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Arkham Horror: The Card Game
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- "A living card game of Eldritch mystery or one to two players (or up to four with two core sets) "
- "Blurs the line between the traditional card gaming and roleplaying experiences "
- "Players assume the roles of unique investigators marked by specific strengths and weakness "
- "Investigators are opposed by the challenges from adventure-specific encounter decks "
- Campaign rules Grant additional depth to your decisions and allows you to “level up” your deck between adventures
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From the manufacturer
Arkham Horror: The Card Game
The Boundaries Between Worlds Have Drawn Perilously Thin
Arkham Horror: The Card Game is a cooperative Living Card Game set amid a backdrop of Lovecraftian horror. As the Ancient Ones seek entry to our world, one to two investigators (or up to four with two Core Sets) work to unravel arcane mysteries and conspiracies.
Your efforts determine not only the course of your game, but carry forward throughout whole campaigns, challenging you and your fellow investigators to overcome your personal demons in a manner that blurs the distinction between traditional card game and roleplaying experiences.
- 1-4 players
- Plays in 90 minutes
- Ages 14 and up
Lovecraftian Mystery and Madness
Risk your health and sanity in adventures full of cultists, monsters, and forbidden rituals.
All Too Human
In Arkham Horror: The Card Game, you become one of the game's investigators, complete with a unique set of strengths, flaws, and personality. And even though you'll be fighting monsters that defy explanation, you'll still be all too human. You only have two hands to hold objects. You have only one neck and one body. And you can only grasp a finite measure of arcane knowledge. Beyond all this, you're flawed, and you'll be forced to add a personal weakness into the deck of cards, which represent your personal tools, talents, and resources.
Your Doom Approaches
Arkham Horror: The Card Game offers you tremendous freedom to conduct your investigations according to your own designs. However, you must act quickly if you hope to thwart the forces of evil and their sinister ambitions. Rather than having your actions driven by the cards in your hand, you gain three actions each round to use as you see fit.
Rather than having your actions driven by the cards in your hand, you gain three actions each round to use as you see fit. Assemble a shotgun, explore the room you're in, or travel to a new location—you control the pace and trajectory of your adventure. The catch is that you will be besieged by monsters and madness and must gather enough clues to get through the act deck before the forces of evil progress through their agenda deck.
"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 the living card game of love craft I an mystery, monsters, and madness! you and your friend (or up to three friends with two core sets) 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. Meanwhile, each of your adventures in Arkham horror LCG carries you deeper into mystery. 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… the basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand. And your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you".
Top customer reviews
Players have 3 actions each turn to decide whether they will investigate mysteries (similar to questing) by moving to different locations, fight or run from bad guys, or play assets in their hand. Each investigator has their own unique strengths. Each player also has weaknesses which can affect the game at the most inopportune times.
As players investigate scenarios and discover clues they attempt to progress an act deck by passing skill tests. Their skills are modified by the use of chaos tokens which influence the outcome. During the mythos phase (or enemy phase) the agenda deck gets doom tokens which advance the enemies agenda. The enemy also draw one encounter card for each investigator playing the game, these cards provide challenges and obstacles for the players. Together the act deck and agenda deck provide two simultaneous stories which provide a narrative with how well or how poorly the game is going for the players.
The game itself has a somewhat limited replay value as once the story is learned the initial shock and discovery is gone. But monthly expansions are expected to be released to allow for new deckbuilding options and new horrors stories to emerge.
This game is outstanding for the solo gamer and takes about 1-2 hours to play. A similar game is Eldritch Horror the Board Game which plays 1-8 players but takes about 2-4 hours to play.
Arkham horror brought to life my love for card games. A great system to play with a friend or loved one with a campaign with great atmosphere, twists, turns and a good level of challenge.
The only con is that the game lacks replayability, once you know what happens on the story, there's no reason for going back and play the same campaign again, unless you did terribly last time and want to get another story result. That's why there are a lot of expansions, so get ready to spend some cash if you like the game.
Given that both Arkham and LotR are cooperative LCGs some people will likely ask if there is space for both, and I think that they're different enough that there should easily be space for both. The themes are quite different and the way these two games play feels quite different. I like some of the mechanics in this game better than LotR, notably the locations in AH are much more like a location than those in LotR. Of course, I like LotR's theme quite a bit more than the pulpy action theme of Arkham Horror with a Lovecraft lineage, nothing beats LotR for me.
The other thing to know about this product, if it's your first venture into an LCG from FFG, is that you will want to buy two copies of this core set. In this case, you can get away with only 2, this way you can viably play a 3-4 player game, which is impossible with a single core set. There aren't enough cards to make full decks for 3 or more players in the core set despite the fact that there are 5 investigators.
The campaign in this box is fun and very challenging, the Chaos bag adds a good random feeling and it's a different mechanic than simple dice rolls. To me it feels more Horror oriented having to reach into a bag, which by the way, the game box does not contain, so plan on having some kind of a bowl or a bag to place the chaos tokens into.
Our playgroup has not managed a game in less than 2 hours, but we have only played a few times so it may get quicker as we gain experience.
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