Beschrijving van de producent:
Deze bundel omvat de deluxe uitbreiding The Circle Undone evenals de drie eerste mythos packs van deze verhaallijn aan een voordelige prijs. Het gaat dus om:
- Arkham Horror LCG: The Circle Undone
- Arkham Horror LCG: The Secret Name
- Arkham Horror LCG: The Wages of Sin
- Arkham Horror LCG: For the Greater Good
The Circle Undone:
“The hidden cults to which these witches belonged often guarded and handed down surprising secrets from elder, forgotten aeons; and it was by no means impossible that Keziah had actually mastered the art of passing through dimensional gates.”
–H.P. Lovecraft, The Dreams in the Witch House
Judgement. Temperance. Justice. The Tower.
The soothsayer’s tarot wove a tale of a grim future, hard to put out of your mind. But when you learn that four people have disappeared without a trace from an estate in French Hill, you begin to wonder if this cruel fate is meant only for you, or for the entirety of Arkham…
Within this deluxe expansion, you’ll embark on the fourth cycle for Arkham Horror: The Card Game, and your path draws you back to Arkham itself. The Silver Twilight Lodge is bound up in something sinister, witches and strange rituals have been heard on the lonesome hills around Arkham, and the spirits of the dead do not sleep easy. New investigators and a wealth of new player cards arrive to expand your decks—and you will need them. Arkham has always been troubled, but of late it seems positively haunted…
Disappearance at the Twilight Estate
As with previous deluxe expansions for Arkham Horror: The Card Game, The Circle Undone contains two full scenarios for your team of investigators to test their mettle against the terrors of Arkham, but these are not where your adventures begin. Rather, this expansion thrusts you into the mystery with a prologue scenario “Disappearance at the Twilight Estate.”
Despite the gloom that has taken hold of Arkham, the days continue to press forward. Nathaniel Rhodes has just been elected to the senate, spreading optimism among the city’s most upstanding members, and tonight, Josef Meiger of the Silver Twilight Lodge will be holding a charity event. But some consequence hanging in the stars foretells that the event is destined for a dark end…
In this scenario, you won’t be stepping into the shoes of one of Arkham’s investigators just yet. Instead, you will play as one of four people who attended the ill-fated event and who you will only ever play during this prologue. Each of these characters offers their own unique abilities and skill sets, as well as a starting play area and opening hand, but no deck of additional cards. These unfortunate souls are not investigators, merely people who in the wrong place at the wrong time. Still, you may find you have much to learn from these individuals if you can work through the night’s chaos and find the secrets scattered throughout the estate.
Diana Stanley, The Redeemed Cultist
As you prepare to confront a new crop of horrors in The Circle Undone, you will need to call upon the skills of a new team of investigators, and perhaps no one is better equipped for exploring the secrets of the city than Diana Stanley (The Circle Undone, 4). Diana was once an innocent new business owner in Arkham, and she was proud to be inducted into the prestigious order of the Silver Twilight Lodge. Her admittance was great for business, but her joy soon turned to dread as the order’s meetings became more and more bizarre with each passing week. In her time with the Silver Twilight Lodge, Diana witnessed strange rituals and terrible sacrifices. She was privy to some of the order’s deepest secrets, and while she may wish to get out, she knows too much. Diana is convinced that there are terrible forces converging on Arkham, and that the Lodge is at the heart of it. Despite the risk, Diana has resolved to take down the Silver Twilight Lodge from the inside. But members of the Lodge know that there are fates worse than death…
As an investigator, Diana is focused on stopping the dark machinations of the Lodge or any other force that would put the innocent in harm’s way. After witnessing the terrible power of the Lodge, her willpower has been weakened to a base value of one, but her resolve strengthens with each successful stand against them. After one of Diana’s cards cancels or ignores a card or game effect, it’s placed facedown beneath her investigator card. Diana’s willpower is increased for each card underneath her, and if she draws the Elder Sign during a test, she can add one of these cards to her hand to play it again!
To further increase her protective powers, Diana begins each game with Dark Insight (The Circle Undone, 14) in her hand. She can play this card to cancel the effects of a weakness or encounter card, shuffling it back into the deck. If Diana can gather enough cards in reserve beneath her investigator card, she may even become bold enough to use the Order’s own weapons against them. The Twilight Blade (The Circle Undone, 13) lets this Mystic use her willpower instead of combat for an attack, using the events and skills beneath her investigator card as if they were in her hand. Turning this blade against those who would wield it for evil will add a sweet poetry to Diana’s defiance.
But the gifts of the Silver Twilight Lodge have their price. Diana Stanley carries a Terrible Secret (The Circle Undone, 15), and if she is ever discovered, she must either sacrifice her plans and discard the cards beneath her investigator card, or suffer one horror for each tool she refuses to lose. While it would doubtless be safer for Diana to abandon her mission, the shame of what she has already done and guilt over those she chose not to save will not let her rest until the Order is destroyed. Will you stand with her and defend Arkham from the darkness that festers within the city like a poison? Or will your efforts to expose them lead to your demise?
Centuries of Secrets
A new adventure is about to begin. It is up to you to discover the truth of Arkham’s macabre history and the motives of those who thrive in its shadows. But be cautious—Arkham will not surrender its secrets easily, and those who are determined to keep them will do anything to make problems like a few pesky investigators disappear.
The Secret Name:
That the influence of the old house was unwholesome, he could not deny; but traces of his early morbid interest still held him there. He argued that the fever alone was responsible for his nightly phantasies, and that when the touch abated he would be free from the monstrous visions.
–H.P. Lovecraft, “The Dreams in the Witch House”
Your lead regarding the Silver Twilight Lodge’s charity gala has left you with more questions than answers, and the events that followed have made you question your own sanity. First, there was the cryptic tarot reading from a mysterious soothsayer, then the disappearances, and what you saw in the woods… it’s not possible.
To make matters worse, you seem to have drawn the attention of the Silver Twilight Lodge. They are as eager as you to have your team of investigators look into the disappearances, but what are their true motives? How close can you get before becoming tangled in their web? The only way to find out is to move forward, but to do so you must peer into Arkham’s past.
IX • The Hermit
Look for answers within and not without. Many paths lead to the same answer. Contemplate the greater truth.
Following the events of The Circle Undone, you are desperate to find more information about the dangerous new coven of witches that has taken up residence in Arkham. Such knowledge is difficult to come by, even in a place like Arkham, but you do know of one witch whose story has been passed down for nearly two hundred years: Keziah, who escaped from the Salem Gaol in the late 1600s, and whose ghost still supposedly haunts the condemned Witch House in French Hill.
When you arrive at the old Witch House, you find it in a sorrier state than you could have ever imagined. Surrounded by a crooked picket fence, the building looks as though it may fall apart at any minute. The fact that it has managed to stand for more than two hundred years is astonishing, but from what you see, it’s as if some dark will is the only thing that keeps it from crumbling into the Earth. The front door is locked, but you easily enter through one of the windows by pulling down the rotten wooden boards that cover the shattered glass. But breaking in may only be the beginning of your troubles…
A Dream in the Witch House
As a new cycle begins, you will need new tools to battle unholy forces far more powerful than yourself. You will have to stretch your mind beyond what you had previously thought possible and learn from your allies to become stronger, faster, and smarter than your enemy. To help you with this task, you’ll find a brand-new type of player card in The Secret Name—cards that break boundaries and belong to more than one class. These cards, identified by their golden hue and dual class icons, can be added to your deck if you have access to either of the classes detailed on the card. For example, Scroll of Secrets (The Secret Name, 116) is both a level zero Seeker card and a level zero Mystic card, meaning that an investigator like Diana Stanley (The Circle Undone, 4) can add it to her deck even though she does not have access to other Seeker cards.
If, however, an investigator has limited access to one of the classes on a multiclass card, that card occupies one of the investigator’s limited slots! For example, let’s say that “Ashcan” Pete (The Dunwich Legacy, 5) wants to add some Tennessee Sour Mash (The Secret Name, 117) to his deck. While the drifter has unlimited access to survivor cards, he can only have up to five level zero cards from any other class. Tennessee Sour Mash is both a survivor and a rogue card, and therefore it fills one of his five other-class slots. But with these multi-class cards’ diverse uses, like increasing your willpower with a swig before smashing the bottle over an enemy’s head, they are well worth including in any investigator’s arsenal.
Breaking and Entering
Can Arkham’s history give the answers you need to safeguard the city’s future? Is Keziah somehow related to the coven that has sprung up more than two centuries later? Enter the Witch House and discover the secrets hidden within its walls!
The Wages of Sin:
Between the phantasms of nightmare and the realities of the objective world a monstrous and unthinkable relationship was crystallizing, and only stupendous vigilance could avert still more direful developments.
–H.P. Lovecraft, “The Dreams in the Witch House”
You are not safe in this city any more.
Your journey first began with a dark prophecy from a soothsayer, and it has led you to the dangerous shining halls of Josef Meiger’s estate and the dilapidated Witch House of French Hill in search of buried histories best left forgotten. Tangled up with all of it is a long-dead sorceress from Arkham’s past, so perhaps the best place to start is where so many witches like her met their end hundreds of years ago.
Fantasy Flight Games is proud to announce The Wages of Sin, the second Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website!
XII The Hanged Man
Surrender yourself to the path of sacrifice. Consider the good of all before you act. Let go.
Following the events of The Secret Name, you have been forced to reconsider everything you thought you knew about life and death, sanity and madness. And the mists that hang over Arkham strike greater fear into you than ever before. You must delve deeper into the city’s history of witchcraft and persecution if you wish to make sense of all you have seen. There have been reports of ghost sightings and strange activity in the woods the last few nights at Hangman’s Hill, and you must journey here to learn more about the witches who once hid in Arkham—witches who have again emerged from the shadows in pursuit of some unholy purpose.
When you step onto the hallowed ground of the graveyard, you may find yourself consumed by a feeling that you are not alone, as if the ghosts of the past are all around you, existing on some separate unseen plane. In The Wages of Sin, the locations that you will investigate have two revealed sides, one that exists in the realm you know and one that takes you to the spectral plane. As you plumb the secrets of Hangman’s Hill, locations like the Abandoned Chapel (The Wages of Sin, 168) may flip to their Spectral side, confronting you with a new set of terrors as you face a second encounter deck with its own challenges. While you are in a Spectral location, you will use the Spectral Encounter Deck instead of the normal encounter deck, and the dangers that surround you take on a more ghastly light.
Within this ghostly encounter deck, you’ll find shadowy perils like a Malevolent Spirit (The Wages of Sin, 180) that becomes stronger on the Spectral plane—unable to even be killed unless you use a Spell or a Relic. Then, there are challenges like Grave-Light (The Wages of Sin, 184) that have different effects based on their encounter deck. This may be your city, but it is no longer your world—can you survive against the dead?
Only a fool would venture into an Arkham graveyard at night alone. As such, The Wages of Sin introduces a host of new allies to go on the excursion with you. Guardians can bring the always-professional Alice Luxley (The Wages of Sin, 151) to their team for some investigative help. While this fearless flatfoot is in your service, your intellect is increased, which, with any luck, will help you trigger her reaction—when you discover a clue, you can exhaust Alice to deal one damage to an enemy at your location! She would make an excellent partner if you are stepping into the role of an investigator like Roland Banks (Core Set, 1) or Leo Anderson (The Forgotten Age, 1), who may specialize in battling monsters, but still possess a respectable intellect.
But for discovering clues, there is still no finer class than the Seekers, who may now call on Mr. “Rook” (The Wages of Sin, 153). As a fast action, the dealer of secrets may help you search the top three, six, or nine cards of your deck for any card you desire and draw it. But this knowledge comes with a risk: you must draw a weakness if you come across any in your search.
This element of gambling with your luck continues with the roguish Henry Wan (The Wages of Sin, 155). As an action, Henry Wan can reveal random tokens from the chaos bag until you choose to stop, drawing a card or gaining a resource for each revealed token. If, however, you reveal the auto fail token or one with scenario-specific effects, your gamble has brought you nothing! Henry Wan can be extremely valuable, helping you find both favored tools from your deck and the resources to pay for them, but how far can you push your luck before you fall victim to fate?
Bury Them Deep
Resurrected threats are gathering in the mists and soon Arkham may fall to darkness unless you can restore the light. Muster your courage, hurry to Hangman’s Hill, and discover the secrets buried in the soil!
For the Greater Good:
“Sometimes he would take walks through shadowy tangles of unpaved musty-smelling lanes where eldritch brown houses of unknown age leaned and tottered and leered mockingly through narrow, small-paned windows. Here he knew strange things had happened once, and there was a faint suggestion behind the surface that everything of that monstrous past might not have utterly perished.”
–H.P. Lovecraft, The Dreams in the Witch House
Following the disappearance of four Arkham citizens from a charity event hosted by the Silver Twilight Lodge, you began your investigation into the city’s dark past, looking for anything that may explain what became of the missing and, perhaps, lead to their recovery. Your search began at the forsaken Witch-House that left you a little worse for wear, and now your night at Hangman’s Hill has left you weakened in spirit and resolve. You must go back to the beginning, to your first lead—the Silver Twilight Lodge.
Fantasy Flight Games is pleased to announce For The Greater Good, the third Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game.
V • The Hierophant
Adapt your beliefs and be open to new truths. You are expected to conform. Do not stray from the path.
Following the events of The Wages of Sin, you are disturbed to learn that there have been even more strange sightings and worse, several more people have disappeared. You need help. How your adventure in For the Greater Good begins will depend on the choices that you have made earlier in your campaign. Do you believe you can trust the elite members of the Lodge, or are you suspicious of their intentions? They may be able to help you piece together the evidence you’ve collected, but if they have something to hide, you may be better off sneaking into the Lodge’s manor in French Hill to learn what they are plotting.
Before you step into the halls of the Silver Twilight Lodge, For the Greater Good instructs your team to set aside one skull, cultist, tablet, and elder god token. These won’t be added to the chaos bag during the scenario—rather, they will act as keys which you may recover throughout your investigation. Keys can enter play in several ways. You may acquire them by clearing the clues from a certain location, taking them from a defeated enemy, or even more esoteric effects. Once you take control of one of these treasured keys, you must take care to either unlock its sealed door or bring it to the rest of your team… as if you control a key when you are eliminated, you’ll drop it at your location where anyone may find it. If you’re growing weak and wish to prevent this from coming to pass, you may use an action to give control of your key to any other investigator at your location.
The Inner Circle
Your relationship with the Order of the Silver Twilight cannot continue to balance on the edge of a knife. You must decide whether you will place your trust in them or count them among your enemies. This need for defined lines is reflected not only in the story, but also the player cards of For the Greater Good.
As you continue to build your investigator’s deck, you may find that your needs shift as your investigator grows into their own. In The Secret Name, Arkham Horror: The Card Game broke the boundary between player factions by introducing unique cards like Scroll of Secrets (The Secret Name, 116) that belonged to multiple classes. Now, as your investigators continue to gain experience from their research into Arkham’s secret history, you will have the chance to upgrade these into more powerful versions that belong to classic, single-class categories.
While at first glance, these cards may seem quite similar, a trained eye will notice differences in both their art and abilities. For example, the Rogue version of Tennessee Sour Mash (For the Greater Good, 190) speaks to the heart of its faction far more than its Survivor-class equivalent (For the Greater Good, 191). In addition to gaining the fast keyword, the Rogue version of the card gives you an additional point to your willpower when you’re facing a treachery card, and it deals additional damage if you choose to discard it during a fight. But this is not to say that the Survivor’s version is without merits. Not only is the Survivor’s Tennessee Sour Mash less expensive, it also gives its controller an additional use and the chance to evade an enemy when discarding the card.
Should you choose to upgrade a multi-class card, you must still obey all rules of purchasing, meaning that your investigator’s deckbuilding requirements must be observed. For example, the Mystic Diana Stanley (The Circle Undone, 4) will not be able to take the Seeker version of Scroll of Secrets (For the Greater Good, 188) even if she has the level zero version in her deck. She can, however, equip herself with a Mystic’s Scroll of Secrets (For the Greater Good, 189) to manipulate an investigator’s deck or even the encounter deck, which a Seeker could not touch. Only by balancing your strengths with those of your allies will you be able to stand against whatever haunts Arkham—whether it is linked to the Lodge or not.
Behind Closed Doors
What secrets are the Order of the Silver Twilight guarding within the walls of their manor? Will you trust them to tell the truth should you ask, or will you slip past their defenses to discover the answers you seek? Steel your resolve, enter the sanctum, and bring an end to the terrors that threaten Arkham!