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Age of War
Age of War

A fast-paced dice game for two to six players, set in feudal Japan and created by world-acclaimed game designer Reiner Knizia.

In this game, you and your fellow players take on the roles of rival daimyos, competing to vanquish your opponents and unite all of Japan under one banner. To unite the clans, you must conquer their castles and secure their loyalty, but the other daimyos are mustering armies as well. Will you gain renown with every victory, or become just another forgotten warlord? Find out in Age of War!

The Calculated Attack
Each turn in Age of War, you must decide where to commit your armies against a castle. At the beginning of the game, fourteen castles are laid out, divided between six clans: Mori, Uesugi, Chosokabe, Shimazu, Tokugawa, and Oda. On your turn, you will attack one of these castles. Each castle card displays a number of battle lines showing different symbols. On your turn, you will attempt to conquer a castle by matching your dice results to the symbols in the battle lines of a chosen castle.

Your turn begins by mustering your troops – rolling seven custom dice to gather infantry, archers, cavalry, and loyal daimyos to your attack force. Once your troops are mustered, you may attack a castle by matching the results of your dice to one battle line on the besieged castle. If unfilled battle lines remain on the castle card, you must reroll the dice to muster your troops again and press the attack.

If, after any roll, you cannot fill a battle line on the besieged castle, your assault is thrown back. You must regroup your troops by setting one die aside, before mustering your troops again by rolling your remaining dice.

If you can conquer a castle by filling all of its battle lines, you take the castle card and add it to your play area as one of your castles, and the castle’s point value counts towards your total score. But just because you conquer a castle doesn’t mean that castle is safe! You can attack other players’ castles on your turn in the same way you attack unclaimed castles, with the addition of the red daimyo in the upper left hand corner of the castle card as another battle line that must be completed to conquer the castle.

Unite the Clans
The only way you can keep your castles free from the marauding of rival warlords is by establishing your leadership over a clan by conquering every castle belonging to that clan. The number of castles belonging to a clan ranges from the Shimazu, with one castle, to the mighty Oda, with four castles. No matter how large or small a clan, once you establish your dominion over each of that clan’s castles, no rival player can steal those castles away from you.

As an added bonus for uniting a clan, the point value for an entire clan is greater than the sum of each individual castle in the clan. For example, the Chosokabe clan possesses two castles: Marugame and Matsuyama. Separately, these castles provide one and two points, respectively, but by uniting the Chosokabe clan, you receive one bonus point, for four total points. By fully uniting a clan, your claim to Japan grows stronger, and you come closer to victory.

After the last unconquered castle is conquered, the game ends, and each player counts his points. If you have conquered all of a clan, it grants you a greater score than individual castles. The player with the highest score is the winner of the game and the new ruler of Japan!

Honor and Duty
If you would become the greatest daimyo of the Age of War, you need adaptability and a cunning strategy.

• A fast-paced dice game created by award-winning game designer, Reiner Knizia
• Players assume the roles of rival daimyos seeking to conquer castles in feudal Japan
• Seven custom dice allow you to muster your troops and establish your sieges
• Besiege your opponents’ castles to steal their points
• Two player games can play in as quickly as fifteen to thirty minutes

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16.60 €
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: Carnevale of Horrors Scenario Pack
Arkham Horror LCG: Carnevale of Horrors Scenario Pack

New Standalone Scenario for Arkham Horror: The Card Game

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

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

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

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

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

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

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

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

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

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

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

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

Judgement. Temperance. Justice. The Tower.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You are not safe in this city any more.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The sixth and final Mythos Pack in The Circle Undone cycle

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

November 16, 1925

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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22.00 €

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