|Number of Game Players||2|
|Remote Control Included?||No|
|Release date||15 November 2016|
|Mfg Recommended age||14 - 99 years|
|Item Model Number||AHC01|
|Product Dimensions||25.4 x 5.08 x 25.4 cm; 907.18 Grams|
Fantasy Flight Games AHC01 Arkham Horror LCG - Base Card Game
Recommended Retail Price (RRP)The RRP displayed is the most recent manufacturer’s recommended retail price made available to Amazon AU.
|You Save:||$20.05 (29%)|
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- A cooperative living card game set amid a backdrop of Lovecraftian horror
- Card game blurs the distinction between the card game and roleplaying experiences
- Suitable for 14 years and above kids
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Blurring the traditional lines between roleplaying and card game experiences, Arkham Horror: The Card Game is the Living Card Game of Lovecraftian mystery, monsters and madness. 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. Game contents: 239 Cards (5 Investigator Cards, 5 Mini Cards, 110 Scenario Cards, 119 Player Cards); 149 Tokens (30 Resource Tokens, 44 Chaos Tokens, 18 Horror Tokens, 27 Damage Tokens, 30 Clue/Doom Tokens); 1 Campaign Guide; 1 Learn to PlayBook; 1 Rules Reference Guide. Suitable for 14 years and above kids. A number of players: 1 to 2. Playing time: 1 to 2 hours.
From the manufacturer
Enter the Mythos
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.
About the Game
Live Through Horrifying Mysteries
Arkham Horror: The Card Game, more than any card game before it, is a blend of the traditional customizable card game and roleplaying experiences. You become one of the game's investigators and customize your deck of cards to reflect your personal strengths and resources. However, as the investigators of Arkham LCG all have their own distinct personalities, each comes with his or her own deckbuilding requirements.
Your Actions Have Consequences
Each of your adventures in Arkham Horror: The Card Game carries you deeper into the mysteries that previously haunted only those unfortunate souls touched by madness or otherwise tuned to the senses that few of us often employ. 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…
It is easy to enjoy Arkham LCG as a series of standalone adventures. However, as much as all of your adventures thrust you into the midst of thrilling and horrifying situations, it is only when you see how they follow upon each other that you truly begin to understand the madness at the edges of Arkham LCG… The basic mode of play is not the adventure, after all, but the campaign. And all your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand.
Your Gateway to the Other Worlds
Because Arkham Horror: The Card Game is a Living Card Game, the Core Set is not just the beginning of your adventures, it is your gateway to new worlds, new dimensions, and a whole new level of thought and understanding.
While the Core Set comes with enough cards to promote a wide variety of different decks, and its adventures will reward you with hours upon hours of fascinating and horrifying mysteries, it also sets you apart from the vast majority of humanity—all those people who blissfully and ignorantly go about their lives unaware of the other worlds that border upon ours, the Ancient Ones that inhabit those alien realms, and the foul rituals conducted on earth by those mortals who worship them.
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We couldn't successfully complete the campaign in our first few plays but it was fun chatting after losing about what we could've done better. Once we tried a different 2 investigators and dumped the suggested original 2 we started to make progress. On our second attempt we absolutely smashed the 1st scenario, scrapped through the 2nd and are playing the 3rd and final one tonight.
There's lots of cards that I think will keep replayability high, not to mention the options that the expansions bring to the table.
The components are the usual FFG great quality although I would've liked some more resource tokens but that's just nit picking.
We REALLY love this game, so much so that the postie delivered the 1st upgrade "The Dunwich Legacy" to us this very morning! I've never bought a game expansion so soon after buying a core set so that should tell you something.
If you like The Lord of the Rings LCG or something similar like Warhammer Adventure Card game and enjoy a bit of tension and horror then this game could be right up you street.
This game looks fun and it’s clear it’s the most accessible LCG on the market but after trying to play 1 session some things are very clear:
*the gsm of the cards is very low compared to say hogwarts battle or pandemic and protectors will be required for everything since this is the core set, genuine card and token protectors can double the true cost of this product.
*there is no dice bag included but it is required, this seems a bit mean.
*the rules are very complex, there is a QuickStart guide which is the length of a typical games rules. There is then a 30 page rule book that is simply an alphabetised glossary. The game is pretty much unplayable until you have read and memorised this cover to cover as all the exceptions completely change the gameplay and you will meet exceptions every turn.
I would say this is no more complicated than say Hogwarts Battle but HB introduces the rules with such well thought out grace over 10 sessions and Arkham makes no effort to ease into the complexity. Ultimately it is up to the main player to explain the game in it’s entirity to a new player and I could not get my wife to play this game, who happily plays HB and Pandemic. It took me 2 weeks of reading the rules instead of playing to memorise them all.
It has a very steep learning curve, I recommend watching some YouTube videos there are a load of them(the Arkham Chronicle ones are very clear and entertaining to boot) but once you get your head around them you'll be okay.
It's brutal... prepare to fail. I have no idea how anyone could survive on hard or expert! But it is very tough.
Okay now lets get positive. You maybe wondering why I've given the game 5 stars with cons. It's because once you learn the rules it's not a problem and if I went through the story in one sitting it wouldn't be any fun at all, but for you if you get frustrated with games you can't pick up right away or that are tough on you maybe this isn't the game for you.
The story is very well done. The artwork on the cards is excellent. The gameplay is loads of fun with unpredictable events and challenges. Don't worry about replay value. Okay once you have played through the first time you will know the story but trying it with different characters and difficulties + deck building and fan made scenarios on boardgamegeek will keep you busy