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Arkham Horror: The Dunwich Horror

4.8 out of 5 stars 60 customer reviews
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  • Introduces the town of Dunwich with colorful new board
  • 8 new investigators and new Ancient Ones
  • For Ages: 12+
  • Number of Players: - 8
  • Playing Time: 2-4 hrs
8 new from $48.75

Yu-Gi-Oh

WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Description

Product Description

The supernatural disturbances that plague Arkham, Massachussets, are not limited to that unfortunate place. The town of Dunwich is only a short train ride from Arkham, and if anything it is a darker, more frightening place, with its own secrets and its own perils. It looks like the investigators are going to have to protect two towns now instead of just one; if they ignore the dark forces that are stirring in Dunwich, they'll have to face the wrath of the Dunwich Horror ...

Dunwich Horror is an expansion to Arkham Horror, complete with an extra board and the entire town of Dunwich - accessible via train from Arkham. There are plenty of new rules and new components, usable either with or without the Dunwich board addition.

From the Manufacturer

Whateley's Brother Stands Atop Wizard's Hill... The supernatural disturbances that plague Arkham, Massachussets, are not limited to that unfortunate place. The town of Dunwich is only short train ride from Arkham, and if anything it is darker, more frightening place, with its own secrets and its own perils. It looks like the investigators are going to have to protect two towns now instead of just one; if they ignore the dark forces that are stirring in Dunwich, they'll have to face the wrath of the Dunwich Horror ...Dunwich Horror is an expansion to Arkham Horror, complete with an extra board and the entire town of Dunwich accessible via train from Arkham. There are plenty of new rules and new components, usable either with or without the Dunwich board addition. Features include:The town of Dunwich, on new board with new locations and new rules!8 new investigators with their own reasons for saving the world.4 new Ancient Ones to desperately struggle against.New Injury and Madness cards for particularly unfortunate investigators.New game concepts, such as gate surges and the Dunwich Horror itself!Over 20 new monster tokens, dozens of new items and skills, new encounters over 300 new cards in all!

Product Information

Product Dimensions 3 x 11.8 x 11.8 inches
Item Weight 3 pounds
Shipping Weight 3.3 pounds
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item is not eligible for international shipping. Learn More
ASIN 1589942841
Item model number VA32
Manufacturer recommended age 12 years and up
Best Sellers Rank #37,913 in Toys & Games (See Top 100 in Toys & Games)
#1,333 in Toys & Games > Games > Board Games
Customer Reviews
4.8 out of 5 stars 60 customer reviews

4.8 out of 5 stars

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Customer Reviews

Top Customer Reviews

By Erik Willett on June 28, 2009
Dunwich Horror is an expansion to Fantasy Flight's popular/infamous Arkham Horror boardgame.

Having played many games with this expansion, I can say that it provides many necessary improvements to the base game where it had originally been lacking.

1. The Injuries/Madnesses - Instead of losing items and being dangerously set back when you run out of Stamina or Sanity, you'll draw an Injury (for no Stamina left) or a Madness (for no Sanity) card which lets you continue on without losing half your items but still wind up at the Asylum or Hospital. The cost is that you incur interesting penalties for each injury. The Injury/Madness decks are made of small cards, with several repeats (getting a duplicate card means you are devoured!).

2. Gate Burst - Perhaps the most intriguing addition, and a necessary one, the Gate Burst mechanic causes sealed gates to be torn open. When you draw a Mythos card with the location with an orange background, that means a gate burst occurs at that location. If the location is sealed, it becomes unsealed. This adds quite a bit of tension to the game and keeps the game from slowing down when the major locations are finally sealed (Witchhouse, etc.). The slow-down of the base game is definitely fixed with this mechanic and is quite noticeable as me and my friends are hardcore co-operative horror boardgame players (I'll admit that it's a niche hobby). THIS IS WHY I BOUGHT THE DUNWICH BOARD.

3. The Dunwich Horror - Like the devious Terror Track and Doom Track, each expansion offers a sort of countdown to unspeakable horror. For the Dunwich board, it is the presence of the Dunwich Horror - the world-bound spawn of Yog-sothoth.
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I should say that my wife and I chose basic Arkham as our "gateway" for boardgames based largely on the theme and the promise of coop gameplay. We were extremely pleased with the results, despite what many people cite as serious flaws of the game...its length, the rules complexity, the length of time it took to set up and put away, etc. If you are one of those people, Dunwich will likely not address any of your concerns. It takes a long, complicated game and gives you even more options, capable of being added incrementally or all at once.

What it does do, even implemented piecemeal, is significantly alter the game balance, in our opinion for the better. We tried it in "touring mode" first where you put all of the Dunwich cards on top of their decks to maximize the experience, and while we did ultimately get crushed in that session, it was easily one of the top plays we've had of the game. Since then it's become a fully integrated part of our routine, because we find what most of what it adds indispensable now and after one or two plays, really not much more to keep track of if you could handle the original.

Its strengths: new encounters, new characters, new mythos, new old ones, new monsters, new items and allies. I look up on those as a real improvement to the game that I can unequivocally recommend to someone that already likes the base set. The game does get harder, but the experience overall is a much higher quality one, if that makes sense. I never got to the point where I was seeing a lot of repetition with the core set, but this virtually guarantees that won't be an issue for a very long time.

Its less well rounded additions: the additional board, the Horror itself, the vortex mechanic.
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Arkham Horror is perhaps the second most complicated board game in history, so when I heard that this expansion would make the board BIGGER by adding a whole additional town, plus adding two other worlds, new rules and cards AND the Dunwich Horror itself, I was intimidated. I mean, how many rules, cards and tokens can one person keep track of? After playing it a few times, I got the hang of it and loved it. Dunwich is a village that is only accessible through Arkham's rail station, and it has its own locations and collection of unusual characters. There's a new twist up there that makes you want to kill the monsters up there in that if any monster moves into a "vortex" (that's new), you get closer and closer to the Dunwich Horror showing up, which isn't as powerful as an Ancient One but close enough to wipe you out. A must-own for Arkham Horror fans (and if the new board is too much for you, you can just take all of the new cards and use them in the main board anyway).
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The Dunwich Horror is classified as a 'large box' expansion for the original game, Arkham Horror. The Dunwich Horror is NOT a stand alone game and requires a copy of Arkham Horror to play. The 'large box' refers to the fact that Dunwich Horror expands the original game board by an additional 1/3 size. In addition it adds to the number of cards in all the decks which contributes to the uniqueness of each game! The Dunwich Horror is highly recommended as one of the first expansions for new Arkham Horror players to purchase after the original game for a few reasons which I will write about below.

First and foremost, aside from broadening the game from investigator items to gate and mythos cards, the Dunwich Horror box adds a two new decks to the game that have a positive impact for overall gameplay. These specifically are called the Injury and Madness decks respectively. Both of these decks allow for investigators to go insane or be knocked unconcious without taking a huge loss in items and clue tokens. These cards are minor (most of the time) hinderances, but can end up killing an investigator or making life very difficult if the wrong cards come up.

The new addition to the Arkham board features the outlying town of Dunwich. The board has the same principles as the Arkham board with one exception. There are vortexs located off of certain neighborhoods into which monsters will move (provided the right mythos cards cause the monsters to move). If enough (3) monsters fall into vortexs, an incredibly powerful monster will spawn in the middle of the Dunwich board (The Dunwich Horror) and make life miserable for investigators.
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