PICK-UP LOCATION: 833 Westlock Rd, Unit #9 Mississauga, ON (Saturdays & Sundays ONLY)

Arkham Horror: The Card Game

PLAYERS
 1 to 2
PLAY TIME
60 to 120 minutes
SUGGESTED AGE
14+
EXPANSIONS/VARIANTS
Arkham Horror: The Card Game, Arkham Horror LCG: Curse of the Rougarou, Arkham Horror LCG: Carnevale of Horrors,Arkham Horror LCG: The Dunwich Legacy, Arkham Horror LCG:The Path to Carcosa, Arkham Horror LCG: The Miskatonic Museum, Arkham Horror LCG: The Essex County Express, Arkham Horror LCG: Blood on the Altar, Arkham Horror LCG: The Labyrinths of Lunacy, Arkham Horror LCG: Undimensioned and Unseen, Arkham Horror LCG: Lost in Time and Space, Arkham Horror LCG: Where Doom Awaits, Arkham Horror LCG: Echoes of the Past, The Unspeakable Oath, A Phantom of Truth, Arkham Horror LCG: Return to the Night of the Zealot, Arkham Horror LCG: The Forgotten Age, Black Stars Rise, Arkham Horror LCG: Guardians of the Abyss, Arkham Horror LCG: The Pallid Mask, Arkham Horror LCG: Return to the Dunwich Legacy, Arkham Horror LCG: Dim Carcosa, Arkham Horror LCG: The Boundary Beyond, Arkham Horror LCG: Threads of Fate, Arkham Horror LCG: Heart of the Elders, Arkham Horror LCG: The City of Archives, Arkham Horror LCG:The Eternal Slumber, Arkham Horror LCG:The Depths of Yoth, Arkham Horror LCG: Shattered Aeons, Arkham Horror LCG: The Night's Usurper, Arkham Horror LCG: The Secret Name, Arkham Horror LCG: The Wages of Sin, Arkham Horror LCG: For the Greater Good, Arkham Horror
SUPPLEMENTAL
BoardGameGeek

 

Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between roleplaying and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!

In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult.

No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries.

Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world...

The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand — and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.