Arkham Horror The Card Game + The Forgotten Age Bundle


Arkham Horror: The Card Game


Arkham Horror The Card Game: The Forgotten Age

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Arkham Horror The Card Game + The Forgotten Age Bundle:

Deze bundel omvat het basisspel Arkham Horror: The Card Game evenals de deluxe uitbreiding The Forgotten Age aan een voordelige prijs. Het gebruik van kortingscodes is uitgeschakeld voor gebundelde producten.

Arkham Horror The Card Game + The Forgotten Age Bundle
Arkham Horror The Card Game + The Forgotten Age Bundle

Arkham Horror The Card Game:

“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.”
–H.P. Lovecraft

The boundaries between worlds have drawn perilously thin…

Arkham Horror: The Card Game is a cooperative Living Card Game® set amid a backdrop of Lovecraftian horror. As the Ancient Ones seek entry to our world, one to two investigators (or up to four with two Core Sets) work to unravel arcane mysteries and conspiracies.

Their efforts determine not only the course of your game, but carry forward throughout whole campaigns, challenging them to overcome their personal demons even as Arkham Horror: The Card Game blurs the distinction between the card game and roleplaying experiences.

Enter the Mythos

In Arkham Horror: The Card Game, you become one of the unlikely group of investigators living and working in or near the quiet New England town of Arkham. You might assume the persona of Federal Agent Roland Banks, or you might slip into the role of street urchin Wendy Adams.


Regardless of which investigator you become, you’ll begin play with a number of different strengths and weaknesses. Some of these are indicated by your double-sided investigator card. Others are built into your deck.

This is because, as with Wendy Adams (Core Set, 5), each investigator comes with deckbuilding requirements that include two character-specific cards and a weakness. In Wendy’s case, this means her deck will always include Wendy’s Amulet (Core Set, 14) and Abandoned and Alone (Core Set, 15), as well as a basic weakness—possibly Amnesia (Core Set, 96) or Paranoia (Core Set, 97).

You’ll have a good measure of freedom in the design of the rest of the deck. You can load it with different gear you might equip, allies that you’d like to accompany you, spells you might cast, weapons to help you battle the strange monsters you encounter, talents you can develop, and events that might grant you valuable momentary advantages. However, no matter which cards you build into your deck, you’ll have to remain cognizant of your physical limitations.

Even if you’re fighting monsters that defy explanation, you’re still only human. That means you’ve only got one neck, one body, and two hands. It also means that your mind can only withstand so much strain before you go mad. Accordingly, in Arkham LCG, your investigator can only equip a limited number of items. And you’ll count yourself lucky to find even one ally bold enough to accompany you along the way.

For all the freedom you gain in building your deck, however, the greatest freedom you gain as an investigator in Arkham LCG is the ability to steer your investigation in whichever direction you wish. Do you want to scour a room for signs of the occult? You can. Do you want to leave the room and explore another location? You can. Would you prefer to load your weapon in case the sounds that you’re hearing are being made by something not fully human? You can.

Your decisions in Arkham LCG aren’t limited by the cards in your hand. Rather, you have three actions each round to use as you wish—to search for clues, to move, to battle monsters, or to dig for resources and equipment. You’re the character; you’re not limited by the cards in your hand.

Layers of Mystery

In Arkham Horror: The Card Game, after you’ve assumed your role as investigator and prepared your deck of resources, you’re ready to embark upon a series of strange and mysterious adventures.

Instead of trying to defeat other players, the goal of Arkham LCG is to successfully unearth the secrets of the Ancient Ones, their minions, their cults, and the unfathomable evils that they’re perpetrating within the streets of Arkham. In order to do this, you must find a way to gather enough clues that you can solve the mystery immediately before you. This is done by exploring locations, discovering the clues they hold, and using those clues to advance the act deck.

However, you have to move quickly, because you and your companions aren’t the only active parties in this game. In addition to the act deck, there is also an agenda deck. While you and your companions are conducting your investigation, the forces of evil are advancing their agendas.

Each round, you’ll place doom upon the active agenda, and discover other cards that will accelerate this impending doom. Should enough doom be placed upon an agenda, the forces of evil will have moved another step along their ultimate design, and should they progress through the agenda deck before you and your friends successfully complete the act deck, you lose.

These forces of evil won’t just be working in the shadows. They’ll confront you at every turn, hoping to defeat you and thwart your efforts. Each adventure comes with rules that help you quickly assemble a custom-tailored Scenario deck that reflects the different enemies, obstacles, hexes, curses, and other treacheries you may face during your investigations. Along with the any rules specific to the adventure, as well as its act and agenda decks, this Scenario deck gives life to the game’s eerie mysteries.

You may overhear Mysterious Chanting (Core Set, 171) echoing through the halls of Miskatonic University. The floorboards may break open beneath you as Grasping Hands (Core Set, 162) reach and flail blindly about, grasping and clawing at your ankles. Or your investigation of a damp cellar may lead you straight into the path of an Icy Ghoul (Core Set, 119). There’s no telling what you may encounter—the range of possibilities is utterly unfathomable.

A Gateway to Other Worlds

Beware! Once your eyes have opened to the terrifying realities of our world, you can never unsee what you have seen…

You can, if you wish, play Arkham Horror: The Card Game as a series of standalone adventures, but you may find that your early investigations lead to as many questions as answers. And for those who dare continue, there’s more to your investigation. The game’s adventures are designed as parts of larger campaigns, and the choices that you make in one adventure will have consequences later on in your campaign. You may suffer mental or physical trauma. Your enemies may gain strength. Or you may reduce their number, recruit valuable allies, and gain valuable experience with which you can “level up” your deck.

Some of the game’s cards feature pips beneath their cost that indicate their level. Although you cannot include any of these cards in your deck at the beginning of a campaign, you can use the experience you earn from your adventures to add them to your deck, swapping them in for other cards.

These alterations in your deck mirror the sense of character advancement familiar to most roleplaying games and helps to prepare you for the greater challenges you’re likely to face as you move further along and draw nearer the heart of your campaign’s mysteries.

Finally, as a Living Card Game®, Arkham Horror: The Card Game allows you to explore realms far beyond the confines of the Core Set and its campaign. Deluxe Expansions and Mythos Packs introduce new adventures, new campaigns, new player cards, and even new investigators.

Begin Your Investigation

Steel your nerves, arm yourself, and be sure to consult your most arcane tomes. The boundaries that guard our world from the other realms of existence are growing thin, and all manner of strange and eerie adventures await you in Arkham Horror: The Card Game!

The Forgotten Age Deluxe Expansion:

“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!