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Arkham Horror LCG: The Dream-Eaters Investigators Expansion

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Artikelnummer: AHLCG-115 Categorieën: , GTIN: 0841333125028

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Arkham Horror LCG: The Dream-Eaters Investigator Expansion

“There are twists of time and space, of vision and reality, which only a dreamer can divine…”- H.P. Lovecraft, “The Silver Key”

There is a hidden realm outside the world of the waking: a realm of whimsy, imagination, and nightmares. After occult author Virgil Gray writes about his adventures in these “Dreamlands,” you decide to set forth and learn the truth for yourself. Nothing could have prepared you for the terrible wonders that dwell on the other side…

Fantasy Flight Games is proud to announce The Dream-Eaters, the penultimate pair of repackaged expansions for Arkham Horror: The Card Game!

Return to the fifth cycle of content for Arkham Horror LCG with The Dream-Eaters Investigator Expansion and The Dream-Eaters Campaign Expansion. Just like with previous cycles, all player cards for this cycle can be found within the Investigator Expansion while all campaign- and scenario-related cards can be found in the Campaign Expansion. This is the perfect opportunity for new fans of the game to experience its fifth full-length campaign, and for longtime fans to catch up on any parts they may have missed. Whether you want just one of the expansions or both, no Arkham fan will want to miss out on The Dream-Eaters!

Note: Any longtime fans of Arkham Horror: The Card Game who already own everything from the original The Dream-Eaters cycle will not find any new cards or content within these two expansions.

Beyond the Steps of Slumber

Navigating the Dreamlands is no easy task, so to help you overcome this challenge, The Dream-Eaters Investigator Expansion brings a versatile group of five investigators to the scene.

Just like always, each investigator has their own strengths and weaknesses that they bring to any campaign, not just that of The Dream-Eaters.

One of those investigators is Tommy Muldoon (The Dream-Eaters Investigator Expansion, 1), the rookie cop. As a Guardian investigator, Tommy’s role is all about engaging enemies and soaking up damage/horror, and his kit synergizes well with that. His inherent ability allows him to gain some resources whenever an asset he controls is defeated with damage and/or horror on it, while also shuffling that asset back into his deck. This works with any asset that can have damage or horror, which means Tommy can get multiple uses out of allies like Tetsuo Mori (The Dream-Eaters IE, 155) from just one pass through his deck. When Tetsuo is defeated, he can help Tommy search his deck for Becky (The Dream-Eaters IE, 6), his signature rifle. If Becky is already in play, then Tommy can use the resources he gets from Tetsuo’s defeat to reload the gun instead, further boosting his flexibility. With the ability to pull off combos like this one, not to mention Tommy’s role as a Guardian, it can be tempting to equip him with as many assets that can take damage and/or horror as possible, but beware; due to his inexperience, Tommy is susceptible to making a Rookie Mistake (The Dream-Eaters IE, 7), which could leave him completely empty-handed (“discarding” an asset is not the same as “defeating” it, after all).

Of course, Tommy Muldoon is not the only investigator in this box, and who could be more fitting to join The Dream-Eaters’ roster than the dreamer himself, Luke Robinson (The Dream-Eaters IE, 4)? This Mystic investigator stands out among his peers for having access to a signature location, the Dream-Gate (The Dream-Eaters IE, 15a). This mystical place is connected to all other revealed locations while it’s in play, allowing Luke to jump around the scenario map with ease. It also synergizes well with his inherent ability to play an event as if he were in a connecting location, since being within the Dream-Gate means Luke is connected to everywhere at once!

Of course, accessing this mystical realm of dreams is not something Luke can do freely. In order to put the Dream-Gate into play, Luke must spend a charge from his Gate Box (The Dream-Eaters IE, 13). Also, just as dreams are fleeting, the Dream-Gate cannot remain in play for long, which means Luke will need to carefully choose when to step away from reality in order to maximize the use of his powers. That said, sometimes the call of the Dreamlands is too irresistible, and Luke will become Detached from Reality (The Dream-Eaters IE, 14). When this happens, the Dream-Gate switches to its Pointless Reality (The Dream-Eaters IE, 15b) side, trapping Luke in a dream until he either successfully investigates or takes some horror.

    

Beyond the investigators themselves, The Dream-Eaters Investigator Expansion also brings in plenty of new deckbuilding options to help you navigate the Dreamlands. Several of these cards, such as Solemn Vow (The Dream-Eaters IE, 20) and Easy Mark (The Dream-Eaters IE, 26), feature the “myriad” keyword, which allows you to include three copies in your deck instead of the usual two. Also, when purchasing myriad cards for your deck, you can add all three copies for the price of one, making them an efficient use of experience between scenarios.

The expansion also features multiple cards with the “bonded” keyword, such as Luke Robinson’s Gate Box, which we covered above. These cards are never included in your deck during deckbuilding and are instead linked to other cards that bring them into play. For example, the card Essence of the Dream (The Dream-Eaters IE, 113) is bonded to the Dream Diary (The Dream-Eaters IE, 112), which allows you to add Essence of the Dream to your hand. Likewise, the wondrous Miss Doyle (The Dream-Eaters IE, 30) brings the grand trio of Hope (The Dream-Eaters IE, 31), Zeal (The Dream-Eaters IE, 32), and Augur (The Dream-Eaters IE, 33) into your deck. With the bonded keyword opening up so many unique possibilities for deckbuilding, one might say it’s a dream come true!

Dreams and Nightmares

Whether not you have any interest in the Investigator Expansion, you’ll still want to check out the Campaign Expansion! Even among Arkham Horror LCG’s various campaigns, The Dream-Eaters stands out as particularly unique, because it’s actually two campaigns in one!

The first of those campaigns, The Dream-Quest, sees you and your fellow investigators journeying through the Dreamlands in pursuit of the truth behind the writings of a man named Virgil Gray. As you retrace the steps of Gray (and many others who claim to have experienced the exact same dream as him), you’ll encounter sentient flames, a city of talking cats, and a particularly skilled dreamer, Randolph Carter (The Dream-Eaters Campaign Expansion, 59). Throughout your journey, you must learn to navigate a realm of whimsy and madness as you search for the answers you seek.

The second campaign within the Campaign Expansion is The Web of Dreams. While The Dream-Quest follows the tale of a group of investigators who dive into the world of dreams, The Web of Dreams follows a second group of investigators who stay behind in the waking world. When the dreaming investigators don’t wake up, you and your companions take them to the local hospital, where things slowly begin to take an unsettling turn. An unnerving infestation of spider-like monsters emerges in Arkham, and it’s up to your party to stop their monstrous machinations with the help of… Randolph Carter (The Dream-Eaters CE, 79)? Strange, what is he doing both inside and outside the Dreamlands?

While we’re on the topic, each campaign in the Campaign Expansion can be played separately, but they also can be woven together into one full-length narrative. Since The Dream-Quest and The Web of Dreams are both only four scenarios long, this would make the “complete” The Dream-Eaters campaign be the same length as a typical Arkham Horror campaign, with one primary twist: since the two mini-campaigns follow two different groups of investigators (one inside the Dreamlands, one in the waking world), you’ll likewise have to build a separate investigator deck for each storyline. All these factors combine into a large-scale, epic narrative that, as it all comes together, handles like a dream!

Grand Design

With two distinct threats taking place in two different worlds, investigators have their work cut out for them in The Dream-Eaters. With two distinct campaigns that you can play separately or combined into one cohesive story, this is one chapter of Arkham Horror: The Card Game that you won’t want to miss.