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. Their efforts determine not only the course of your game, but carry forward throughout whole campaigns, challenging them to overcome their personal demons in a manner that blurs the distinction between traditional card game and roleplaying experiences.
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 Lovecraftian 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.
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
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. You build your deck with cards from one or more of the game's five classes, and these represent the different resources you might access during your adventure—flashlights, knives, magnifying glasses, obscure tomes, shotguns. You might also discover new talents or convince an ally to accompany you.
However, 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 your deck, along with other cards that may represent your fears or other ghosts from your past.
Time Is Running Out
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. 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 only catch is that you must gather enough clues to get through the act deck before the forces of evil progress through their agenda deck.
Each adventure features a different set of acts and agendas, as well as a custom encounter deck that confronts you with enemies and treachery cards specifically tailored to the scenario. You might be waylaid by ghouls or chased through the streets by masked cultists. There's no telling what you may face—only that evil will find you.
1 to 2 hours
1 to 4 players
It may not be possible to ship very heavy items outside of the Mainland UK.
Released: 24 February 2017