Arkham Horror LCG: The Dunwich Legacy Complete Campaign Bundle:
Deze bundel omvat de deluxe uitbreiding “The Dunwich Legacy”, evenals de zes daarop volgende Mythos packs voor Arkham Horror: The Card Game aan een voordelige prijs. Het gaat dus om:
- The Dunwich Legacy Deluxe Expansion
- The Miskatonic Museum Mythos Pack
- The Essex County Express Mythos Pack
- Blood on the Altar Mythos Pack
- Undimensioned and Unseen Mythos Pack
- Where Doom Awaits Mythos Pack
- Lost in Time and Space Mythos Pack
Het gebruik van kortingscodes is uitgeschakeld voor gebundelde producten.
Arkham Horror: The Card Game Dunwich Legacy
“No one, even those who have the facts concerning the recent horror, can say just what is the matter with Dunwich…”
–H.P. Lovecraft, The Dunwich Horror
Fantasy Flight Games is proud to announce the upcoming release of The Dunwich Legacy, a deluxe expansion for Arkham Horror: The Card Game!
Several months ago, three Miskatonic University professors armed themselves with secret knowledge, traveled to Dunwich, and brought an end to the strange and terrifying creature that had been terrorizing the secluded village. Their heroic efforts brought peace to the region—for a while—but also left the men scarred by the horrors they had witnessed. Now, one of those professors, Dr. Armitage, has need of your assistance. His colleagues have gone missing, and he fears the worst…
With five mini cards and 156 full-size cards, The Dunwich Legacy challenges you to find the missing professors and launches you into a campaign that leads to Miskatonic University, the notorious Clover Club, and beyond. Five new investigators arrive to offer their services, armed with fifty-nine new player cards (including a complete playset of each) that allow you to pursue new deck-building strategies and new styles of play. Finally, you’ll find all manner of new terrors arrayed against you—from backroom thugs and bad luck to arcane hexes and wholly unnatural abominations.
Where Will Your Search Take You?
The Dunwich Legacy introduces two new scenarios, Extracurricular Activity and The House Always Wins, that pit you against the forces defined by eleven new encounter sets. You’ll infiltrate the Clover Club and witness firsthand its shady and sometimes violent transactions. You’ll traverse the halls and greens of Miskatonic University. And if you’re lucky enough—and careful enough—you might just find Dr. Armitage’s missing colleagues and live (with your faculties intact) to tell the tale.
However, the details of that tale will depend both on the decisions you’ll make and your willingness to delve deeper into the layers of mystery you encounter… The Dunwich Legacy doesn’t just allow you to explore two new scenarios and their challenges; it serves as the introduction to the whole The Dunwich Legacy campaign, the subsequent chapters of which will be released in an upcoming cycle of Mythos Packs.
For those investigators willing to pursue the horrifying truth, The Dunwich Legacy campaign offers a thrilling and spiraling descent into mystery and madness. Where will your search for Professors Rice and Morgan take you? What will you learn? What connections will you uncover between recent events and the rumors that date back to Dr. Armitage’s involvement in the incident at Dunwich?
Each of the six Mythos Packs that complete the cycle adds new layers of intrigue and new challenges that you can enjoy either as a standalone adventure or as a part of an eight-act mystery. And it all starts with the scenarios and encounter sets from The Dunwich Legacy.
The Chef, the Musician, the Reporter, and More
If your investigators are driven insane or devoured as you confront the ghouls and cultists in the Core Set scenarios, don’t worry! The Dunwich Legacy introduces five new investigators at the outset of its campaign. Like the investigators from the Core Set, these new investigators all come with unique assets and weaknesses. Unlike the Core Set investigators, however, the investigators from The Dunwich Legacy don’t have primary and secondary classes.
Where Roland Banks (Core Set, 1) is primarily a Guardian, who can use Guardian cards of levels zero through five, his Seeker tendencies are represented by his ability to utilize Seeker cards of levels zero through two.
On the other hand, the investigators from The Dunwich Legacy don’t have a secondary class. Instead, like Zoey Samaras (The Dunwich Legacy, 1), they have a single class, but can dabble in all the other classes, choosing as many as five level zero cards from classes other than their own.
In this way, they may offer you a shortcut to sampling all the new level zero class cards arriving in The Dunwich Legacy, along with a new neutral card and cards with levels higher than zero. For example, you might want to test Zoey Samaras in combat and play Double or Nothing (The Dunwich Legacy, 26) for a shot at extra damage. Or you might want to use the Rite of Seeking (The Dunwich Legacy, 28) so that Zoey can conduct her investigations with magic. The beauty of the matter is that because both of these cards are level zero, you can include one or two copies of each in your deck, albeit at the cost of two to four of your precious cross-class card slots.
Something Went Terribly Wrong
What secrets lie behind the sealed doors of Miskatonic University? Just how sinister are the gangsters that run Arkham’s Clover Club? What do the disappearances of Professors Rice and Morgan have to do with the events of Dunwich, several months back?
You are an investigator. Gather your assets, gather your allies, and begin your investigation.
The Miskatonic Museum Mythos Pack:
“Almost eight feet tall, and carrying a cheap new valise from Osborn’s general store, this dark and goatish gargoyle appeared one day in Arkham in quest of the dreaded volume kept under lock and key at the college library—the hideous Necronomicon of the mad Arab Abdul Alhazred in Olaus Wormius’ Latin version.”
– H.P. Lovecraft, The Dunwich Horror
The Miskatonic Museum is the first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game, and it begins with a book…
Somewhere in the Miskatonic Museum, Olaus Wormius’s Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn’t gain access to it do not gain access to it. When recent events at the university and Clover Club lead you to believe that someone may now be searching for this strange and ancient tome – someone who should not be permitted to delve its secrets – you make your way to the Museum. The hour is late, and the place is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes.
The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions even while the expansion’s twenty-six player cards (two copies each of thirteen different cards) vie for your attention. Will you make use of these cards? How will you make use of them? Several of the cards offer a remarkable focus on long-term benefits over short-term returns, and you’ll have plenty of time to incorporate them into your Arkham LCG® campaigns – provided you first succeed on the task at hand. After all, there’s something else stalking the museum’s exhibits…
The Essex County Express Mythos Pack:
The Essex County Express is the second Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Among its sixty new cards, you’ll find twenty-eight player cards, including four copies of a new weakness.
You’ll also find a thrilling new scenario in which your investigations lead you outside the town of Arkham. While the train you take may offer the fastest transit to your next lead, it may not offer the safest… When the train rumbles, shakes, and lurches to a halt, you and your fellow investigators must race from your car to the engine. If you can’t get the train moving in a hurry, you and all the other passengers may fall prey to whatever unnatural things seem to be crawling, shifting, and oozing their way from car to car, growing ever larger as they do so.
Your adventures on the Essex County Express feature a randomized set of locations that greatly enhance the scenario’s replayability, meaning this nightmarish ride is one you’ll want to take again and again and again!
Blood on the Altar Mythos Pack:
“It is hard to prevent the impression of a faint, malign odour about the village street, as of the massed mould and decay of centuries.”
–H.P. Lovecraft, The Dunwich Horror
Blood on the Altar is the third Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Its sixty cards (including a complete playset of each new player card), challenge you to delve the secrets of Dunwich, where you suspect a series of recent disappearances may be related to the events in Arkham. But the more you explore, the more you get the impression the townsfolk aren’t exactly pleased to see you. There are secrets in this town that its inhabitants don’t wish to share…
Even as your investigation of the town leads you to many of the locations infamously identified in H.P. Lovecraft’s classic tale, The Dunwich Horror, the player cards in Blood on the Altar allow you to translate the experience you gained in your previous adventures to Permanent new Talents, several new assets, events, and skill cards, and higher-level, more efficient versions of cards from the Core Set.
Undimensioned and Unseen Mythos Pack:
It was no joke tracking down something as big as a house that one could not see, but that had all the vicious malevolence of a daemon.”
–H.P. Lovecraft, The Dunwich HorrorYour machete won’t help you. Nor will your shotgun. Exploding dynamite won’t even make a dent…
Undimensioned and Unseen, the fourth Mythos Pack in The Dunwich Legacy for Arkham Horror: The Card Game, is now available at retailers—and it has unleashed a brood of horrifying abominations upon the countryside that must be destroyed.
Not only must these abominations be annihilated, but it has fallen to you to do so. The citizens of Dunwich will offer you little aid; they are too deep in their panic. They can think of no better response to the unseen creatures that can smash houses as though they were made of paper than to run screaming, praying for safety. The question is: Can you do any better?
If It Bleeds…
Every scenario in Arkham Horror: The Card Game is a new adventure, steering you in new directions, leading you to new discoveries, and challenging you to survive a terrifying new array of enemies and events. This is the case in the Core Set, as its adventures lead you swiftly out of a ghoul-infested house and into a web of conspiracy spurred by forces far darker and more malevolent than you might have first guessed.
It is also the case in The Dunwich Legacy. As its Mythos Packs have peeled back layer after layer of mystery, they have also introduced a series of new mechanics, taking advantage of the game’s flexible network of act and agenda decks, encounter deck, and locations.
Now Undimensioned and Unseen hits you with yet another new challenge, throwing you into the thick of a physical confrontation with invisible monsters that are wholly impervious to all standard arms and ordnance.
It’s a scenario sure to please fans of the Lovecraft mythos. Here, our shotguns are rendered meaningless in the face of enemies that defy human comprehension. Pistols are wholly ineffective. Dynamite is useless. Machetes won’t make a scratch. Your only hope for survival lies in your ability to broaden your understanding of the universe.
Your whole goal in Undimensioned and Unseen is to find the creatures’ vulnerabilities and exploit them. If you don’t, then you’ll assuredly be driven mad or devoured.
If, however, you are able to decipher the strange, Esoteric Formula (Undimensioned and Unseen, 254) that contains the secrets to these creatures’ creation—and the means by which they can be destroyed—you have a fighting chance.
It’s that knowledge that can help drive you forward, past the despair, through the madness, and toward the next layer of the mysteries before you. “If it bleeds…” (Undimensioned and Unseen, 225) it can be destroyed. But the more keen-eyed among you may have already noted, your chances improve if you stick together.
When you play “If it bleeds…” after destroying a Monster, it’s not just you who recovers horror equal to the monster’s horror value, but every investigator at the same location. Accordingly, you’ll find it particularly helpful to stick together throughout Undimensioned and Unseen, especially once you realize how truly difficult it may be to harm the creatures, even with the Esoteric Formula in hand.
Sticking together allows you to contribute icons to your teammates’ skill tests, and this may make it easier to use the Esoteric Formula to take advantage of the creatures’ unusual weaknesses. But even if you don’t have icons to commit to your teammates’ skill tests, your Seeker might still play Expose Weakness (Undimensioned and Unseen, 228) to reduce the difficulty of bashing a monster bloody.
How Will You Respond?
How will you respond to the challenges before you? Unseen creatures wreak havoc across the countryside, leaving Ruin and Destruction (Undimensioned and Unseen, 257) in their wake. Working closely with your teammates, you may be able to expose and exploit their weaknesses, but you’ll also be leaving yourselves vulnerable to the Massive abominations and their attacks.
Will you panic? Or will you hold fast to your belief that some strange, obtuse parchment may save you when guns, blades, and explosives will not? Is this very belief not a madness of its own? Must you now embrace this madness to defeat another, greater madness?
Where Doom Awaits Mythos Pack:
…A vibrant arcane energy fills the air with a bone-rattling chill. The energy swirls along the crushed trail before you and seeps down several other paths before disappearing…
–Where Doom Awaits
Gather your strength. Take a deep breath. And rush into the madness… Where Doom Awaits is now available at your local retailer!
The penultimate chapter in The Dunwich Legacy campaign for Arkham Horror: The Card Game, Where Doom Awaits thrusts you and your fellow investigators headlong into a fractured world—a world come undone, riven by sorcery, and exposed to the alien terrors of other worlds and dimensions.
But as much as you’d like simply to flee—to retreat from the terrors before you—you know that if these terrors go unchecked, they will lead to greater calamity. There are sinister forces behind them, evil cultists who have delved too far into dark magic. They have made unholy pacts. They have summoned unnatural powers into the New England countryside. And you must stop them.
A Long and Twisted Path
To stop the sorcerers whose magic has ripped apart your reality, you must first find them.
More accurately, you must find your way to the top of the hill where you suspect they’ve congregated. The problem, though, is that the paths to the top of the hill no longer travel exclusively through our world. As the sorcerers foul the world with more of their ritual magic, your path through the wooded hillside carries you to spaces tainted by the other realms.
There’s no telling what you’ll find as you travel along these Diverging Paths . Could your next step lead you into a patch of Slaughtered Woods ? Might it lead you into an Eerie Glade or a Frozen Spring ? You just won’t know. So you’ll have to prepare yourself for everything.
And as you climb further up the hill, you’ll find the magic—and the changes to your world—growing ever stronger. More harmful. More terrifying.
Moreover, the woods are full of terrifying creatures, and the choices you have made earlier in your investigations are bound to come back to haunt you. What evils have you left in the world? What evils have you held close? What evils have you actually managed to destroy?
Spells to Stave Off Doom
Most of the magic you’ll witness in Where Doom Awaits will terrify you. You’ll find the world ripped asunder. You’ll find sorcerers fueled by unholy strength. And you’ll find time itself distorted and contorted into a living vortex.
However, magic is a tool, and even if it is inherently dangerous and corruptible, there are Spells you may use—if you dare—to counter the evils around you.
One of these Spells arrives among the player cards in Where Doom Awaits—the zero-cost, zero-level Moonlight Ritual(Where Doom Awaits, 267). Given that the accumulation of doom progresses the agenda deck and the forces of the mythos, the ability to remove doom from your cards is not to be overlooked. Arkham Horror: The Card Game often spirals toward a desperate end game in which every action matters, and your heart beats in your chest as you hope to gather your final clues before your time runs out. And if just one action could buy you and your team another whole turn? That’s magic!
The trick, though, is that there are relatively few player cards—at this time—that collect the sort of doom that Moonlight Ritual allows you to remove. In fact, there are currently only three, and all of them are in the Mystic class.
- Alyssa Graham (Undimensioned and Unseen, 232) allows you to look at either the top card of an investigator’s deck or the encounter deck. If you place a doom on her, she can even help you avoid a catastrophic treachery or an encounter with some gibbering, amorphous, otherworldly entity. But without Moonlight Ritual, that doom adds up and could even play into your adversaries’ devious schemes.
- The Arcane Initiate (Core Set, 63) has been around since the game’s release and can help you fetch Spells from your deck, including Moonlight Ritual. This is likely welcome news for the Arcane Initiate, whose role in most investigations was typically limited. She had an unfortunate habit of being devoured or driven insane in battles with the game’s more ferocious enemies—frequently just as the doom she carried was about to spur the agenda deck forward.
- Finally, the most reliable use of Moonlight Ritual may be in combination with the Permanent Spell Blood Pact (Blood on the Altar, 191). Once you spend the experience—or have the experience—that forms your Blood Pact, the Pact begins each game in play, meaning you can take doom to trigger it whenever you want, gaining either three Willpower or Combat each time you do so. Racing through doom just to defeat a cultist or to retain your wits in the face of some towering aberration may not always be the wisest strategy, but it becomes far less threatening if you have a copy of Moonlight Ritual in hand.
Still, the final point, here, is that not even Alyssa Graham knows that all that’s coming to Arkham Horror: The Card Game, and if doom as a price for powerful player effects is already a strategy in the game—and a thematic one, too, as it ties to the use of Spells and magic—then there’s room for more of it in the future, especially as we know we will someday see the investigator Marie Lambeau released to the wider public, and not just as a promotional card for those who picked up The Investigators of Arkham Horror.
Until then, though, we see storms of wild magic raging and swirling around the top of Sentinel Hill. Our doom is coming to us. We can either profit from it… or be driven insane.
Embrace Your Doom
The air is unnaturally cold, and the winds howl with magic. Who could have predicted all the events that led you here? With every step you take, Arkham feels more and more worlds away. You struggle to hold your sanity as you witness multiple realities converging and ripping apart. And still you know you must press forward.
All your choices are coming to a head. As you brace for the coming encounters—whatever lies higher up that hill—you can only hope the choices you’ve made have been the right ones. Because you know whatever else lies up there… that is the place Where Doom Awaits.
“The oceans of earth’s dreamland drop wholly to abysmal nothingness and shoot through the empty spaces toward other worlds and other stars and the awful voids outside the ordered universe where the daemon-sultan Azathoth gnaws hungrily in chaos…”
–H.P. Lovecraft, The Dream-Quest of Unknown Kadath
You’re going to need a bigger gun.
As your search for two missing professors has led you down the path to abject madness, Fantasy Flight Games is proud to announce the upcoming release of Lost in Time and Space, the sixth and final Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!
Nothing can prepare you for what you’ll discover at the cycle’s end. As your world dissolves into pathways of sound and color that extend for an eternity in all directions, the lines between objects grow jagged, shifting. Your skin starts to crawl, feeling as though it’s turning inside out. Somehow, you must find your way across this foreboding alien landscape. And, somehow, you know you’re not entirely alone…
As the conclusion of The Dunwich Legacy cycle, the new scenario from Lost in Time and Space is full to bursting with otherworldly chaos, non-Euclidean geometry, and menacing, extra-dimensional entities possessed of incomprehensible powers. And for those who play it as the capstone of The Dunwich Legacy campaign, the scenario’s also littered with effects that call back to the decisions you’ve made. It is an adventure, a reckoning, and a descent into madness.
An End to All Your Struggles
One way or another, the scenario from Lost in Time and Space is going to bring about an end to all your struggles. One way or another, it’s going to conclude your run through The Dunwich Legacy campaign. One way or another, you will find the finality for which you’ve been searching…
The ground before you shifts and disintegrates. Worlds appear and disappear. Pockets of reality spring into existence, only to collapse moments later. And you are somewhere—and somewhen—amidst all of this chaos, looking for some way to escape it.
Will find a pathway back to Arkham? Will you get lost? Will your mind unravel amidst the chaos of a realm beyond the veil of our reality? Will you be devoured by entities no other human has seen or heard? Will you end up stranded, forced to endure an eternal, withering existence of atrophy in an alien world beyond mortal time and space?
It may all depend on how you spend the experience you’ve gained over the course of your campaign. Do you shore up your weaknesses? Do you double-down on your strengths? Do you spend your points here and there, dishing out one or two for a series of smaller upgrades? Or do you cash in large chunks of experience for a couple key cards?
There’s no telling which strategy may prove best, but if you’ve got the experience, the player cards from Lost in Time and Space will provide you plenty of ways to spend it. In addition to its scenario, Lost in Time and Space introduces twenty-four player cards (two copies each of twelve different cards), and most of these require some rather heavy experience expenditures.
In return, they grant you access to some rather astonishing abilities. Among those, you’ll find the bigger guns you need, as both Lightning Gun (Lost in Time and Space, 301) and Chicago Typewriter (Lost in Time and Space, 304) are two-handed Firearms that cost four or more experience and deal three damage per shot.
But while those Weapons are undoubtedly powerful, they’re also relatively straightforward. And there are other cards in Lost in Time and Space that are decidedly not so straightforward.
One of these is The Gold Pocket Watch (Lost in Time and Space, 305), an Exceptional accessory that requires you spend eight experience to add it to your deck. However, when you do, it grants you the astonishing ability to either skip a phase—such as the Mythos phase—or repeat one.
While forces beyond your comprehension are shifting time and space at will, it seems only fair for you to use The Gold Pocket Watch to fight back. Of course, even then, there’s no telling it will be enough.
Truths You Can Never Unlearn
If you hope to survive your journeys through Lost in Time and Space and the end of The Dunwich Legacy cycle, you will need to find the order hidden beneath or amid the chaos. Or you will need to create that order.
But in the end, there will be no escaping the chaos. You may survive your adventure. You may return to Arkham. You may even return the professors to their former lives. But your life will never again be the same. You will never unsee the chaos that crawls within the corners of your mind and that eats at you while you sleep. You will never again unfeel the bonds that leave you sensitive to the otherworldly forces that spread their influence into our world.
You will never again be one of the blissfully ignorant and uninitiated.