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Arkham Horror Forgotten Age Bundle
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Arkham Horror LCG The Forgotten Age Bundle

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Arkham Horror LCG Forgotten Age Bundle:

Deze bundel omvat de deluxe uitbreiding Forgotten Age evenals de drie eerste mythos packs van deze verhaallijn aan een voordelige prijs. Het gaat dus om:

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Arkham Horror Forgotten Age Bundle
Arkham Horror Forgotten Age Bundle

Arkham Horror LCG The Forgotten Age:

Once more I ventured within those brooding ruins that swelled beneath the sand…”
–H.P. Lovecraft, “The Nameless City”

We think we know the history of the Earth, but there are secrets that lie beyond our reckoning and truths that could undo our entire understanding of the universe. When renowned historian Alejandro Vela discovers one of these secrets, the ruins of an ancient and forgotten Aztec city, it sets into motion a plot that could unravel the very fabric of time.

The Forgotten Age

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

In The Forgotten Age, one to four players embark on a scientific expedition to the rainforests of southern Mexico with five new investigators, as well as an incredible eighty-seven scenario cards and sixty-four player cards (two copies each of thirty-two distinct cards). Here, you and your team will venture deep into dark rainforests and forbidden caverns in two new scenarios, which form the beginning of a new campaign for your investigation team as you step back into The Forgotten Age.

Join the Expedition

The first of the scenarios included in The Forgotten Age, The Untamed Wilds, throws you into the middle of your scientific expedition where your team of investigators has ventured far into the rainforests of southern Mexico in search of a forgotten Aztec city-state. Today, you depart from your camp in order to find the ruins Alejandro seeks. There is no telling what you may encounter beneath the thick jungle canopy, but you have come too far to turn back now.

In keeping with the new feel of your investigations, The Forgotten Age introduces the new Explore ability that you can initiate with an “activate” action, as seen on Agenda 1a. These abilities instruct you to draw the top card of the new, separate “exploration deck” which is filled with single-sided locations and treachery cards. Each Explore ability indicates a particular type of location that you are seeking to draw and, as a driven investigator, you must continue to draw from the exploration deck until you either discover the location you seek or a treachery brings your exploration to a halt. If a location of the type you seek is drawn, it is put into play and you move to that location to successfully tour the area.

For example, Agenda 1a instructs an investigator that their exploration is currently searching for a connecting location. Ursula Downs, currently at the Expedition Camp (The Forgotten Age, 50), spends her first action to explore and draws Circuitous Trail (The Forgotten Age, 73), which is not connected to the Expedition Camp. This card is therefore placed beside the exploration deck and Ursula draws again, revealing Low on Supplies (The Forgotten Age, 82). As this is a treachery card, she must resolve the card’s effects and her exploration ends unsuccessfully with Circuitous Trail reshuffled into the exploration deck.


In the diagram above, Ursula reveals a location that does not connect to her current location. A treachery card ends her exploration attempt.

However, a failed exploration does not necessarily indicate the end of the investigator’s turn. A single setback is not enough to stop the determined investigators of Arkham Horror: The Card Game. As her second action, Ursula decides to explore again. This time, she draws Path of Thorns (The Forgotten Age, 69), which is connected to the Expedition Camp. Therefore, her exploration is successful, Path of Thorns is put into play, and Ursula immediately moves there.


On her second attempt, Ursula discovers a connecting location! She puts it into play and immediately moves there.

Should you survive long enough to reach the ruins, you may encounter The Doom of Eztli. The discovery itself will be enough to earn you renown amongst the academic community, and a mysterious sense of doom seems to linger in the air… but what awaits you within the temple walls? Will you ever be able to forgive yourself if you don’t venture inside? Maybe just a quick look wouldn’t hurt…

Ursula Downs, The Explorer

The Forgotten Age draws five new investigators into the maddening realm of Arkham Horror: The Card Game as they search for answers among strange ruins from a bygone era. Among these brave investigators is the explorer, Ursula Downs (The Forgotten Age, 2). Ever since Ursula was a small girl, she has broken every rule set down for her: climbing trees, playing in mud, exploring the woods, and plenty of other things ill-considered for the behavior of a proper young lady. Since earning her degree in archaeology in Boston, she has traveled the world in search of forgotten civilizations and has continued to prove herself among her peers as a woman in a male-dominated profession.

Ursula knows that discovery is easy. Understanding is the hard part. As an investigator, she believes in brain over brawn with an intellect of four and a combat of only one. This explorer is, however, incredibly quick on her feet with an agility of four. After all, to live a life as exciting as Ursula’s, you have to be quick on your feet if you’re not interested in fighting.

No matter which continent you find yourself on, no matter what dangers you find yourself pitted against, when you play as Ursula Downs, there is always at least one person you can trust. Ursula’s close friend  Jake Williams (The Forgotten Age, 8) will always have her back. When this loyal companion is in play, the first move or investigate action you perform does not provoke attacks of opportunity. What’s more, you can take advantage of Jake’s own insights into the new locations that you discover. After you reveal a new location or put one into play, you may exhaust Jake Williams to draw a card. Combined with The Forgotten Age’s new Explore action, Jake will prove an invaluable Ally, and make Ursula more powerful than ever.

Ursula’s driven nature and natural curiosity make her a skilled explorer, but at times her passion borders on obsession as she is tormented by the Call of the Unknown (The Forgotten Age, 9). When this weakness comes into play, Ursula must choose a location other than the one where she is currently located. If she does not successfully investigate that location before the end of her turn, she suffers two horror and must shuffle Call of the Unknown back into her deck. The only way that this investigator can break free of her obsession is to finally understand the riddles that each new discovery presents her with. Do you have the courage to join Ursula in her pursuit of knowledge and the fortitude to survive, or will you become one of the countless souls claimed by the mysteries lost to time?

Pack Your Bags

Embark on a new adventure. Make the discovery of a lifetime, unravel the terrifying eldritch mystery, and learn the secrets of The Forgotten Age!

Threads of Fate:

“What do we know… of the world and the universe about us? … We see things only as we are constructed to see them, and can gain no idea of their absolute nature.” 
–H.P. Lovecraft, “From Beyond”

Whatever you did, you must reverse it.

In The Forgotten Age, you journeyed deep into the rainforests of southern Mexico to discover the remains of an ancient Aztec city. During your scientific expedition, you unearthed a priceless artifact, and you then had to decide how to protect it. The consequences of your decisions have now returned to haunt you as your world erupts into chaos. Three difficult tasks fall before you at once and time is of the essence. Which will you pursue?

Choose Your Fate

Following the events of The Forgotten Age, you relinquished control of what may be the discovery of a lifetime. It was difficult choice, but you did what you had to, and now you have returned home, where a peaceful respite is in order. Your relaxation is cut short, however, when a forgotten guardian of the Aztec city appears on your doorstep, declaring that your actions on the expedition have set events into motion that have put the entire Earth in danger. Her claims are baseless and wild, but when strange, unexplainable events begin to occur throughout Arkham, you suspect that her mad claims may be right.

In perhaps the most immersive investigation in Arkham Horror: The Card Game so far, you must weigh your evidence, discuss your choices, and trust your instincts to decide which leads to follow and which to leave unexplored. You must choose between Three Fates (Threads of Fate, 114) as three tasks stand before you and you only have a limited amount of time before the trail goes cold. Where do you search first? Your adventure will be irrevocably shaped by the decisions you make, so choose carefully.

A Terrible Dilemma

Over the course of your investigation, you will weave your way through the stories spun by an incredible twenty-four potential Act cards. The Threads of Fate scenario contains three different Act decks, each constructed separately. Throughout the scenario, all three Act decks will be in play at once and the decision rests with you as to which Acts to pursue and which to ignore. The exact contents of each Act deck will vary depending on who was last in possession of the relic, the past decisions recorded in your campaign log, and even how you choose to pursue the tasks before you.

One of the Act decks that you’ll encounter centers around the choices you made in The Forgotten Age, where you first made your grand discovery. Did you leave the relic with your trusted friend, or did you decide that it belongs in a museum and pass the item off to the Miskatonic Museum for their Eztli exhibit? If you believe Ichtaca, the relic could be used for terrible purposes if left in the wrong hands. Who can you trust? Next, you are faced with another worrying task where life and death may hang in the balance. One of your expedition companions has gone missing and you suspect foul play. Do you go to the police or do you believe that you will have a better chance of finding them on your own?

Among these other endeavors remains the question of what to do with your uninvited house guest. Do you trust Ichtaca? Should you continue to push her for answers about the relic and the people who pursue it, and would you believe her if she told you? You could bring her into the fold of your investigation, or leave her to her own devices and trail her to see where she goes. She could lead you to the answers you seek, but if you are wrong, you will lose precious time and perhaps a potential ally. Can you take that risk?

Choice and Consequence

As the first Mythos Pack in The Forgotten Age cycle, Threads of Fate offers you several new player cards that will shape the rest of your campaign. Arcane Research (Threads of Fate, 109) bears the Permanent keyword, staying with you for the entirety of your campaign once you have purchased it. But all power comes with a price. When you purchase Arcane Research, you immediately suffer one mental trauma as you attempt to quickly learn all you can about the mythos to survive the trials ahead. Still, once you have conducted your research you gain a lasting benefit—after each scenario, you may reduce the experience cost of the first Spell card you upgrade before the next scenario by one.

Beyond the realm of Mystics, Seekers may test their ability to make a Shrewd Analysis (Threads of Fate, 106) to permanently alter their campaign experience as well. Once you have made a Shrewd Analysis in your investigation, any time you upgrade a card that is either Unidentified or Untranslated, you may upgrade a second copy of that card at no experience cost. If you choose this path, however, the two upgraded versions are chosen at random from among the eligible options. You may be able to glean some information about the civilizations of ages past, but their language, like their lives, is strange. There is no telling what your investigation into the truth will uncover.

The Boundary Beyond:

I screamed aloud that I was not afraid; that I never could be afraid; and others screamed with me for solace. We swore to one another that the city was exactly the same, and still alive; and when the electric lights began to fade we cursed the company over and over again, and laughed at the queer faces we made.
–H.P. Lovecraft, “Nyarlathotep”

In The Forgotten Age, you embarked on a scientific expedition to discover ancient Aztec ruins in the rainforests of southern Mexico and returned home with a priceless artifact that you had to protect in the best way you knew how. Then, in Threads of Fate, your world fell into chaos as you were confronted with a series of objectives as the sands of the hourglass were quickly falling away. Now you seek to undo your mistakes, but the choices and sacrifices that you have made to reach this point will inevitably shape your mission moving forward. That is, unless time is not as stable as you believe.

Fantasy Flight Games is pleased to announce The Boundary Beyond, the second Mythos Pack in The Forgotten Agecycle for Arkham Horror: The Card Game

Digging Up the Past

Arkham Horror: The Card Game has always blurred the line between madness and reality, and now in The Boundary Beyond, the distinctions between the past, present, and future start to become hazy. Following the events of Threads of Fate, you are driven from Arkham to Mexico City to find answers about an enigmatic relic and those who pursue it. After a seemingly endless string of failures, it appears the trail has gone cold. But on the very day you are ready to return home, something is wrong—the city has altered. Silver lightning crackles in the sky overhead, and the earth rumbles below your feet. Monstrous entities float just below the clouds and the architecture looks more like something out of a history book than modern Mexico.

Despite the altered landscape, it does not appear that you have traveled to the past. Rather, it is more like all of time is happening at once and the city is continuing to evolve before your eyes. During your investigation in The Boundary Beyond, you may be instructed to place new locations over existing ones. This is not to say that you have moved, but rather that the places themselves have changed as the fabric of time begins to unravel. When a location changes, all tokens, attachments, investigators, and enemies at the original location are considered to be at the new location when it is replaced. For example, if you are at the modern Metropolitan Cathedral (The Boundary Beyond, 169), you may choose to use the Explore action, first introduced in The Forgotten Age deluxe expansion, to uncover the secrets hidden within its walls. When you draw from the exploration deck, you discover the Temples of Tenochtitlán (The Boundary Beyond, 177). This Ancient location has a matching connection symbol in the upper left corner, marking that the Temples of Tenochtitlán replace the Metropolitan Cathedral and you are now considered to be at the Temples. You have not fallen through time, time has shifted around you.

As the thread pulls, the weave unravels. Throughout The Boundary Beyond, you may have increasing reasons to panic as you encounter Timeline Destabilization (The Boundary Beyond, 190). When this dreaded Hex is revealed, you must test your willpower. In the modern era, this test would not cause much worry. However, the test gains difficulty for each Ancient location in play and if you fail, you suffer one damage and one horror, and you must shuffle Timeline Destabilization back into the exploration deck as the clock appears to jump forwards and back of its own volition.

Remember Who You Are

To help you survive in this ever-shifting landscape, the player cards of The Boundary Beyond focus on helping you gain skill by embracing the nature of your faction. Mystics may learn how to perform a Ritual to Recall the Future (The Boundary Beyond, 158). While you possess this asset, you can put your foresight to the test by naming a chaos token during a skill test. If you successfully peer through the boundary and your named token is revealed, you may then exhaust Recall the Future to raise your skill for the test. Meanwhile, if you play as a confident Quick Study (The Boundary Beyond, 154), you may simply choose to place one of your clues on your location and exhaust Quick Study to significantly raise your skill for a test, knowing that you may easily regain this clue at a later time.

Even with these increased abilities, the more bookish investigators may find need for some added muscle. In times of crisis, a Bold Guardian may wish to defend their fellow investigators and Take the Initiative (The Boundary Beyond, 150) to spring into action. This skill rewards you for taking your actions early with the ability to commit three wild skill icons to one of your tests. However, the longer you wait to use this card, the weaker it becomes. Take the Initiative loses a wild icon for each action taken by any investigator, so if even one of your companions has completed their full turn, the card loses its value. With the fate of the past, present, and future at risk, this is no time to be timid.

The Heart of the Elders:

“A viewless aura repelled me and bade me retreat from antique and sinister secrets that no man should see, and no man else had ever dared to see.”
–H.P. Lovecraft, “The Nameless City”

After completing a scientific expedition in the rainforests of southern Mexico, you returned home only to discover that you had done more harm than good. Now, you must return to some of the darkest corners of the Earth to undo your mistake. Fantasy Flight Games is pleased to announce the upcoming release of Heart of the Elders, the third Mythos pack in The Forgotten Age cycle for Arkham Horror: The Card Game!

Heart of the Elders invites you to take your campaigns deeper into the jungle with Scenarios V-A and V-B of The Forgotten Age campaign. With the sixty cards within this Mythos Pack, you’ll find new players card to enhance your investigator decks and dangerous new scenarios to test your resolve.

The Cavern’s Maw

Following the events of The Boundary Beyond, you leave the safety of civilization behind and journey deep into the rainforest. Surrounded by uncharted wilderness, you can feel the glare of countless eyes watching you from beneath the shadows of the trees. It’s almost as if the forest itself does not want you to reach your destination. After days of struggle, you uncover the entrance of an enormous cave, but something is not quite right. Six large pillars stand near the mouth of the cavern, covered in strange carvings that you cannot understand, but something scratching at the edge of your consciousness tells you that you’ve seen them before.

Maybe they are some form of language, or a lock system? If you make one mistake now, it could leave you buried alive in the cave, but how much time can you afford to spend investigating the pillars as your provisions run low? Starvation will kill you just as surely as a cave-in.

You must make your decision quickly, for the threats of the jungle continue to encroach upon your expedition camp. The strange Flora of this region are among the deadliest in the world. Apex Strangleweed (Heart of the Elders, 219) will choke the life from you if you cannot cut yourself free, and even the most innocuous plant can prove lethal. Any investigator who finds themselves trapped in a location covered with Poisonous Spores (Heart of the Elders, 216) becomes Poisoned (The Forgotten Age, 102); and any who already bear this permanent weakness begin to hallucinate, suffering two horror.

Should you survive the treacheries of the jungle itself, even more dangers await you underground. Heart of the Eldersis the first Mythos Pack in Arkham Horror: The Card Game to feature a two-part scenario, bringing your investigation from the jungle to the cavern. You will have to overcome both the horrors of the jungle in Scenario V-A as well as the terrors of the cavern beneath in Scenario V-B. What awaits you beneath the shell of the Earth, where sunlight has not touched for years? The investigation is yours, and the only way to find out is to continue onward.

Against All Odds

In addition to the next chapters of The Forgotten Age cycle, Heart of the Elders provides you with an assortment of new player cards to help move your expedition forward. If you wish to survive your extended stay far from civilization, you will need to fill your ranks with skilled allies and experts in their fields. If you are playing as a Rogue, you can hire archaeologist Lola Santiago (Heart of the Elders, 196) to help you dig up clues. In addition to increasing both your intellect and your agility, you may spend resources to discover a clue at your location. Meanwhile, Mystics may bring Olive McBride (Heart of the Elders, 197) into the fold of the investigation, using her skills to manipulate the chaos bag. If you exhaust this Witch when you would reveal a chaos token, you can instead reveal three chaos tokens and select two of them to resolve. It might backfire horribly, but without risk, there can be no reward.

Allies can give you the edge as you journey into the jungle, but when you don’t know who to trust, the only person you can rely on is yourself. With enough spirit and will to survive, you just might complete this mission Against All Odds (Heart of the Elders, 202). Whenever you’re performing a skill test with a difficulty higher than your base skill, you can play this event to reveal additional chaos tokens and choose one of them to resolve. Of course, this event is useful whenever you feel overmatched, but it can be downright essential for the game’s newest investigator, Calvin Wright (The Forgotten Age, 5). While his willpower and lore increase for each horror on him, and his combat and agility increase for each damage, the base value of each of Calvin’s skills is zero. For example, let’s say that Calvin has suffered two damage during a scenario when he finds himself locked in a fight with an Apex Strangleweed. Calvin’s combat value is two, one less than the deadly Flora. However, since the base combat value printed on Calvin’s investigator card is zero, when he plays Against All Odds, he draws a total of three tokens from the chaos bag, greatly increasing his chances of victory before he even commits any cards! When a single test could mean the difference between life and death, this card may be the answer to your prayers.