Arkham Horror LCG: The Path to Carcosa Mythos Pack Bundle
Deze bundel omvat de drie eerste mythos packs voor de Path to Carcosa reeks van Arkham Horror: The Card Game aan een voordelige prijs. Het gebruik van kortingscodes is uitgeschakeld voor gebundelde producten.
Arkham Horror LCG Echoes of the Past Mythos Pack:
“It is well known how the book spread like an infectious disease, from city to city, from continent to continent, barred out here, confiscated there, denounced by press and pulpit, censured even by the most advanced of literary anarchists.”
–Robert W. Chambers, The King in Yellow
It has become evident that the play, The King in Yellow, is somehow cursed. But how it’s cursed? That’s harder to explain.
Until that explanation is offered, however, you have very little that you can bring to any authority. Your early investigations have left you certain that there’s something terrible somehow connected to the play, but who would believe you? Who would believe that evil Omens could follow a theater performance from city to city? Or that it could leave a trail of disappearances, suicides, delusions, and insanity in its wake?
The very idea must almost strike you as madness, and you may, at times, doubt even your own sanity. But the things you’ve seen cannot be unseen, and as is so often the case in Arkham Horror: The Card Game, you find yourself compelled to dig deeper for the truth.
In the scenario from Echoes of the Past, then, you and your fellow investigators follow up on your limited leads, heading to the Arkham Historical Society. There, you hope to see if there were any previous connections between Arkham and The King in Yellow, but something at the Society doesn’t quite line up…
It’s late. The sun has set, and the night is dark—cold, misty, and starless. But when you arrive at the Historical Society, you find the front doors cracked halfway open. Someone has come here ahead of you, but who?
The Race for Answers
In Echoes of the Past, you and your friends will find you’re not the only one looking for information about The King in Yellow.
A number of Cultists have secretly made their way to the Arkham Historical Society, and they don’t seem interested in sharing whatever they find. You don’t know whether they’re hoping to uncover the play’s secrets or if they’re working to bury the information forever—but one thing is certain. You need to look quickly for your answers, or you’ll never get your hands on them.
Accordingly, Echoes of the Past throws you headlong into a desperate race for information, and it introduces unique, scenario-specific mechanics that pit your skills as investigators directly against those of the Cultists who are conducting a search of their own.
This race is driven largely by the text on cards like Agenda 1a, The Truth is Hidden (Echoes of the Past, 121): “Do not add doom to this agenda during the Mythos phase. Forced – after 1 or more clues are placed on an Enemy in play: Flip those clues to their doom side.”
Typically, in the Arkham LCG®, the agenda ticks forward steadily—with a seeming inevitably—as the forces of the mythos advance their schemes with only the rare surge. You place one doom on the agenda at the beginning of each Mythos phase, and every now and again, you’ll encounter a treachery or enemy that accelerates the agenda by adding another doom or two. Still, the effect is one that puts you on a timer, but it generally feels measured.
In fact, if you’re efficient enough with your investigation, you may not even feel the first pangs of dread settling in before you uncover all the clues you can. Sure, you might be treading a razor’s edge with the time you have allotted, but it’s a razor’s edge you understand.
Echoes of the Past throws out that steady, measured bleeding of doom in favor of a new sort of chaos. A panicky, paranoid, “what will the encounter deck reveal next?” sort of chaos. Your doom won’t march forward at any predetermined pace; instead, it will collect doom in fits and starts as you come across enemies like the Seeker of Carcosa (Echoes of the Past, 144) as they dart the Society’s different rooms and hallways.
This new mechanic does a couple of things in the scenario. It allows you to play with an agenda deck that can advance in a single round—or not at all. It demands that you deal swiftly with all of the Cultists you encounter in order to prevent them from collecting doom. And it personalizes the effort—no longer are the forces of the mythos proceeding apace somewhere in the hazy distance; they’re in your room, or down the hallway, or scuffing furniture and bookshelves along the floors above you!
In the meantime, you can rest assured that the scenario is still going to force you to make the most of every action. After all, each agenda step offers only a very narrow margin for error. And, in the end, if the Cultists find their clues before you? It’s not clear exactly what the changes will mean, but your whole campaign will shift.
What Will You Find?
What will you find during your search of the Arkham Historical Society? Will you uncover any books that may lead to the truth behind The King in Yellow? Will you be upstaged by masked Cultists? Or will your discoveries lead you further down the slippery slope to madness, tempting you forward into delusion with tainted relics like The Tattered Cloak (Echoes of the Past, 143)?
Arkham Horror LCG The Unspeakable Oath Mythos Pack:
“…So numerous are the recorded troubles in insane asylums, that only a miracle can have stopped the medical fraternity from noting strange parallelisms and drawing mystified conclusions.”
– H.P. Lovecraft, The Call of Cthulhu
Fantasy Flight Games is proud to announce the upcoming release of The Unspeakable Oath, the second Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game!
It was always going to come to this… You’re finally headed to the asylum.
Something about the mysterious play, The King in Yellow, had nagged at the corners of your mind before it arrived in Arkham, and you began investigating. You learned madness and disaster followed the play everywhere it went. And still you dug deeper.
You attended the performance. You came face to face with terrors that still haunt you. And then—having barely survived your earlier encounters, and hanging onto the remnants of your tattered sanity—you went to the Arkham Historical Society in search of even more information.
Now, as you look to carry forward through The Path to Carcosa campaign, you may find yourself wracked by Doubtand surrounded by Lunatics. And, still, you’ll catch hints of deeper and darker secrets.
What Madness Compels You?
With the new scenario coming in The Unspeakable Oath, Arkham Horror: The Card Game continues and deepens its exploration of the mystical realms between the traditional roleplaying and card game experiences.
First of all, you have the strong sense of place that’s exceedingly rare among card games. You’re not wandering the streets of Arkham, nor the wooded New England hillsides. Instead, you’re wandering the hallways of an eerily quiet asylum—perhaps punctuated, at times, by mournful howls or manic laughter—and need to gain passage through several locked doors.
The fact that doors can be locked against you is important in the sense that it allows the adventure to unfold at the same sort of pace with which a Game Master might walk you through an adventure. And it matters because you can only act upon objects and information in your investigator’s location. Moreover, if you and your fellow investigators split your company, you might cover more ground… or you might render yourselves vulnerable.
Next, you have the different ways the scenario preys upon the game’s cooperative nature and the relationships you try to maintain with your fellow investigators. After The Path to Carcosa introduced the Hidden keyword, which forces you to hold cards in your hand—and keep them hidden from the other investigators—The Unspeakable Oath adds more of these cards, so that your experience of the game might not match that of the other players. And none of them will understand you.
Your secrets will isolate you from your companions. In the depths of an asylum.
Think about that…
Finally, the scenario breaks away from the traditional customizable card game experience by forcing you to live with the consequences of other games.
Yes, you can play and enjoy The Unspeakable Oath as a standalone adventure, but for those who dare to look more deeply, The Unspeakable Oath comes to life most fully as part of The Path to Carcosa campaign. It is, in fact, the fourth chapter in that campaign, and it represents the nexus of many possible paths through time and space. But those paths are not all equal.
Normally, when you sit at your table to play a customizable card game, you start fresh. There’s nothing imposing itself upon your starting hand or the resources with which you might start the game. But in the Arkham LCG®, the choices you make in earlier adventures may come back to haunt you later on. The game’s basic structure is the campaign, as in an RPG, and you are often given choices to make in your games—and between them—that aren’t clearly about winning or losing, but just about how your investigator would respond to a given situation.
And in The Unspeakable Oath, these choices already come back with profound ramifications, literally restructuring the adventure depending upon the consequences of your earlier investigations. Choices you make in your games—the people to whom you choose to speak and the ways you interact with powerful artifacts—will impact the structure of the adventure’s act deck, as well as the composition of its encounter deck.
You’re Never Truly Alone
Along with its new scenario, The Unspeakable Oath introduces twenty-four new player cards (two copies each of twelve different player cards) that allow you to “learn” from your mistakes. As you gain experience, you can use that experience to enhance your deck with cards like Forewarned (The Unspeakable Oath, 150) and A Test of Will (The Unspeakable Oath, 156).
Alternatively, you may forge an alliance with one of the Mythos Pack’s new Patrons, Charles Ross, Esq. (The Unspeakable Oath, 149) and Dario El-Amin (The Unspeakable Oath, 151). Naturally, as Patrons, both of these gentlemen come with valuable connections.
Charles Ross, Esq. helps you gain access to a whole host of powerful Items, reducing their costs by one each time he exhausts. You can think of him as your personal connection to the Disc of Itzamna (Core Set, 41), making it easier to afford and discard—and then to afford again. While your investigator has a limited number of body slots to which these Items can be assigned, meaning there’s a limit on the total financial benefit you can derive from recruiting the services of Charles Ross, Esq., it’s worth noting that that limit is a great deal less restrictive than it might first appear.
First of all, there’s the fact that you might choose to discard one Item in favor of another—or just because discarding it is in your best interests. Many of the game’s most powerful Items, like the Disc of Itzamna, are discarded when you use them, and Charles Ross, Esq. lends significant value if you intend to use these items over and over—such as you might if you’re playing Rex Murphy (The Dunwich Legacy, 2) with Scavenging (Core Set, 73).
Perhaps more importantly, there’s the fact that the Arkham LCG can support as many as four players, and Charles Ross, Esq. works with any investigator at your location, not just yours. If you and your teammates can coordinate your purchases, Charles Ross, Esq. can easily save your group at least one resource each and every round.
Meanwhile, the unscrupulous Dario El-Amin can provide you access to an astonishing array of benefits, all of which should certainly help you find your way out of the asylum. As a single action, Dario El-Amin allows you to claim two resources. He’s also more than willing to offer bonuses to both your Willpower and your Intellect—provided you can meet his demands.
Dario El-Amin may be a Patron of the arts, but it’s clear that he’s looking less to prop up struggling artists than to invest in characters and endeavors with records of proven success. The permanent attribute boosts that Dario El-Amin can provide are fantastically valuable, but the Patron requires you to sit on a stockpile of no fewer than ten resources if you want those bonuses.
Fortunately, that’s not too much of a problem for Rogue investigators like Jenny Barnes (The Dunwich Horror, 3), who can gain resources fast with cards like Burglary (Core Set, 45), Hot Streak (Core Set, 57), and Lone Wolf (Blood on the Altar, 188). And once you have all those resources at your disposal, it’ll be good to know that Dario El-Amin will be, at least, a little invested in seeing you make your way out of the asylum.
Adversity Breeds Adventure
It’s a good thing that Arkham Horror: The Card Game isn’t real life. We don’t really want to stare down unspeakable horrors, suffer grievous internal injuries, and feel our minds fracturing with the burden of all we’ve witnessed.
But it makes for great fiction. And in the Arkham LCG, it makes for great adventure.
Soon, you’ll have your chance to enjoy yet another of these horrifying adventures. In The Unspeakable Oath, you’ll find the world closing around you. You’ll be stuck in the asylum. Surrounded by Lunatics. Threatened by monsters and madness… And your games couldn’t be better!
Arkham Horror LCG: A Phantom of Truth Mythos Pack
“He was a slender man, and his face was as white as his coat was black.”
–Robert W. Chambers, In the Court of the Dragon
Months after The Yellow King played at the Ward Theatre, your investigation into the strange events surrounding the play has left you with more questions than answers. You’ve encountered Cultists, Lunatics, and Monsters. You’ve uncovered horrific Schemes of untold scope. And you’ve witnessed Terrors that may or may not have been Omens of greater perils.
All these things brought you, recently, to pay a short visit to Arkham’s asylum. And now you’ve walked out, wondering what to make of everything that you’ve seen. So where do you go for answers when your world’s tilting into madness?
The answer: Paris.
In A Phantom of Truth, you and your fellow investigators make your way across the Atlantic. Tormented every night by vivid dreams of an alien world—with black stars, twin suns, shattered moons, and twisted spires—you decide not to grapple with your Doubts and Convictions in Arkham, but to pursue whatever truth might lie behind the play.
This is why you head to Paris; you hope to gain some answers from the play’s director, Nigel Engram.
Doubt and Conviction
As we mentioned in our announcement of The Path to Carcosa, your investigations into The King in Yellow will eventually lead you into the sort of madness and confusion that force you to wonder what’s reality and what’s delusion. You may even find yourself wondering if the definitions of madness and sanity are as clear as you previously thought.
With that in mind, The Path to Carcosa campaign makes use of the new mechanics for Doubt and Conviction that we previewed in “A Mind Is a Terrible Thing to Lose,” our look at the new scenarios from The Path to Carcosa.
But what does your Doubt or Conviction do for you? Apart from check marks on your campaign log (pdf, 1.8 MB), what are they? These questions—and their answers—begin to emerge more fully throughout A Phantom of Truth.
The first thing you’ll learn is that it’s still not clear whether it’s better to operate like a skeptic rooted in Doubt or to trust your instincts and move forward with Conviction. Nor is it certain that your Doubt is always the sign of a curious mind; there may be times your Doubt is strictly a form of uncertainty rooted in madness—your inability to distinguish the real from the unreal, or the truth of things from their illusions.
It’s almost as if there’s some terrible, malevolent force at work—guiding you, beckoning you, pulling you forward. And it’s possible that your search for Nigel Engram may take a backseat to your desperate scramble to hold onto whatever shreds of sanity remain to you. And, here, is your Doubt your salvation? Or are you better off following your Conviction?
In A Phantom of Truth, these questions matter immensely, and you’ll need to find the right answers, lest you end up a Lost Soul (A Phantom of Truth, 227) in a very foreign land.
Focus on the Familiar
In addition to its scenario, A Phantom of Truth supplies you with twenty-two player cards (two copies each of eleven different player cards) designed to help you stay grounded and make progress in your campaign. Among these, you’ll find a handful of higher-level cards that recall the familiar, including a couple of fan favorites from the Core Set.
One of these is the .45 Automatic (A Phantom of Truth, 190)—a wonderful Weapon to have in hand when you’re beset on all sides by fear and foes.
While this powerful handgun has been a Guardian staple since the game’s debut, the two experience points you’ll pay for the upgraded version in A Phantom of Truth are well rewarded by an extra Combat icon, the ability to ignore the retaliate keyword, and by an invaluable one-point boost to your Combat with every shot you fire. All of which may be handy should you find yourself stalked by strange, winged Monsters in the Gardens of Luxembourg .
Similarly, fans of the Rogue class will find their Pickpocketing (A Phantom of Truth, 195) more powerful and profitable than ever. Like the .45 Automatic, Pickpocketing reappears as a Level 2 card that gains several advantages over its Level 0 counterpart.
For your experience points, you are rewarded with the Fast keyword, which immediately gives you an action for your troubles. Next, you gain an extra Agility icon. While this Agility icon won’t likely benefit you much the first time you draw your Pickpocketing—since you’ll most likely want to put the Talent into play—the extra icon on your second copy of Pickpocketing could easily prove the difference between the success or failure of a critical evade attempt.
That extra icon might even prove the difference between a standard success or a success by two or more that allows you to trigger the full benefits of your upgraded Pickpocketing. Instead of merely granting you an extra card draw when you evade an enemy, Pickpocketing now allows you to choose between a card draw or a resource—or, if you succeed by two or more, allows you to gain both a card draw and a resource.
Together, these newly upgraded cards represent just one of the many different ways you might spend the experience you gain during The Path to Carcosa campaign, but it’s one that might appeal to those investigators who are either already meeting with great success—as well as those who have been severely terrified and traumatized by all they have seen.
In this latter case, sticking with the familiar may provide you the opportunity you need to increase your chances of success, without the unnecessary complications associated with the development of all-new tactics.
Draped in Mystery
Is this, at last, the path that will lead you to the truths behind The King in Yellow?
Your trip to Paris is fated to be eventful, but will you find the man for whom you’re looking? Or will someone—or something—find you instead?