything is a love letter to the B horror films of the 1930s–1950s. We love the over-the-top nature of these films that are often centered around a titular foe of strange origin that threatens life as we know it. In this scenario, the players still split into groups of one to four investigators, each with their own play area and encounter deck. However, there are several elements of the scenario which are shared across all of the groups, each of which are managed by an event organizer. Most important of these elements is the health of the scenario’s boss entity, Subject 8L-08 (The Blob that Ate Everything, 37).

Unlike The Labyrinths of Lunacy, your objective is laid out clearly before you, and you are allowed to communicate fully with the other groups at the event. You aren’t missing pieces of the puzzle which only other groups can provide. You don’t have to wait for other groups to finish a game round or an agenda before proceeding, and you aren’t only interacting with two other groups at a time. Instead, you must rely on each and every other investigator at the event, using teamwork and coordination in order to overcome a creature unlike anything you’ve ever seen in Arkham Horror: The Card Game. Subject 8L-08 isn’t just an enemy; it’s the scenario itself. The treachery cards are things the blob is doing. The enemies are pieces of the blob. The locations are, well, covered in the blob. It’s not just a single card that you are fighting—almost every encounter card represents a facet or a piece of the blob. And when we say it can eat anything, we mean anything. In fact, The Blob That Ate Everything even contains a table listing all of the possible things it can eat.

The table is four pages long.

Don’t worry though, the scenario isn’t all fighting all the time! Investigators must still uncover clues in order to research how to defeat Subject 8L-08 to begin with. If you show up toting only bullets, you’re going to find out pretty quickly that the blob does, in fact, eat bullets.

What I love most about this scenario is that it scales easily with almost any number of players, and that all of the players at the event—be it 4, 12, 48, or even 96—are in the same boat together. To emphasize this, we even added a new type of resource, called countermeasures, which are shared between all of the groups at the event. Countermeasures are extremely useful, but if a group spends one, that’s one fewer countermeasure that all of the groups possess. Oh, and the blob itself isn’t the only threat you face in this unique scenario. There’s something else at work here—you’re just part of the experiment.

I’m beyond excited for this scenario. I can’t wait to see all of the Arkham community uniting against a common foe, and I am eager to hear the stories that emerge from this unique and zany scenario. Good luck!

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28.40 €
Arkham Horror LCG: Card Game
Arkham Horror LCG: Card Game

The Living Card Game of Lovecraftian mystery, monsters, and madness!

Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between roleplaying and card game experiences, Arkham Horror: The Card Game is a game of cooperative investigations for one to two players (or up to four players with two Core Sets).

You and your friends become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult.

No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries.

Live Through Horrifying Mysteries
Arkham Horror: The Card Game, more than any card game before it, is a blend of the traditional customizable card game and roleplaying experiences. You become one of the game's investigators and customize your deck of cards to reflect your personal strengths and resources. However, as the investigators of Arkham LCG all have their own distinct personalities, each comes with his or her own deckbuilding requirements.

For example, when you conduct your investigations of Arkham as the Federal Agent Roland Banks (Core Set, 1), your deck must include the cards Roland's .38 Special (Core Set, 6) and Cover Up (Core Set, 7), along with one basic weakness, such as Paranoia (Core Set, 97) or Amnesia (Core Set, 96). These character-specific cards, then, are part of who Roland actually becomes throughout the course of your adventures, and they don't count against your basic deck size.

The rest of your deck is made up of cards that belong to the different classes available to your character. Again, using Roland as our example, he can use cards that belong to either the Guardian or Seeker classes, as well as Neutral cards. Altogether, there are five different classes in Arkham LCG, one corresponding primarily to each of the five different investigators in the Core Set, and each encourages a remarkably different approach to your investigations.

Perhaps most important, though, is the measure of freedom you're given to decide how you'll use the different resources at your disposal. Explore locations, battle monsters, search for the right equipment, or race across the city—you're free to pursue whatever course of action seems best to you at the moment. Your actions aren't determined by the cards in your hand; instead, you'll find opportunities to make use of your cards, according to the actions you wish to take. You have three actions each round, and in the best of all roleplaying traditions, it's what you do when it's your turn to act that determines whether you will escape from a ravenous pack of ghouls, unmask a cult devoted to the Ancient Ones, or go mad. Your choices determine the shape of your adventures!

Your Actions Have Consequences
Each of your adventures in Arkham Horror: The Card Game carries you deeper into the mysteries that previously haunted only those unfortunate souls touched by madness or otherwise tuned to the senses that few of us often employ. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world...

It is easy to enjoy Arkham LCG as a series of standalone adventures. However, as much as all of your adventures thrust you into the midst of thrilling and horrifying situations, it is only when you see how they follow upon each other that you truly begin to understand the madness at the edges of Arkham LCG… The basic mode of play is not the adventure, after all, but the campaign. And all your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand.

You might be scarred by your adventures, your sanity strained, and the onset of madness creeping in at the corners of your mind. You will make choices that determine whether or not your allies will continue working with you. You may alter Arkham's landscape, burning buildings to the ground. And you may gain valuable experience with which you can better prepare yourself for the adventures that still lie before you.

The Core Set comes with three adventures that link together in the Night of the Zealot campaign. Your successes or failures in the first of these adventures, The Gathering, will determine not only how you'll set up the future adventures, but they'll determine how much experience you'll be able to spend upgrading your deck.

Many of the cards in Arkham LCG feature one to five pips near their costs that indicate their "level." While you won't start your campaign with these cards, you can spend experience to buy them and upgrade your deck between adventures, replacing other cards and "leveling-up" your investigator. This ability to advance your character throughout a campaign is yet another way that Arkham Horror: The Card Game opens a portal between the realms of card gaming and roleplay.

Your Gateway to the Other Worlds
Because Arkham Horror: The Card Game is a Living Card Game, the Core Set is not just the beginning of your adventures, it is your gateway to new worlds, new dimensions, and a whole new level of thought and understanding.

While the Core Set comes with enough cards to promote a wide variety of different decks, and its adventures will reward you with hours upon hours of fascinating and horrifying mysteries, it also sets you apart from the vast majority of humanity—all those people who blissfully and ignorantly go about their lives unaware of the other worlds that border upon ours, the Ancient Ones that inhabit those alien realms, and the foul rituals conducted on earth by those mortals who worship them.

Thus set apart, your world view shifts, and you see things differently, and this seeing doesn't end with the Core Set. It continues with each Mythos Pack and Deluxe Expansion and the new campaigns they introduce. It continues with their adventures and player cards, and you may even run across new investigators along the way.

Enter the Mythos
A shadowed figure walks quietly and quickly through the darkened streets of Arkham. Clouds obscure the moon and stars, and a light rain patters on the city's roofs and walls. You follow at a distance. What is this figure's connection to the recent disappearances? Suddenly, you feel you are being watched. You hear a low growl from the alleyway. You turn, but see nothing…

GAME CONTENTS:
* 239 Cards (5 Investigator Cards, 5 Mini Cards, 110 Scenario Cards, 119 Player Cards)
* 149 Tokens (30 Resource Tokens, 44 Chaos Tokens, 18 Horror Tokens, 27 Damage Tokens, 30 Clue/Doom Tokens)
* 1 Campaign Guide
* 1 Learn to Play Book
* 1 Rules Reference Guide

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54.10 €
Arkham Horror LCG: Card Game, Revised
Arkham Horror LCG: Card Game, Revised

The boundaries between worlds have drawn perilously thin. Dark forces work in the shadows and call upon unspeakable horrors, strange happenings are discovered all throughout the city of Arkham, Massachusetts, and behind it all an Ancient One manipulates everything from beyond the veil. It is time to revisit that which started it all…

With a revamped system of organization and a number of quality-of-life improvements, this new version of the beloved LCG’s core set is the perfect way for someone to dive into the game. The box comes with everything you need to get your Arkham campaigns started, including enough cards and components for up to three other players to join you in your quest against the Mythos. Read on to learn more about Arkham Horror: The Card Game and why it has captivated players for almost five whole years!

What is Arkham Horror: The Card Game?
For those of you who have never played Arkham Horror: The Card Game before, this game is a cooperative Living Card Game set in the early 1900s against a backdrop of Lovecraftian horror. As unspeakable evils and unknowable horrors seek entry to our world, one to four investigators work to unravel the arcane mysteries and conspiracies before it is too late.

Each player assumes the role of one of these investigators and builds a deck of cards that represents the abilities and assets of that character. During your turn, you can put cards into play, move your investigator from location to location, investigate for clues to advance the story, or attack—and hopefully defeat—a monster. Once all players have taken their turn, the game shifts focus to the machinations of the Mythos, and new threats will spawn that you and your fellow investigators will need to deal with. If you take too long, then the enemy’s agenda will advance, which could lead to an unfavorable outcome for the scenario!

An investigator has six stats that help determine who they are: their health, their sanity, and their four skills. Their health is denoted by the number over the red heart icon on their investigator card, and it represents how much physical damage that investigator can take before being defeated. Their sanity is denoted by the number over the blue brain icon, and it represents how much “horror” they can sustain before succumbing to madness.

The investigator’s skills—willpower, intellect, combat, and agility—are represented by the four numbers and symbols in the top-right of their investigator card. The numbers represent how skilled the investigator is in that particular subject; the higher the number, the better. You will use these skills for pretty much everything as you play through a scenario, such as utilizing your investigator’s combat skill to attack a monster or using their intellect to investigate for clues. There is never a guarantee that you will succeed at a particular challenge, so you will always need to stay on your guard and seize as many opportunities as you can.

Beyond their skills, each investigator has their own additional strengths and weaknesses, and we mean that literally! As part of your deck, you will have your investigator’s signature asset card and signature weakness card. For example, the hardboiled fed Roland Banks (Revised Core Set, 1) has his trusty .38 Special (Revised Core Set, 6), the abilities of which work well with his innate ability to discover clues while defeating monsters. However, as someone who wishes to maintain order, sometimes Roland is compelled to Cover Up (Revised Core Set, 7) the horrors he encounters, hindering his progress and possibly even inflicting mental trauma, which permanently lowers his sanity.

You will have other, non-signature weaknesses included in your deck as well, which represents how the heroes of Arkham Horror LCG are not perfect beings—they’re human, and humans are flawed. Rising to the challenge and defeating the forces of the Mythos in spite of these flaws is part of what makes this game so thrilling to play!

What Has Changed?
To be honest, nothing about the game itself has changed. This is still the same Arkham Horror: The Card Game that many have come to know and love over the past five years, and none of the cards included in the Revised Core Set are new to the game. The rules are the same, the campaign is the same, the experience is the same. Even the cards are mostly the same, with the only difference being the inclusion of a handful of higher-level cards from some of the game’s earlier expansions to give newer players more options when spending experience. But even then, these cards already exist as part of the game, which means if you already have all the existing Arkham Horror LCG products, then there will not be anything in the Revised Core Set that you need for yourself.

However, this is the perfect opportunity to introduce a friend or family member to the game. The Revised Core Set comes with everything a newcomer needs to get their Arkham Horror LCG collection started, including a full playset of cards and components to support up to four players for the initial campaign.

The contents of the box have received an organizational upgrade, meaning that it’s much easier to find specific cards than it was before. Each investigator is packaged right alongside all the cards in their suggested starting deck, and each scenario has all of its cards packaged separately from the others, which means all you will need to do to get started is shuffle the decks and you’re ready to go. On top of that, some additional quality-of-life improvements have been made, such as new numbered resource and clue/threat tokens and even a lead investigator token!

If you have already played Arkham Horror LCG with a friend but have been waiting to get your own copy, then you will love how you can pick up the Revised Core Set and start playing just moments after you open the box. There really is no better time to dive into this fantastic game!

Unending Thrills
2021 is already shaping up to be an exciting year for Arkham fans, and now even more people will learn exactly why everyone is so excited. Do you have what it takes to stop the Mythos?

1–4 Players
60–120 Min
Age: 14+

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91.70 €
Arkham Horror LCG: CU4 -Union and Disillusion Mythos Pack
Arkham Horror LCG: CU4 -Union and Disillusion Mythos Pack

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

Your search for answers following the disappearance of four people from a Silver Twilight Lodge event has led you to the darkest corners of Arkham. From the dilapidated Witch House in French Hill, to Hangman’s Hill, and even the shadowed halls of the Lodge itself, you have relentlessly sought the truth, despite meeting impossible obstacles at every turn, all stemming from a past that the city itself seems desperate to hide. But now, you will leave the streets behind and take to the Miskatonic, where a small island sits waiting, drawing you in with the promise of answers even as it repels you with the lonesome birdsong and foreboding stone pillars.

VI • The Lovers
You are at a crossroads. Reflect on the choices you have made. You shall be confronted with a terrible dilemma.

After your brush with the Silver Twilight Lodge in For the Greater Good, you journey to the banks of the Miskatonic River. Two bridges span the river, connecting the Downtown and Rivertown neighborhoods, and in the midst of the river, the Unvisited Isle. “Welcoming” is a word few would use to describe this place—the foggy shores are barren, and as you row closer, you favor a steady, silent pace, as if to keep the river itself from noticing. Not a soul greets you as you draw closer to the island, save for the judging gaze of ghostly birds that observe you from the trees. In the distance, a pillar of spectral energy is rising into the clouds, a vortex of otherworldly mist spiraling about it.

Ghosts are not the only enemies that return to haunt you in The Circle Undone cycle. Union and Disillusion features the return of the Whippoorwill (Union and Disillusion, 266), whose mournful cries first echoed in your mind in The Dunwich Legacy. But now, they are accompanied by more winged fiends like the Spectral Raven (Union and Disillusion, 267). When one of these foul avians engages you, you must either resolve the haunted ability on your location or double the creature’s fight and evade values for the round! And as the raven bears both the alert and retaliate keywords, you'll be placing yourself at a far greater risk of becoming bogged down and overwhelmed by the flock.

As you dodge the beating wings to explore the island, you find braziers scattered at various locations like the Forbidding Shore (Union and Disillusion, 250). You can light or douse these braziers with the new Circle action, placing a resource on the location to signify when its brazier is lit and removing the resource when the brazier is no longer lit. Lighting a brazier does no immediate harm or good on its own, but it may cause other effects to trigger—lighting these flames may help push back the heavy mist, allowing you to further explore the island, but it may also be the key step in completing the ritual that has already begun. How far can you push Arkham to the brink of chaos without surrendering the city to the dark forces battling for control of it? Whether dead or alive, somewhere in the dark there are four poor souls waiting to be found.

Bound and Broken
As you become separated from the rest of Arkham by both physical distance and the gravity of what you know, Union and Disillusion plays with the idea of movement more than any other Mythos Pack in The Circle Undone cycle. Even if you should scream for help, no one from the mainland would be able to reach you before you meet your fate in the watchful woods. But if you choose to embody a Guardian and find yourself in over your head, surrounded by enemies, you can try to force them back with a Warning Shot (Union and Disillusion, 229), pushing all non-Elite enemies to a connecting location and buying yourself a little time to ready your weapons, get help, or slip away into the mists.

While Guardians repel, Seekers can draw information from an Esoteric Atlas (Union and Disillusion, 232) to move themselves two locations, further than any Shortcut (The Dunwich Legacy, 22) can offer. And if this is still not enough, Rogues can make use of a Decoy (Union and Disillusion, 234) to automatically evade a non-Elite enemy for a distant ally if they have the proper funds. Even if your team must spread out across the entirety of the Unvisited Isle, you'll be able to influence and aid one another like never before. Isolated from the rest of your city by the muttering Miskatonic, all you have on this mission is each other.

Throughout The Circle Undone cycle, you are assailed by Geists and spirits, but perhaps not all of the dead are against you. A Guiding Spirit (Union and Disillusion, 236) can lend you the knowledge gained during its own life to increase your intellect. However, as this spirit is part of the Mythos itself, you cannot choose to protect it. Non-direct horror must be assigned to your Guiding Spirit before it can be assigned to your investigator. Then, if the spirit is defeated, you must exile it, removing the card from your deck until you repurchase it with another experience point. In a place like Arkham, an Ally from beyond the veil can be invaluable. Even if their form matches the wights that haunt your every waking moment, this is no time to be particular.

Beyond the Mist
What became of the four souls lost so long ago? Journey to the Unvisited Isle, and follow the clues and your gut until you discover the fate of the missing. But be careful—if you don't watch your step, you may join them.

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22.00 €
Arkham Horror LCG: DE5 -Where the Gods Dwell Mythos Pack
Arkham Horror LCG: DE5 -Where the Gods Dwell Mythos Pack

Your journey through The Dream-Eaters cycle has taken you to every corner of the Dreamlands, from the Kingdom of the Skai to the Dark Side of the Moon, but always have you been in search of lost Kadath, where the gods dwell. Now your quest reaches its dreaded destination, and all shall be revealed.

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

Eyes of Chaos
Where the Gods Dwell is Scenario 4–A of The Dream-Quest campaign which follows the brave investigators who first journeyed into the Dreamlands in search of evidence proving the world’s existence back in The Dream-Eaters deluxe expansion. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaters cycle to form larger four-part or eight-part campaign.

Following the events of Dark Side of the Moon, you have come to the land of Leng, a barren, icy wasteland where you believe the peak of unknown Kadath resides. All the while, a presence taunts you, gnawing at your insides. It is a wordless, derisive voice that you cannot hear, but feel within the confines of your mind. You know what it says, that it can see you, that it is waiting for you and there is no escape from its grasp. Perhaps you have been a fool to think that this quest was ever yours and not merely the design of some greater, ancient being. What ever made you think that you were in control?

Perhaps you have been drawn here by the very thing you thought you were chasing all along. Your battle with the Ancient One Nyarlathotep (Where the Gods Dwell, 306) deals with deceit, lies, and reality. This is not a straightforward fight where you can look your enemy in the eye and simply shoot it with a gun. Nyarlathotep is cunning, malicious, and manipulative; and figuring out how to stop his scheme to gain control over both the dreaming and waking worlds together is the ultimate puzzle that you must solve. The Ancient One has many faces, any of which you may be forced to add to your hand, never speaking of them lest you face his wrath and be driven insane. Revealing any of Nyarlathotep’s Myriad Forms (Where the Gods Dwell, 318) will force you to reveal any copies of Nyarlathotep that are in your hand and have them attack you before being shuffled into the encounter deck, disappearing before you can respond. If you can somehow draw him out, expose him, you may stand a chance! But how do you fight an enemy you cannot understand?

Desperate Measures
As fate brings you face to face with the most dreaded creatures of nightmares, Where The Gods Dwell provides you with a plethora of new tools and weapons to help you stand against the agents of evil. In this, your most desperate hour, a Mystic may resort to their own use of the eldritch forces, bringing a Summoned Hound (Where the Gods Dwell, 282) into our world. This beast, which fills both an investigator’s arcane and ally slots, can be used to increase your own powers by allowing you to either attack with a base combat skill of five, or investigate with a base intelligence skill of five. Additionally, the hound’s three health can act as a nice buffer against whatever terrors you will find in Kadath.

However, all power comes with a price, and meddling with forces you do not understand can have unexpected consequences. As an additional cost to bring a Summoned Hound to your side, you must search your bonded cards for a copy of Unbound Beast (Where the Gods Dwell, 283) and shuffle it into your deck. If you should ever reveal this card, you lose control of the Hound and must bear the consequences of having it turn against you and hunt you with an unearthly zeal. With such an attached risk, few would dare to summon their own hound of Tindalos, but isn’t pushing your luck to the edge of madness what being a Mystic is all about?

With your mind being torn apart by the power of the Ancient Ones, you may feel like there is no hope for ever returning to your beloved Arkham. But futility offers its own macabre freedom. You may find that you have Nothing Left to Lose (Where the Gods Dwell, 284). This zero-cost event allows you to gain resources until you have 5 total and draw cards until you have a total of five in your hand. Playing off the investigator ability of Patrice Hathaway (The Dream-Eaters, 5), this card can give any survivor the chance to completely reset their board state and form a new strategy when trapped in a tight spot with a plethora of new options and the resources to pay for them. While this card can only be used once before it is removed from the game, if used at the right time, it has the power to change your fate. You may never return home, but that does not mean that you will ever give up.

Facing Fate
It has all led to this. You cannot turn back. Fight your way through the plateau of Leng, come face to faces with Nyarlathotep, and discover the horrors that await you Where the Gods Dwell!

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22.30 €
Arkham Horror LCG: DE6 -Weaver of the Cosmos Mythos Pack
Arkham Horror LCG: DE6 -Weaver of the Cosmos Mythos Pack

The end is nigh.

Ever since occult author Virgil Gray first shared tales of his adventures in the Dreamlands, your world has turned upside down. You have made your way into these mysterious lands, witnessed their incredible beauty and their terrible dangers, and now you will finally face the horror that has been behind the bridge that has made your travels possible, if only as a side effect of their greater schemes.

The sixth and final Mythos Pack in The Dream- Eaters cycle for Arkham Horror: The Card Game.

The Bridge of Webs
Weaver of the Cosmos is Scenario 4–B of The Web of Dreams campaign for Arkham Horror: The Card Game. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaters cycle to form a larger four-part or eight-part campaign.

After the events of Point of No Return, you have finally reached a perilous nightmarescape, the bridge between realities that you have been led to since the very beginning. Everything has led to this—Virgil’s writings, your companions’ unending sleep, the black cat, all of it. This transdimensional space is home to a spider creature that would obliterate your world and replace it with a new reality. If you cannot stop it, there will be no Earth left to return to, no escape from this hellish dream, and the Dreamlands will be lost as well. You have no choice but to fight.

You have faced enormous, terrifying opponents in the past, but none with the scope of this weaver between worlds. Atlach-Nacha is massive is every sense of the word, built from multiple cards and standing separate from each location in this scenario. This Outer GodÂ’s form is comprised of multiple Legs of Attach-Nacha (Weaver of the Cosmos, 347) enemies. Each of these enemies operates as a separate enemy with the massive keyword and is considered to be engaged with each investigator at its location, like most massive enemies. Each leg is considered to be at the location its corner is physically bordering.

As Atlach-Nacha spins, the Legs of Atlach-Nacha enemy moves one location clockwise and is no longer engaged with investigators at its former location.

Atlach-Nacha and their many legs should remain in the same formation at all times, even if a card is removed. If one card moves, all cards in the formation must likewise move. As a result, Legs of Atlach-Nacha cards cannot move or be moved except by effects that “spin” Atlach-Nacha. If Atlach-Nacha “spins”, each remaining Legs of Atlach-Nacha card and the center card rotate in the indicated direction such that each of the Legs of Atlach-Nacha enemies moves the indication number of locations. For example, if an effect instructs you to “spin Atlach-Nacha clockwise once”, you rotate Atlach-Nacha in place such that each of its legs moves one location clockwise. You will have to think on your feet if you are to keep out of their reach.

Defenders of Two Worlds
Here at the bridge where all you know may end, you will find new implements to aide you in your battle against the Spinner in Darkness. Even in the blackest nightmare, where the line between reality and fiction has blurred, The Eye of Truth (Weaver of the Cosmos, 325) sees all. With a hefty price of five experience to add to your investigator deck, this Spell is well worth the cost for any Seeker. If you commit this skill and its four wild icons to a test on a treachery card and the test is successful, you add that treachery to the victory display with The Eye of Truth attached to it. As long as The Eye of Truth remains attached to that card, it contributes its skill icons to all tests on copies of the attached treachery, which can prove nearly priceless no matter which campaign you play through. Imagine, nearly guaranteeing that you will never have to deal with the effects of Centuries of Secrets (The Circle Undone, 99) or Curse of Yig (The Forgotten Age, 85) for an entire scenario!

But while mystic spells and eldritch rites have their place, sometimes you just canÂ’t beat the classics. In this Mythos Pack, Rogues gain access to their own level-five player card, the Sawed-off Shotgun (Weaver of the Cosmos, 327). As an action, you may spend one of your two ammo to deal 1 damage for each point you succeed by during a fight. As long as you pass, you will deal a minimum of 1 damage, with the chance to deal a maximum of 6! Now, with this raw firepower there is also a certain amount of risk. If you fail during your combat test and damage another investigator, you deal them one damage for each point you fail by, with the same minimum and maximum. In a worst-case scenario, you could kill many more delicate allies from Rex Murphy (The Dunwich Legacy, 2) to Agnes Baker (Core Set, 4) or Ashcan Pete (The Path to Carcosa, 5) in a single ill-fated blow. But while the risk to your friendsÂ’ live is certainly a point of consideration, youÂ’ve all known that you may not make it back and the fate of two worlds is worth more than any of your own lives. You may be face to face with a god, but if it bleeds, you can kill it.

Endless Weaving
Atlach-Nacha sees this as a new beginning, but it comes at the cost of everything you know and love. The comforts of Arkham, the wonders of the Dreamlands, it could all vanish into the web of a single god’s schemes. The price is far too high to pay—you must stop them before it’s too late!

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22.00 €
Arkham Horror LCG: Dunwich Legacy Campaign Expansion
Arkham Horror LCG: Dunwich Legacy Campaign Expansion

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

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

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

Where Horror Awaits
Even if you have no interest in the investigators of the Investigator Expansion, you can still look forward to a thrilling story in The Dunwich Legacy Campaign Expansion!

The campaign begins with a call from Dr. Henry Armitage, the head librarian at Miskatonic University and an old mentor of you and your fellow investigators. The elderly man is distraught because two of his colleagues—Dr. Francis Morgan and Professor Warren Rice—have gone missing, and he worries they may be in trouble. You must try to find them, and the adventure begins with a choice: who will you look for first? That decision will determine which scenario you play first, and it will have lasting consequences for the rest of the campaign.

Your investigations will take you from the Miskatonic Museum to a speeding passenger train and, eventually, to the titular village of Dunwich itself. Throughout your journey, you must find Dr. Armitage’s colleagues and keep them—and Armitage himself—safe, and hopefully put a stop to the machinations of a mysterious group before they summon the end of the universe as we know it!

All eight scenarios of The Dunwich Legacy campaign are included in the Campaign Expansion, with all the twists and turns that come with them. With courage, wits, and a bit of luck, you may yet be able to solve the dark mysteries surrounding the village of Dunwich. Are you up to the challenge?

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

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91.40 €
Arkham Horror LCG: Investigator Harvey Walters, Seeker
Arkham Horror LCG: Investigator Harvey Walters, Seeker

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!

Harvey Walters
Professor Walters began as a devotee of the archaic and obscure, but over the years, he has discovered that his knowledge of ancient languages, profane relics, and strange rituals is vital to addressing dangers in the modern day. In Arkham Horror: The Card Game, Harvey Walters (Harvey Walters Investigator Starter Deck, 1) boasts a vast intellect and deep wells of knowledge, which he can share with those around him by granting additional card draw to any investigator at his location.

You can hold even more cards with Harvey’s signature Vault of Knowledge (Harvey Walters Investigator Starter Deck, 3), which increases your hand size and lets you and your fellow investigators draw even more cards. And what will you do with all of the cards in your hand? While, aside from the nigh limitless options they give you, you can use the Celaeno Fragments (Harvey Walters Investigator Starter Deck, 6) to boost your stats for simply having cards in your hand.

Harvey will undoubtedly learn more and more about occult occurrences over the course of your campaign, and you can spend that experience to upgrade your deck. You may take Mind Over Matter (Harvey Walters Investigator Starter Deck, 26) if you anticipate that you’ll need to fight or evade to get past the enemies that stand in your way. Or, you may delve straight into the manifold dark secrets of a Tome—particularly, The Necronomicon (Harvey Walters Investigator Starter Deck, 33).

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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22.30 €
Arkham Horror LCG: Investigator Jacqueline Fine, Mystic
Arkham Horror LCG: Investigator Jacqueline Fine, Mystic

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!

Jacqueline Fine
Every night, Jacqueline’s dreams are filled with things that have not yet come to pass. At first, she thought of these dreams as a terrible curse. However, as she began to control her visions and observe the events within in greater detail, she now understands they are no curse, but a calling. In fact, Jacqueline Fine (Jacqueline Fine Investigator Starter Deck, 1) has more ability to manipulate the fate of chaos tokens than almost any other investigator. When an investigator at your location would reveal any number of chaos tokens, you may choose to reveal two additional tokens and cancel two of the revealed tokens! Obviously, Jacqueline’s prescience is useful during any skill test, but it also comes into play with a full suite of new Spells introduced in this expansion, such as Azure Flame (Jacqueline Fine Investigator Starter Deck, 7) and Clairvoyance (Jacqueline Fine Investigator Starter Deck, 8). These Spells are highly efficient, but if you reveal some of the most beneficial chaos tokens, you must pay a price. Fortunately, Jacqueline’s ability can help ensure that you pass the test even while avoiding the consequences.

As you look to purchase new cards for Jacqueline’s deck with your experience, you may take a look at Robes of Endless Night (Jacqueline Fine Investigator Starter Deck, 22), an asset that reduces the cost of the Spells you play and keeps you from provoking attacks of opportunity by playing them. Or, you may play Recharge (Jacqueline Fine Investigator Starter Deck, 29) to quickly reload the charges on your Spells or Relics, keeping you in the investigation even once you exhaust your invocations.

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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23.60 €
Arkham Horror LCG: Machinations Through Time Scenario Pack
Arkham Horror LCG: Machinations Through Time Scenario Pack

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

Something is wrong. Nobel Award-winning scientists and their revolutionary discoveries have vanished. This ripple in reality is a devastating loss for humanity, and it must be restored. Who has tampered with the past and disrupted the future? Only time will tell…

The city of Arkham is caught in a dark plot that spans across decades! From the quiet days of Arkham’s past to the bustling days of its future, you and your fellow investigators will chase the culprits of this chronological caper before they undo sixty years of important scientific discoveries. Will you find and rescue the missing scientists from their captivity in the twisted realm of Tindalos? Or will your travels through time cause unintended consequences for the past, present, and future?

Racing Through Time
Like previous scenario packs, Machinations Through Time can be played as a standalone adventure 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 large event with up to 12 investigators in Epic Multiplayer Mode. Unlike other scenario packs, however, Machinations Through Time gives us our very first look at Arkham, Massachusetts in other time periods, as well as the ability to travel between them. A seemingly impossible task in Arkham’s present may be easy to solve in its past, and tools or information from the future could be the key to setting history back on its correct path.

All of the locations in this scenario are labeled Past, Present, or Future, with the exception of Tindalos (Machinations Through Time, 5A), which is all three at once. By traveling between Tindalos and various landmarks of Arkham in all three eras, you can manipulate the flow of time to your advantage, gaining extra resources, clues, cards, or other benefits depending on the location and era. By coordinating with your fellow investigators, you can set something up in the past and then have a friend immediately reap the benefits in the future, or vice versa.

But simply jumping between time periods is not the goal of this scenario. Thomas Corrigan and Mary Zielinski—two great, award-winning scientists—have been abducted and imprisoned in Tindalos. It is your job to not only rescue them, but also ensure that they are set back on the path to meeting each other and making the incredible discoveries they will one day be known for.

While these scientists are labeled as ally assets, they function a bit differently in Machinations Through Time than in normal Arkham scenarios. No one investigator takes control of these allies—instead, they are placed on locations much like the investigators themselves, and whenever an investigator travels from one location to another, they can bring any Scientist allies from that location with them. However, you cannot take a scientist to a different era of time than the one they belong to!

This means that if you want to move the past version of Thomas Corrigan (Machinations Through Time, 12), you will need to travel to another Past location. Likewise, if you want to enlist the aid of the present version of Mary Zielinski (Machinations Through Time, 22), you will only be able to do so from a Present location. Corrigan and Zielinski aren’t the only Scientist allies you can encounter during your time-hopping; you may find yourself using Ezra Graves' (Machinations Through Time, 23) powerful abilities in Present Arkham, then jump back to the Past to parley with Nikola Tesla (Machinations Through Time, 14).

Of course, the forces of the Mythos will hardly let you work with these scientists unhindered. For reasons unknown, the monsters of Tindalos are fixated on capturing not just Thomas Corrigan and Mary Zielinski, but any Scientist they can get their hands on. The brutish Ghastly Satyrs (Machinations Through Time, 44) will come for the Scientists with claws bared, while the terrifying Hounds of Tindalos (Machinations Through Time, 45) will savage their minds. Each time a Scientist asset would be defeated, they are instead abducted by the fiends of Tindalos, which means you may find yourself racing back to the horrifying realm on more than one rescue mission during this scenario.

Temporal Troubles
With many twists, turns, and time paradoxes, Machinations Through Time will keep even the most experienced investigators on their toes. Will you solve the mystery of who is targeting these scientists throughout history? Or will you become lost in the time stream?

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26.10 €
Arkham Horror LCG: Murder at the Excelsior Hotel Scenario Pack
Arkham Horror LCG: Murder at the Excelsior Hotel Scenario Pack

A standalone scenario for Arkham Horror: The Card Game

I have answers.
Room 225. Tonight. Come alone.
They’re watching.

Reports of strange occurrences have been circulating around Arkham about the prestigious Excelsior Hotel: disappearances, bizarre sightings, sudden closures that go on for days without warning. You tried talking to the police about these suspicious claims, but they dismissed you with little more than a glance up from their desks. So, when you receive a note promising answers if you come to the mysterious location, you feel compelled to make the meeting.

The Scene of the Crime
The Excelsior Hotel is busy when you arrive, despite the rumors that have hounded the hotel for over a month now. Everything seems normal, though you cannot help but wonder if the staff and guests are really preoccupied with their various activities, or if they are gathered to keep an eye on you and your investigation. Still, you have come too far to turn back. The blood‐red door to room 225 stands before you and all that is left for your to do is take a deep breath, and knock.

When you come to, you are standing over the man’s body. You recoil immediately from the grisly sight—multiple stab wounds perforate his chest and blood spills freely onto the floor. What the hell happened? And why can’t you remember a thing? Your head is spinning as you try to make sense of the situation. Empty bottles are scattered about the room. Your hands tingle. The shadows seem to coil and writhe around you. Were you drugged? Or is this something else entirely?

It’s only a matter of time before some staff or—heaven forbid—the police arrive and discover the crime scene. Should you attempt to cover it up and protect yourself from suspicion, or use your precious time searching for clues as to what really happened?

Chasing Leads
With time running out before you are discovered and surely blamed for the horrific events that have occurred at the Excelsior, you must choose a path of action and follow it. This may steer you towards any one of the many possible leads kept in the Leads deck. In your desperate search, you may uncover a lost key or forgotten locket, or some sort of mysterious device you cannot hope to understand. Whatever hints to the truth you uncover, and whichever leads your gut tells you to pursue will irrevocably alter your game experience throughout the scenario. With a remarkable ten possible versions of the final Act, Murder at the Excelsior Hotel immerses you in the feel of a true investigation like never before. Every action has a consequence and every trip to the Excelsior plays out differently. Will you find the true culprit and clear your name, or will you or another innocent soul be lost to the evil that resides in the Excelsior?

As you struggle to remain unnoticed in the hotel while your investigation continues, you may be confronted with some enemies that feature the new Patrol keyword.During the enemy phase each ready, unengaged enemy with the patrol keyword moves to a connecting location along the shortest path to the location designated on their card. For example, a morbidly curious Hotel Guest (Murder at the Excelsior Hotel, 22) will move towards the nearest Crime Scene. If there are multiple locations that a Patrol enemy may be drawn to, your team’s lead investigator may choose which location the enemy moves toward. And if their way is blocked, the enemy does not move. Luckily for you, even if a guest should reach a Crime Scene, you may be able to talk your way out of it by using a parley action. But how long can you dodge the truth before your lies catch up with you?

While a nosy guest or suspicious staff member may seem like small potatoes compared to the eldritch monstrosities you have faced in the past, you cannot afford to let your guard down, even for a second. In the endlessly twisting halls of the Excelsior Hotel, any mortal may be Driven to Madness (Murder at the Excelsior Hotel, 24). When this Curse is revealed, you must attach it to the nearest Humanoid enemy, increasing their fight, health, and evade, and pushing them to become violent and attack. While a quick-footed investigator like Rita Young (The Circle Undone, 5) may choose to simply run away until the enemy’s mind has cleared, that may not be an option for those who are used to having to fight their way out, like Leo Anderson (The Forgotten Age, 1). But even in their fevered state, you cannot forget that these tormented minds are the same people you have sought to protect. If you should strike them down, even in self-defense, will you ever forgive yourself?

Room 225
What happened at the Excelsior Hotel? With the clock ticking and danger around every corner, will you be able to figure out the truth behind this grisly murder and clear your name? Or will you be the next victim? The truth is out there, but the story is yet to be told. Pack your bags and check in for a night at the Excelsior Hotel!

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28.70 €
Arkham Horror LCG: Return to the Dunwich Legacy Expansion
Arkham Horror LCG: Return to the Dunwich Legacy Expansion

An upgrade expansion for The Dunwich Lagacy campaign from Arkham Horror: The Card Game!

You thought the cases were closed, relegated to a past that was best left forgotten. Beginning with a search for two missing Miskatonic University professors, your inquiries in The Dunwich Legacy launched you on a campaign that led from the infamous Clover Club to the decrepit streets of Dunwich and realms beyond. But questions from these strange investigations still linger, compelling you to board the train to Dunwich once more.

In The Dunwich Legacy, you experienced your first full-length campaign for Arkham Horror: The Card Game, delving into eldritch mysteries while facing unknowable evil over the course of eight distinct scenarios. Now, Return to the Dunwich Legacy invites you to re-open your old cases and experience this thrilling campaign with fresh eyes as you encounter new challenges and new surprises. Across this expansion’s 104 new cards, you’ll explore new locations, face more ghastly treacheries, and enhance your investigator’s abilities as you face even more unspeakable terrors. What's more, continuing in the footsteps of the Return to the Night of the Zealot upgrade expansion, Return to the Dunwich Legacy also features a premium box and thirty-two divider cards to conveniently store your complete campaign in one place.

Runaway Train
During your first foray into the mysteries surrounding Dunwich, you slowly peeled back the layers to uncover a dark conspiracy that threatened the whole of existence. Though you barely escaped that ordeal with your life, something draws you back to that abysmal village, telling you that there is more to be discovered. Indeed, the closer you look, the more you reveal a deeper layer of mystery than you initially suspected. You now find yourself retracing your steps in a desperate attempt to make sense of the incomprehensible.

But not everything is as you remember. From the tree-lined campus of Miskatonic University to the streets of Dunwich itself, small details seem to have shifted, making your task all the more difficult. Completely new locations, such as the Warren Observatory (Return to the Dunwich Legacy, 13), seem to have appeared overnight, holding their own dark secrets. As you proceed, however, these changes become more sinister and pronounced. While returning to Dunwich in “The Return to the Essex County Express,” for example, you’ll come up against a completely new Agenda to begin the scenario. As before, you are traveling to Dunwich when your train comes to a jarring stop. But now you watch in horror as a massive beast emerges from a tear in the sky and descends upon the train. Can you move fast enough to avoid this beast, or will it catch up to you and your fellow passengers?

Evil Returns
You may have investigated Dunwich once, but this time the evils you encountered before are waiting for you, and they’re more prepared than ever to see their sinister machinations through to the end. In addition to exploring new locations and experiencing surprising bends in the story you thought you remembered, you’ll also face a wealth of terrifying new enemies and fiendish treacheries across the new cards provided for each of Return to the Dunwich Legacy’s eight scenarios. For instance, what was already a harrowing search at Miskatonic University becomes all the more horrifying while an Enthralled Security Guard (Return to the Dunwich Legacy, 14) stalks you across campus.

These enhanced scenario cards may prove to be more than a challenge, but Return to the Dunwich Legacy pushes you even farther into the unknown. In addition to changes to every scenario, this upgrade expansion introduces six brand-new encounter sets that replace many of the cards you once knew. Rather than simply face the Agents of Yog-Sothoth, you must now contend with Yog-Sothoth’s Emissaries, and the Ancient Evils you have dealt with countless times have are now Resurgent Evils, putting you in more peril than ever before.

The Right Stuff
Despite the new horrors you encounter as you retrace your steps through Dunwich, all hope is not lost. The increased threat of the new beasts and other mind-shattering evils is met by upgraded versions of several player cards you originally found in The Dunwich Legacy. For example, your initial investigations gave you the chance to identify a Strange Solution (The Dunwich Legacy, 21). Once you did, the card could be upgraded into one of three powerful variants—greatly increasing your ability to attack enemies, escape danger, or restore yourself or your fellow investigators to health. Upon your return to Dunwich, you’ll find yet another option, an Empowering Elixir (Return to the Dunwich Legacy, 4) that gives you a burst of resources and a card right when you need them.

This influx of new player cards is a boon, and you’ll need all the cards you can get to complete the achievements included with Return to the Dunwich Legacy. These achievements add another layer of challenge to your games, asking you and your fellow investigators to complete tasks like going Bird Hunting by defeating three Whippoorwills in a single turn or ensuring everyone is All Aboard by completing The Essex County Express without any Helpless Passengers leaving play.

If you need even more of a challenge, this upgrade expansion also includes a list of Ultimatums for you to create the ultimate test. This optional variant raises the stakes, pushing you to use all the skills you’ve learned. How long can you survive when you're shuffling weakness cards back into your deck or going without experience for an entire campaign?

Back to the Beginning
You can’t stay away any longer. Despite the danger, despite the looming threat of madness, you must unravel the mysteries of Dunwich. It’s time to brush the dirt off your old cases, gather your things, and board the train to Dunwich once more!

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42.60 €
Arkham Horror LCG: Return to the Night of the Zealot Expansion
Arkham Horror LCG: Return to the Night of the Zealot Expansion

You swore that you would never go back. Yet like a snake eating its own tail, you were always meant to return to where it all began. In the Arkham Horror: The Card Game Core Set, the Night of the Zealot campaign presented your first challenge while introducing you to the investigators, mechanics, and environment of Arkham Horror Files, providing a stable foundation from which you built your investigations out into the unknown and the unknowable. Now, you are invited to return home and begin a new challenge worthy of your expertise.

Return to the Night of the Zealot is an upgrade expansion for the Night of the Zealot campaign from the Arkham Horror: The Card Game Core Set.

Arkham Horror: The Card Game is a cooperative card game in which one to four players take on the roles of investigators attempting to solve eldritch mysteries while confronting maddening horrors in the world of H.P. Lovecraft's Cthulhu mythos. Now, in Return to the Night of the Zealot, you'll find an assortment of new content for the classic Night of the Zealot campaign from the Core Set, inviting you and your team to play through the investigation once more while experiencing enhanced challenges and new boons with sixty-six new cards, split between scenario cards, encounter cards, and player cards. This expansion also provides a storage solution with a premium box and eighteen divider cards to house your complete Night of the Zealot campaign in one place.

Mysterious Gateway
During your first excursion into Lovecraftian horror in the Night of the Zealot, you watched the world you thought you knew fall away as Ghouls and Cultists invaded your home, your safe haven. Ultimately, you were forced to leave the comfort of your own ignorance behind. Since then, your investigations into the paranormal and the macabre have led you across the globe into dangerous realms that run parallel to our own and pushed you within an inch of your life and your sanity. Now, after all you’ve seen, all you’ve learned, the circle has led you back to the beginning, where a new level of horror awaits.

This time, the conspiracy goes deeper than you had ever thought possible, starting with an alternate Act in the very first scenario from the original Night of the Zealot campaign. As before, it is late at night. You are holed up in your study, researching the bloody disappearances that have been taking place in the region. A few hours into your research, you hear the sound of strange chanting coming from your parlor. At the same time, you hear dirt churning, as if something were digging beneath the floor. In the back of your psyche, you know how this goes and you leap to investigate. The door to your study vanishes before your eyes, but now something shifts. This isn’t right. Rather than a solid wall, you discover a strange gateway to another part of your house. There must be a reason why this is happening...

Rising Peril
In Return to the Night of the Zealot, the stars may have aligned to open a door to your past, but things are not precisely as they were. The evils you defeated once have become stronger. It seems if they have been lying in wait for this moment to occur, to get another shot at destroying you, and this time they are not alone. This upgrade expansion features new scenario cards for each of the three scenarios in the campaign: now marked as Return to The Gathering, Return to The Midnight Masks, and Return to The Devourer Below. While these titles may sound like a resurgence of the familiar, the experience is anything but. Return to the Night of the Zealot also stacks your encounter deck with two new encounter sets, filled with monsters and treacheries more terrifying than any you have faced. Ghouls from the Ghouls encounter set are replaced by Ghouls of Umôrdhoth and Cultists who once belonged to a Dark Cult now align with The Devourer’s Cult.

You are far from defenseless in your battle against these newfound horrors, however. Your time as an investigator in Arkham Horror: The Card Game has increased your experience and taken you to the far corners of the globe, providing you with ample opportunity to hone your skills and find stronger implements to add to your arsenal. This expansion features several new player cards—upgraded versions of cards that you originally found in the Core Set. For example, your lucky Charm, the Rabbit's Foot (Return to the Night of the Zealot, 10), now returns with an upgraded ability. While in the original Core Set, you could exhaust Rabbit's Foot (Core Set, 75) to draw a card after a failed skill test, this new version lets you exhaust the card after a failed skill test to search a number of cards equal to amount you failed by and add one of them to your hand. This added ability to search for exactly what you need can prove invaluable, as you will need every weapon and tool at your disposal if you wish to solve the mystery and escape with your life.

Shifting Objectives
In addition to this enhanced mystery, Return to the Night of the Zealot includes a premium box that can be used to store your entire Night of the Zealot campaign, along with divider cards marked for each encounter set in Night of the Zealot. Within this hallowed repository, you will find the sixty-six new scenario, encounter, and player cards, as well as a list of achievements that can create the ultimate challenge as you play Return to the Night of the Zealot. For example, you may favor the Baseball Bat (Core Set, 74) as your weapon of choice and become a Pinch Hitter, defeating three Ghouls without the Baseball Bat breaking. Another achievement may require each member of your team to stay in your cursed house for three rounds despite all logic, forcing you to question... But Do I Have To?

As you explore these new ways to experience investigations, you must proceed with caution. The closer you get to answers, the more exposed you become to the threats lurking in the shadows of Arkham. Masked Horrors (Return to the Night of the Zealot, 31) haunt the streets, and danger can hide behind even a friendly face. Lately, you’ve notice that your neighbor Jeremiah Pierce (Return to the Night of the Zealot, 44) has been a little too interested in what you’ve been up to, namely your investigation. To evade his constant, needling questions will take a true test of your Willpower. With every slip, Jeremiah gets a new piece of information that he can pass along, adding one doom to the agenda for every failed point. Do you have what it takes to outsmart the cunning Cultists, or will you fall victim to whatever malevolent force drew you back in the first place?

Accept the Challenge
Your investigations have brought you so far, but there was never any hope for escape. You need to return and face your demons. Perhaps it would be easier to just surrender to the madness, yet despite the increased danger, you cannot—will not—allow Arkham to fall into darkness. Gather your courage, assemble your team, and return to Night of the Zealot!

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36.20 €
Arkham Horror LCG: Return to the Path to Carcosa Expansion
Arkham Horror LCG: Return to the Path to Carcosa Expansion

You thought that the final curtain had closed on your dealings with The King in Yellow. When the cursed play first came to Arkham, it was followed by a string of disappearances, delusions, suicides, and madness. Throughout The Path to Carcosa cycle, which marked the second full-length campaign for Arkham Horror: The Card Game, your search for answers took you across the sea to the shining lights of Paris and beyond to Dim Carcosa and before the throne of Hastur himself in eight unique scenarios that tested your conviction, made you doubt your senses, and pushed you to the edge of insanity. But now, madness returns to Arkham for an encore performance…

All the World’s a Stage
When you first took center stage in The Path to Carcosa, you dissected the history of the cursed play, reading between the lines to reveal an eldritch conspiracy that stretched beyond this latest performance. Now in Return to the Path to Carcosa, you are invited to step back into the halls of the Ward Theatre and bear witness to the triumph of Nigel Engram and his loyal crew. But as you relive the horror of a past you swore you left behind you find that not everything is as it once was. New backstage areas seem to have appeared out of nowhere, and new socialites like La Comtesse (Return to the Path to Carcosa, 20) whose names you had never heard drift along the corridors. Perhaps one of them holds the key to understanding what has happened to you.

You must conduct investigations and uncover as much evidence as possible if you wish to solve the mystery of The King in Yellow and, perhaps more importantly, prove to those around you that your suspicions are not the ramblings of a lunatic. A vital source of information are the attendees of the play's cast party, but few are willing to speak such madness in a public setting. If there is another Party Guest (Return to the Path to Carcosa, 26) present, you will not be able to question any Bystanders until you can bribe them to leave you be for a few minutes.

Beyond the much-anticipated encore performance and the lavish party first found in The Path to Carcosa deluxe expansion, Return to the Path to Carcosa provides you with new scenario and encounter cards to enhance your entire The Path to Carcosa campaign. For example, if you should fail to project the image of sanity, you may find yourself returning to Arkham Asylum as a patient rather than a guest. And this time, there are even darker secrets buried deep beneath te surface for you to uncover... if you dare. While The Unspeakable Oath provided you with two possible versions of what was in the basement with "The Really Bad Ones" (v. I) (The Unspeakable Oath, 164) and (v. II) (The Unspeakable Oath, 165), “Return to the Unspeakable Oath” increases the terror of the unknown by introducing a third and fourth variation of the Second Act. There is no telling what is locked down in the darkness, kept secret from even the broken minds that populate Arkham Asylum. Just what are they trying to hide?

Beneath Hastur’s Gaze
In addition to the campaign itself with its increased challenges, Return to the Path to Carcosa provides a premium box that can be used to house your entire The Path to Carcosa campaign, along with divider cards marked for each encounter set to organize and contain the madness until you are ready to unleash it. Complete with 81 scenario cards and 23 player cards, this expansion presents you with never before seen challenges and greater tools to stand against them. For example, Seekers may have an easier time healing their broken minds with a potentially three times more effective Logical Reasoning (Return to the Path to Carcosa, 3), while Guardians may take a more straightforward approach to their troubles with an upgraded .32 Colt (Return to the Path to Carcosa, 1) they can return to their hand for the low price of a single resource, nearly guaranteeing they will never be left unarmed.

You can further define your campaign and seek the ultimate challenge with the new Achievement list included in this expansion. Playing into the mechanics of Doubt and Conviction first introduced in The Path to the Carcosa, The Path is False requires you to win The Path to Carcosa with eight Doubt, while The Path is Real demands that you win the campaign with eight Conviction. If, however, you deny any truth other than your own, you can declare The Path is Mine, winning the campaign with less than two Doubt and Conviction in total. While on your journey, you may encounter those who would try to deter you, whether for your own good or theirs, and only you can decide want is reality and what is madness. Can you trust your own senses, or have your investigations into the mysterious and the macabre finally pushed your mind past its breaking point?

Encore! Encore!
No matter how much you may wish to leave the memories of Carcosa behind you, there is no escape from all you have seen. And as the King prepares to claim power once again, you have little choice but to get your ticket to the show and experience an inspired retelling of the classic campaign that captured the minds of so many devoted followers. Don your fine clothes or tattered mantle and ready your mind for a second journey to Lost Carcosa!

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45.30 €
Arkham Horror RPG Starter Set
Arkham Horror RPG Starter Set

Doom has come to Arkham. You and your friends are all that stands in the way of an ancient horror...
Arkham Horror is a Lovecraftian-inspired setting that primarily takes place in the 1920s and is centered around the city of Arkham, Massachusetts and its surrounding counties. Brave investigators use everything at their disposal to stop malicious cults and beings from invading the world and destroying humanity. From tommy guns and Molotov cocktails to occult magic and ancient knowledge, all that stands in the way of the end of everything is you and your allies.

The Dynamic Pool System (DPS) is a deceptively simple mechanical framework that uses 6-sided dice to represent characters' ability to perform actions, their physical health, and their mental state. Dice can be spent to perform simple or complex actions, and special abilities called Knacks can be used to modify or supplement the use of dice. Because the system is entirely built around d6s, the mechanics are easy to learn, but the dynamic and open-design allows for interesting strategic and narrative moments.

This box is a full and complete experience that requires no prior knowledge of tabletop RPGs, board games, or Arkham Horror to play.

1 Game Master’s Reference Board
1 Adventure Booklet (48 pages)
5 Character Portfolios
24 Six-Sided Dice (12 black and 12 green dice)
3 Double-Sided Poster Maps
16 Non-Playable Character Profile Cards
21 Item and Spell Cards
3 Punchboards (puzzles and tokens)
Several Handouts (evidence pieces: journal, letters, etc.)

      ei vielä ilmestynyt odotettavissa syyskuu 2024
39.50 €
Arkham Horror: 3rd Edition Core Set
Arkham Horror: 3rd Edition Core Set

Katso pelin traileri valmistajan Youtube -sivuilta.

Return to the nightmare with Arkham Horror Third Edition!

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed; before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the horrors threatening to tear this world apart. Will they prevail?

Fantasy Flight Games is proud to announce Arkham Horror Third Edition, the next evolution of the classic cooperative board game of cosmic horror for one to six players. Originally developed in 1987 by Richard Launius and re-released by Fantasy Flight Games in 2005, Arkham Horror has long been synonymous with thrilling, thematic, cooperative board gaming. Now, we invite you to return to the Lovecraftian-inspired nightmare again—or visit it for the first time!—with a modern take on the classic game.

A Light in the Dark
Arkham Horror Third Edition sees players taking on the roles of investigators in the bizarre town of Arkham, Massachusetts. Unspeakable evil waits in the space between moments and just past the veil of our existence, and investigators must work together to unravel the mysteries of the Ancient Ones, risking their lives and sanity along the way.

As the wall against the encroaching darkness, Arkham Horror Third Edition features twelve iconic investigators, each prepared, in their own way, to defend the world. Each investigator not only comes with a unique ability, but also a customizable starting kit, letting you choose how you want to outfit your investigator for the coming game. And ultimately, each investigator has their own history, and their own reasons for investigating the horrors of Arkham.

Although she may be a great lover of wealth and comfort, Jenny Barnes always had a curious and adventurous streak. While she adored the fashion and society of Paris and Venice, she was equally at home sport-shooting in rural Scotland or trawling the jazz clubs of New Orleans. She’d even funded an archaeological dig of her own, just for the fun of being the first one into the old tomb. So when she learned that her sister Isabelle was missing, Jenny came to Arkham to handle the matter herself. Perhaps a life of wealth and power had made her overconfident… or perhaps the rogues who’d taken her sister had just made their last mistake.

Jenny Barnes is one of Arkham’s most prolific and recognizable investigators, so it's only natural that she makes an appearance in Arkham Horror Third Edition! She's joined by eleven other investigators, many of whom will be familiar to players of Arkham Horror: the Card Game or Mansions of Madness Second Edition. It is these heroes who will provide a light in the darkness, who will stand against the terrors of the unknown, and if fortune favors them, will succeed in saving Arkham and the world.

The Approaching Doom
Each game of Arkham Horror Third Edition sees you and your friends exploring one of four different scenarios in the dark and deadly town. Each adventure brings your investigators to the edge of their sanity and beyond.

These scenarios see a race between the investigators desperately searching for clues across the city, and the forces of evil spreading doom to further their cause. Finding clues can advance the narrative of each scenario, inching you closer to victory. Spreading doom not only produces effects that will hinder you, but can lead to a very different conclusion... one where the world isn’t so fortunate.

While this push and pull between uncovered clues and impending doom will often determine how the narrative advances, other factors can come in to play, including choices made by the players. The fate of the world is in your hands. Do you have what it takes to succeed?

But what is all this madness in search of? What greater goal are the investigators trying to achieve? How will the unlucky few who know of these cosmic horrors discover a way to thwart them?

It's not simply a matter of closing gates to other worlds and hoping that the problem goes away. At the start of the game, the exact goals of your scenario are a mystery to investigators and players alike. As a scenario progresses, archive cards are added to a codex that sits above the board. Each of these cards advances the narrative and offers new objectives for the investigators to strive for, with victory eventually in sight. Finding clues may lead to favorable new archive cards, while the spread of doom may reveal cards that were best left unearthed. Ultimately, the choices that you make and the specific events of each scenario lead you down branching paths, encouraging you to explore the scenarios and determine the best way to achieve your unique goals!

No matter which scneario you're embarking upon, investigators will have to stay ever-vigilant. Moving around Arkham to discover clues will progress the scenario, but our heroes will also fight and evade monsters, gain resources, perform tests of skill, and more. Still, you won’t be alone; you and your friends will work together to defeat this unknowable evil and, by some miracle, you could come out victorious.

A Cycle of Chaos
Playing a game of Arkham Horror takes place over a number of rounds, each consisting of four phases. We’ll look at these phases in greater depth in later previews, but for now, they are:

The Action Phase
The Monster Phase
The Encounter Phase
The Mythos Phase

The Action Phase is the investigator’s chance to unravel the mysteries of Arkham. You can move around the town, attack monsters, discover clues, and more as you investigate Arkham like never before. Double-sided, modular hexagonal tiles (new to this edition) represent the different neighborhoods of this troubled city, and every scenario sees these neighborhoods arranged in a different way, offering a new look and a new piece of Arkham with every challenge.

But investigators won’t simply be walking around the city. Alien creatures encroach on Arkham, and fighting and evading these beasts will be essential to success. You must balance these encounters with researching clues and purchasing the new tools that will be vital to your survival.

After you've acted, the Monster Phase sees your darkest nightmares come to life. Monsters roam freely about the city, attacking investigators both physically and mentally, instilling fear and disrupting your carefully laid plans. Fans of Arkham Horror: The Card Game will instantly recognize this phase and understand the horror it brings.

On their character sheet, every investigator has two values representing the threshold of their health and sanity. Every attack can lower one or both of these values, and if either your health or your sanity hits zero, your investigator is removed from the game, physically unable to continue or driven to utter madness by the horrors they have discovered.

The Encounter Phase sees the world of Arkham come to life via encounter cards. Every neighborhood has its own full set of encounter cards, and players draw them one at a time to discover a new twist in their narrative based on their location.

Along with the encounter cards that are distinct to each neighborhood on the board, every scenario also offers different event cards that are slowly slotted into the encounter deck, providing a truly new adventure in every game. Maybe you find a weapon to defend yourself in a mysterious shop on the far side of town, or perhaps the police finally believe your mind-bending story. Every encounter reveals a new piece of your evolving story and a new piece of life in Arkham.

Many of these encounters will see your investigator performing attribute tests. Success can be a moment of respite from the horror surrounding you, but failure can see your investigator dive deeper into madness and despair. Every investigator can be distilled down to a set of five attributes: lore, influence, observation, strength, and will. Encounters see these skills put to the test, and they can lead your investigator closer to the truth, or to madness.

Finally, the Mythos Phase sees the town of Arkham growing and changing. During the Mythos Phase, players take turns pulling tokens out of a Mythos Cup. These tokens can do everything from inviting more monsters into the town, to spreading doom across the city, to triggering a terrible reckoning. As the cup is passed from player to player, the board shifts and changes. While many of these tokens will make the game harder for investigators, they are also one of the few ways to introduce more clues to the board, giving the investigators a goal to strive for.

Beyond Reality
Behind our own dimension lurk horrors beyond comprehension. No longer can you drift blissfully unaware on the blind side of the veil. Evil lurks around every corner. Can you save the world with your sanity intact?

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124.30 €
Arkham Horror: Dead of Night Expansion
Arkham Horror: Dead of Night Expansion

In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. This expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, a new monster deck holder, and four new investigators to face these fresh horrors, armed with new spells, items, and allies.

Shots in the Dark
The gangs of Arkham have a long history of violence, and the peace between the O’Bannions and the Sheldons has always been tenuous at best. In the sweltering summer of 1926, a dark shadow pushes them into savage conflict.

The new Shots in the Dark scenario featured in Dead of Night sees investigators trying to make peace between two warring gangs in the streets of Arkham. You’ll have to deal with O’Bannion and Sheldon forces as you uncover the mystery of why these gangs are on the verge of tearing their rivals, and their city, apart. Maybe you’ll even have the opportunity to pick a side and end the conflict once and for all with a clear winner.

But why are these gangs at each other’s throats? In Arkham, nothing is ever as it seems and some conspiracies are best left unexplored. Do you have what it takes navigate this gang warfare and unravel the deeper mystery?

On the Lam
Dead of Night also includes four new investigators, each providing fresh blood for the horrors of Arkham to consume completely.

“Skids” O’Toole always tried to make decisions that would make his mother proud, but his luck never seemed to hold for very long. Something always went wrong, and each new choice seemed to leave him with fewer options than he’d had before. Then, his mom got sick and “few options” quickly dwindled to “no options.” In prison for robbing a bank to pay her mounting hospital bills, Skids learned just how badly things could go for a guy: his cell mate, ranting about “The Old Ones,” scrawled dozens of cryptic messages on the walls just before he burst into flames. Back on the street, Skids found another way to make his mother proud. Kneeling to lay flowers on her grave, he swore to do whatever he could to keep the world safe from ancient evils.

“Skids” O’Toole knows an opportunity when he sees one, and even at his lowest point can find the inner strength to push beyond his limits and face the horrors infesting Arkham. As a survivor/rogue hybrid, Skids can focus one of his skills whenever he rolls a one during a skill check. With a focus limit of zero, this is the only way Skids can increase his skills by focusing, and serves as a free action whenever the ex-con is down on his luck. But luck and grit aren’t the only tools Skids has at his disposal.

O’Toole is an expert at slipping out of trouble. He begins the game On the Lam, letting him give non-epic monsters the slip for a round at the cost of one horror. This allows Skids to stalk the streets of Arkham, avoiding the supernatural horrors bleeding out of every corner, slithering into places other investigators dare not tread.

When selecting Skids as an investigator, you get to choose between two different cards that will help determine your playstyle. Switchblade adds an element of danger to the ex-con, allowing him to deal one damage to a monster whenever you disengage with it. While Skids is not a great fighter, he is an expert at getting away unharmed, and his switchblade gives another level of protection against the encroaching darkness.

If you want to play Skids with a gentler touch, perhaps you can take advantage of his Light Fingers, which allows you to potentially gain an item in the display when you perform a gather resources action. With a keen observation skill, Skids can often take full advantage of most items in the display. Of course, Skids could end up stuck with the Wanted condition. This condition prevents you from having any reputation talents, and potentially can lead to a run in with the law, something Skids wants to avoid at all costs. But is Skids willing to face his fears if it means saving the world from the impending darkness? What other new investigators are willing to face the darkness and protect the world from ancient unknowable evils?

Survive the Night
The dead of night is cold and unknowable. Where the deepest secrets of Arkham fester and come to life, where gangs rip each other apart and blood flows through the streets of our fair town. Can the investigators of Arkham Horror unravel the mystery before the world is flooded with thoughts of madness and insanity? You may have survived the horrors of Arkham Horror Third Edition in the past, but the dead of night is just beginning.

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45.30 €

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