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- The classic cooperative game of Lovecraftian horror
- Based upon the works of renowned horror writer HP Lovecraft
- For Ages: 12+
- Number of Players: - 8
- Playing Time: 2-4 hrs
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It is the roaring 20's, and while there's electricity in the air, unnatural storms are brewing as well. Strange things are happening in the small Massachusetts town of Arkham; people have gone missing, sightings of indescribable creatures grow more and more frequent. And the very air thickens with a sense of foreboding that roils like an acrid mist through the streets. The Ancient Ones are stirring... Arkham Horror was originally published by Chaosium, Inc., in 1987. This new, updated edition features stunning new artwork and graphical design (including a new gameboard, counters, cards, and playing pieces) as well as revised and expanded rules from the game's original creator, Richard Launius. Players can select from 16 unique playable investigator characters, each with unique abilities, and will square off against the diabolical servants of 8 Ancient Ones, including Ithaqua, Hastur, and the terrible Cthulhu! No fan of the Cthulhu Mythos will want to miss the opportunity to acquire this classic Call of Cthulhu board game! Arkham Horror is a cooperative game for 1-8 players ages 12 and up, and can be played in 2-3 hours.
From the Manufacturer
It is the roaring 20's, and while there's electricity in the air, unnatural storms are brewing as well. Strange things are happening in the small Massachusetts town of Arkham; people have gone missing, sightings of indescribable creatures grow more and more frequent. And the very air thickens with a sense of foreboding that roils like an acrid mist through the streets.
The Ancient Ones are stirring...
Arkham Horror was originally published by Chaosium, Inc., in 1987. This new, updated edition features stunning new artwork and graphical design (including a new gameboard, counters, cards, and playing pieces) as well as revised and expanded rules from the game's original creator, Richard Launius.
Players can select from 16 unique playable investigator characters, each with unique abilities, and will square off against the diabolical servants of 8 Ancient Ones, including Ithaqua, Hastur, and the terrible Cthulhu! No fan of the Cthulhu Mythos will want to miss the opportunity to acquire this classic Call of Cthulhu board game!
Arkham Horror is a cooperative game for 1-8 players ages 12 and up, and can be played in 2-3 hours.
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|Sold By||Book Depository US||Amazon.com||Amazon.com||Amazon.com|
|Are Batteries Required||No||No||No||No|
|Item Dimensions||11.75 x 3 x 11.75 in||3.2 x 10.5 x 10.5 in||2 x 10.5 x 10.5 in||2 x 10 x 10 in|
|Item Weight||0.3 ounces||2.87 lbs||3 lbs||1.85 lbs|
Top Customer Reviews
So here's the thing. I hate playing board games against my wife. Not because she isn't competitive or anything. Its just...when I win I feel terrible because I feel as though I've made her sad. When I lose...I feel even worse, because I just lost. The struggle is real.
So this game is great. Its a large-scale, long, cooperative game with a VERY high replay value. Additionally, the odds of winning are, for us, 50:50, so each game is a struggle to play our very best and beat the Ancient Ones.
Quick premise: You play as an "investigator" in the town of Arkham which is being overrun by Lovecraftian monsters. Your job is to kill the monsters and close the Portals through which they appear. Close enough portals down, win the game. Beat the "Ancient One" who is threating to breach our dimension, win the game. Alternatively if they ancient one awakens and you don't win the ensuing dice-roll frenzy, you lose. Sounds simple, but with all the different items, companions, and varied options for movement and events the game is never the same.
The game really needs 3+ players to be competitive, but it is designed in such a way that two people can play two investigators each and it still works very well. The game is even designed that you can play solo as multiple investigators, but for me that has less appeal.
Regardless of how you want to play, this game is a lot of fun. It is massive (your whole kitchen table will be covered with decks, board, etc.) but once you get the basic mechanics down it really isn't difficult to play. I have recommended this to anyone I know who is interested in board games as a worthy addition to their collection.
Arkham is one of my favorite boardgames. It certainly feels epic and takes a long time to play. Usually 3-6+ hours, depending on how well you know the rules, and how many people you are playing with. You choose an investigator character and can lightly role-play together in a group to cooperatively save the city (and the world) from an ancient one (of your choice, or not). Your mission is to collect items, spells, and weapons to fight monsters in the street, and simultaneously travel though and close inter-dimensional gates (that release those monsters). Ultimately you are on an in-game timer, based on how many rounds those gates stay open. If you don't close them all or have too many monsters in play, the ancient one awakens and you have to fight it. The rules are complex, but not impossible to get the hang of. They certainly feel daunting at first. I recommend finding streamlined rule-books online, pouring over the rules included, and/or playing a few dummy games first. This is also a game that requires a lot of table space. 6 people will be kinda cramped at a 4x3 foot table.
Arkham is not a kind game to it's players, and it gets a lot of flak because of it. Events at locations are often random, or based on high-stakes rolls. Healing takes a long time. Combat is multi-stepped, and full of conditions. Travel can be made difficult by environmental conditions drawn every round. Each round has phases that must be done in order. People always forget to reset their abilities sliders and retcon them later. You never seem to have enough dice to roll to complete that tasks you want. And sometimes the game just doesn't care, and trouble befalls you "just 'cause". Some view this as a challenge, others as annoyance. Eldritch horror might appeal to the latter. It is more forgiving and often has a way to resolve any conflicting rules you encounter (something lacking in Arkham, and can be the subject of disagreements). But what Eldritch lacks, is the ultimate strength and draw of Arkham (for me, anyway): The immersion. There is undeniable flavor to this game, and people who normally have not, or do not like, to role play, end up impersonating their characters. Memorable events and games end up being recalled during sessions at later dates. And the flavor-text on almost every card, provides texture and nuance to your experience. The game is just plain fun; when it works, it really works.
Supreme quality, as expected, from Fantasy Flight. Everything is printed beautifully, and utilizes thick cardboard. Though I recommend finding your own organization system for the myriad of tiny chits/chips required for play. I use a combination of mini bead organizer/tackle box, rubber bands, and plastic zip baggies. A committed player might buy sleeves for all the cards, slots to hold ability sliders, and figures for investigators. They are available but not necessary. Anything placed within the included plastic stands, will get worn along the base. You can put clear tape on the bottom of the character chit/chip to reduce wear, but sometimes damage is unavoidable.
All in all, this is a stellar boardgame, and I am always excited to play it. It is different every time. I can't say the same for many other games.
What is this game?
Arkham Horror is a complex co-operative game where players work together to defeat one of the horrible monsters of H.P. Lovecraft's Cthulhu mythos. As a co-op, it is a game where everyone will win as a group, or everyone will lose as a group. Throughout the game, inspectors (players) will be traveling around the city of Arkham, getting equipment to heighten their chances of success, collecting clues pertaining to the coming cataclysm, closing portals to other worlds by traveling through them into the other realms, and fighting, running away from, or sneaking passed the many creepy monsters that come through those openings into our world, all the while trying to keep the big baddy from entering our own world (failing that, the inspectors have to fight it, with usually horrible results). As such, the range of options available to each player every turn are incredible. Do you want to stack yourself with a ton of weapons and upgrades, run around the map and kill monsters all day? Go for it. Do you want to constantly dive into portals and stop the progression of the coming evil? Good luck! Do you want to be a spellcaster with a wide variety at your disposal? Do you want to pick up as many allies as possible to aid you in the fight? Do you want to just shop for useful items to give to your teammates or use yourself? There is much to do in Arkham, and many a hard decision to make. This game is story-based in that it has a strong narrative arc. It's tactical in that everyone must work together as a team. And it is role-playing in that it has many options available to the players and chances for wild events to happen that players must become strong enough to deal with.
Should you buy this game?
That depends. Are you new to board games? If so, you have to be willing to put quite a bit of time into learning the rules by yourself (play a game or two by yourself), and this is a COMPLEX and fiddly game. It flows so much smoother when one player has put the time in, has just about every rule down, and takes care of the technical things. I have done this, and I have gotten to the point where I can play it with someone new after about five minutes of explanation as long as they let me handle all the fiddly details. There are plenty of youtube video tutorials to help you out as well, and I strongly recommend printing and having the Universal Head ARKHAM HORROR Rules Summary & Reference on hand which can be found online by googling the given name. If you sit down with friends before doing your homework first, you are all in for a LONG and frustrating experience. If you are not willing to put in the time beforehand, steer clear of this game.
I love it, and everyone I have taught it to has loved it as well (I have always been asked if we could play it again soon). It can be a very long game, so it tends to be played when the opportunity arises instead of at planned times. This game is truly more about the journey than the destination and sometimes the experience is worth it just to see what horrible way you will die. You won't always lose, but you will lose a lot as this game proudly pulls no punches. The near death experiences, the nail-biting escapes, the games we have had "in the bag" that quickly fall apart, and the comebacks we mounted over incredible odds, so many awesome memories have ensured that I will come back to Arkham again and again in the years to come. Great game. I highly recommend it. (On a side note, I recommend The Dunwich Horror expansion to those who have liked it and are looking for an even more in depth experience.)
Most Recent Customer Reviews
It's very complex. There's a lot of things to track and do.Read more