Einige Erweiterungen für Arkham Horror: Das Kartenspiel fügen der. Sammlung eines Spielers neue Grundschwächen hinzu. Diese Karten werden einfach den. Seit dem Frühjahr nach seinem Erscheinen war "Arkham Horror - Das Kartenspiel" lange Zeit vergriffen. Was ist so interessant an diesem so. Arkham Horror: Das Kartenspiel verwischt die traditionellen Grenzen von Rollen- FAQ. Download. Arkham-Welt. Besuchen. Lies oder stirb (Regeln). Download Hier weiterlesen Arkham Horror: Das Kartenspiel – Der Pfad nach Carcosa.
Arkham Horror: Das KartenspielArkham Horror: Das Kartenspiel verwischt die traditionellen Grenzen von Rollen- FAQ. Download. Arkham-Welt. Besuchen. Lies oder stirb (Regeln). Download Hier weiterlesen Arkham Horror: Das Kartenspiel – Der Pfad nach Carcosa. Dank vieler Erweiterungen und Ableger ist die Welt von Arkham Horror wohl die umfassendste Spielewelt von Fantasy Flight Games, die zugleich. Das Arkham Horror Kartenspiel gehört zur Kategorie der Living Card Games. Mit dem Basisspiel erhaltet ihr genügend Material für zwei Spieler.
Arkham Horror Kartenspiel Faq Navigation menu Video021 What's an FAQ? - Arkham Horror LCG Card Game - Arkham Chronicle REMASTER Das Kartenspiel. Die aktuellste Version dieses Dokuments gilt als Ergänzung zum Referenzhandbuch von Arkham Horror: Das Kartenspiel. Arkham Horror: Das Kartenspiel verwischt die traditionellen Grenzen von Rollen- FAQ. Download. Arkham-Welt. Besuchen. Lies oder stirb (Regeln). Download Hier weiterlesen Arkham Horror: Das Kartenspiel – Der Pfad nach Carcosa. Arkham Horror LCG Regelfragen. Hier können Fragen zu Regeln und Karten und deren Auslegungen gestellt und besprochen werden. Themen. Seite 1. Einige Erweiterungen für Arkham Horror: Das Kartenspiel fügen der. Sammlung eines Spielers neue Grundschwächen hinzu. Diese Karten werden einfach den.
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Arkham Horror: Das Kartenspiel — Reihe. Some enemies, when drawn from the encounter deck, spawn in a particular location, indicated by a bold " Spawn " instruction in the text box.
When playing a standalone game i. Story cards serve as an avenue for additional narrative and typically appear as the reverse side of another scenario card.
When you are instructed to resolve a story card, simply read its story text and resolve its game text, if any. At certain points throughout The Forgotten Age campaign, investigators are given the opportunity to choose supplies to bring on their expeditions into the wilds.
These supplies are recorded in the Campaign Log, under each investigator's "Supplies" section. Supplies are purchased with supply points, which are granted to investigators whenever they are given the opportunity to purchase supplies.
Leftover supply points are not recorded, and are lost. An investigator's supplies will determine the possible options available during gameplay and throughout the story of this campaign.
Each supply has no effect on its own. Some card effects, story options, and resolutions may change or become available depending on the supplies carried by the investigator s.
After drawing and resolving an encounter with the surge keyword, an investigator must draw another card from the encounter deck. An enemy with the swarming X keyword is actually a pack of enemies operating in unison.
After you put any enemy with the swarming X keyword into play, place the top X cards of your deck facedown underneath the enemy as swarm cards, without looking at them.
The enemy they are underneath is called the "host enemy. This is done using the same process. The term "choose" indicates that one or more targets must be chosen in order for an ability to resolve.
The player resolving the ability must choose a game element usually a card that meets the targeting requirements of the ability.
Tarot slots are a new type of asset slot introduced in this expansion. The following symbol indicates that an asset fills a tarot slot:.
As with other slots, tarot slots limit the number of asset cards of that slot type an investigator is permitted to have in play simultaneously.
If the effect of an ability includes the word "then," the text preceding the word "then" must be successfully resolved in full before the remainder of the effect described after the word "then" can be resolved.
There is no limit to the number of tokens of any type which can be in the game area at a given time.
If players run out of the provided tokens, other tokens, counters, or coins may be used to track the current game state.
Most cards have one or more traits listed at the top of the text box and printed in bold italics.
Treachery cards represent curses, afflictions, madnesses, obstacles, disasters, or other unexpected occurrences an investigator may encounter throughout the course of a scenario.
When a treachery card is drawn by an investigator, that investigator must resolve its effects. Then, place the card in its discard pile unless otherwise instructed by the ability.
A triggered ability is an ability that is optionally triggered by a player. A triggered ability can be identified by one of the following icons.
A triggering condition indicates the timing point at which an ability may be triggered. Most triggering conditions use the word "when" or "after" to establish their relation to the specified timing point.
See also: " Ability " on page 2, " After " on page 4, " When " on page Unique [unique] A card with the [unique] symbol before its card title is a unique card.
There can be no more than one instance of each unique card, by title, in play at any given time. Some locations have abilities that prevent you from entering or using a particular enemy unless all of the clues have been discovered from a particular location; for example, the Engine Car.
When interpreting such an ability, if the location is unrevealed and therefore has no clues on it , this does not satisfy the ability; it must have been revealed at some point.
When a card bearing this keyword enters play, place a number of resource tokens equal to the value X , from the token pool, on the card.
The word following the value establishes and identifies the type of uses this card bears. The resource tokens placed on the card are considered uses of the established type, and are not considered resource tokens.
Some encounter cards are worth vengeance points. The text Vengeance X indicates that a card is worth X vengeance points. Like Victory X , when an encounter card with Vengeance X is overcome by the investigators, it is stored in the victory display until the end of the scenario.
However, unlike victory points, vengeance represents the awareness and animosity of the Father of Serpents, and it is generally a good idea to avoid accruing vengeance points whenever possible.
Vengeance points in the victory display have no impact upon the game unless specifically referenced by another encounter card.
Some encounter cards are worth victory points. The text Victory X indicates that a card is worth X victory points.
An encounter card worth victory points that is overcome by the investigators is stored in the victory display until the end of the scenario.
The victory display is an out-of-play game area shared by all players. Upon completion of the scenario, the cards in the victory display provide experience, which can be used to upgrade an investigator's deck see " Campaign Play " on page 5.
Weakness is a card sub-type. These cards represent character flaws, curses, madnesses, injuries, tasks, enemies, or story elements that are part of an investigator's backstory, or that are acquired over the course of a campaign.
Weakness cards are resolved differently depending upon their cardtype. The word "when" refers to the moment immediately after the specified timing point or triggering condition initiates, but before its impact upon the game state resolves.
The resolution of a "when" ability interrupts the resolution of its timing point or triggering condition. For example, an ability that reads "When you draw an enemy card" initiates immediately after you draw the enemy card, but before resolving its revelation ability, spawning it, etc.
Wild icons committed to a skill test are considered "matching" icons for the purposes of card abilities. The act deck represents the progress of the investigators through a scenario.
Should the act deck invoke a resolution, the players have completed the scenario they may even have "won! Instructions for resolving the designated resolution are found in the "do not read until end of game" section of the campaign manual.
The agenda deck represents the objectives and progress of the malicious forces pitted against the investigators in the scenario. Instructions for resolving the designated resolution are found in the "do not read until end of game" section of the campaign guide.
Should the scenario end with no resolution being reached for example, if all investigators have been eliminated or have resigned , instructions for resolving the scenario can be found in the "do not read until end of game" section of the campaign guide.
The value of the letter X is defined by a card ability or a granted player choice. If X is not defined, its value is equal to 0. You get —1 [willpower] and —1 sanity.
For its [action] ability, "you" refers to the investigator who is performing the [action] ability. When a player wishes to initiate a triggered ability or play a card, that player first declares his or her intent.
There are two preliminary confirmations that must be made before the process of initiating an ability or playing a card may begin.
These are:. The " Phase Sequence timing chart " depicts the phases and steps of a game round. Each time an investigator makes a skill test, use the skill test timing detailed in the " Skill Test timing chart.
Numbered items presented in the grey boxes are known as framework events. Framework events are mandatory occurrences dictated by the structure of the game.
This section provides a detailed explanation of how to handle each framework event step presented on the game's flow chart, in the order that the framework events occur throughout the round.
This step formalizes the beginning of the mythos phase. As this is the first framework event of the round, it also formalizes the beginning of a new game round.
The beginning of a phase is an important game milestone that may be referenced in card text, either as a point at which an ability may or must resolve, or as a point at which a delayed effect resolves or a lasting effect expires.
Compare the total number of doom in play on the current agenda and on each other card in play with the doom threshold of the current agenda.
If the value of doom in play equals or exceeds the doom threshold of the current agenda, the agenda deck advances.
When the agenda deck advances, remove all doom from play, returning them to the token pool. Turn the current agenda over, read the story text, and follow any advancement instructions.
Unless otherwise directed by the advancement instructions, the front side of the next sequential agenda card becomes the new current agenda, and the advancing agenda is simultaneously removed from the game.
Note: Unless a card otherwise specifies that it can advance the agenda, this is the only time at which the agenda can advance.
In player order, each investigator draws the top card of the encounter deck, resolves any revelation abilities on the card, and follows the instructions below based on the card's type.
The end of a phase is an important game milestone that may be referenced in card text, either as a point at which an ability may or must resolve, or as a point at which a delayed effect resolves or a lasting effect expires.
The investigators may take their turns in any order. The investigators choose among themselves who among the investigators will take this turn, and making this choice begins that investigator's turn.
The investigator taking his or her turn is known as the "active investigator. Once an investigator begins a turn, that investigator must complete the turn before another investigator may take his or her turn.
Each investigator takes one turn each round. During his or her turn, an investigator is permitted to take three actions. An action can be used to do one of the following:.
The three actions an investigator performs during his or her turn may be any of the above, in any order, and may even be the same action three times in a row.
Flip the active investigator's mini card to its colorless side to show that the investigator's turn has ended. If there is an investigator who has not yet taken a turn this round, return to 2.
If each investigator has taken a turn this round, proceed to 2. Resolve the hunter keyword for each ready, unengaged enemy that has the hunter keyword see " Hunter " on page Resolve engaged enemy attacks in player order, with each player resolving all of his or her engaged enemies before advancing to the next player.
Each ready, engaged enemy makes an attack against the investigator to which it is engaged. When an enemy attacks, deal its attack both its damage and its horror, simultaneously to the engaged investigator.
Upon completion of dealing the attack and all abilities triggered by the attack , exhaust the enemy. If an investigator is engaged with multiple enemies, resolve their attacks in the order of the attacked investigator's choosing.
After an investigator has resolved the attacks of the enemies he or she is engaged with, return to the previous player window. After the final investigator resolves enemy attacks, proceed to the next player window.
Flip each investigator's mini card back to its colored side. This indicates that the investigator's actions have been reset for his or her next turn.
In player order, each investigator draws 1 card. Once those cards have been drawn, each investigator gains 1 resource. In player order, each investigator with more than 8 cards in hand chooses and discards cards from his or her hand until he or she has 8 cards remaining in hand.
As the upkeep phase is the final phase in the round, this step also formalizes the end of the round. Any active "until the end of the round" lasting effects expire at this time.
After this step is complete, play proceeds to the beginning of the mythos phase of the next game round.
This step formalizes the beginning of a skill test. There are four types of skill tests: willpower tests, intellect tests, combat tests, and agility tests.
The card ability or game rule determines which type of test is necessary, and thereby a test of that type begins. The investigator performing the skill test may commit any number of cards with an appropriate skill icon from his or her hand to this test.
Each other investigator at the same location as the investigator performing the skill test may commit one card with an appropriate skill icon to this test.
An appropriate skill icon is either one that matches the skill being tested, or a wild icon. Cards that lack an appropriate skill icon may not be committed to a skill test.
Do not pay a card's resource cost when committing it. Apply any effects initiated by the symbol on the revealed chaos token.
If none of the above symbols are revealed, or if the icon has no corresponding ability, this step completes with no effect.
Start with the base skill of the skill that matches the type of test that is resolving of the investigator performing this test, and apply all active modifiers, including the appropriate icons that have been committed to this test, effects of the chaos token s revealed, and all active card abilities that are modifying the investigator's skill value.
If the investigator's skill value equals or exceeds the difficulty for this test as indicated by the card or game mechanic invoking the test , the investigator succeeds at the test.
If the investigator's skill value is less than the difficulty for this test, the investigator fails at the test. Additionally, some other card abilities may contribute additional consequences, or modify existing consequences, at this time.
Resolve the appropriate consequences based on the success or failure established during step ST. If there are multiple results to be applied during this step, the investigator performing the test applies those results in the order of his or her choice.
This step formalizes the end of this skill test. Discard all cards that were committed to this skill test, and return all revealed chaos tokens to the chaos bag.
There are no action windows during setup. Players may only trigger player card abilities or play cards from hand during setup if the card or ability's specific triggering condition is met.
This section presents a detailed anatomy of each cardtype. Scenario cards include act cards, agenda cards, location cards, treachery cards, enemy cards, and scenario reference cards.
Player cards include investigator cards, investigator mini cards, asset cards, event cards, and skill cards. Unless all of location's clues have been discovered.
Mythos phase II. Investigation phase III. Enemy phase IV. The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents.
Lovecraft, "The Call of Cthulhu" Halt! The Grim Rule If players are unable to find the answer to a rules or timing conflict in this Rules Reference, resolve the conflict in the manner that the players perceive as the worst possible at that moment with regards to winning the scenario, and continue with the game.
Glossary The following is an alphabetical list of entries for game rules, terms, and situations that may occur during play.
A, An When used to describe a condition, the words "a" or "an" are satisfied if one or more of the conditional elements are present. Card abilities only interact with the game if the card bearing the ability is in play, unless the ability or rules for the cardtype specifically references its use from an out-of-play area.
Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area.
If multiple instances of the same ability are in play, each instance interacts with or may interact with the game state individually.
Constant Abilities Constant abilities are simply stated on a card with no special formatting. Forced Abilities A forced ability is identified by a bold " Forced — " command.
The initiation of a forced ability that has the potential to change the game state is mandatory each time its specified timing point is met. A forced ability with a timing point beginning with the word "when A forced ability with a timing point beginning with the word "after For any given timing point, all forced abilities initiated in reference to that timing point must resolve before any [reaction] abilities see below referencing the same timing point in the same manner may be initiated.
Revelation Abilities A revelation ability, indicated by a bold " Revelation — " command on an encounter card or weakness, initiates as that card is drawn by an investigator see " Revelation " on page Triggered Abilities A triggered ability is any ability prefaced by either a [free] icon, a [reaction] icon, or an [action] icon.
There are three types of triggered abilities: Free triggered abilities [free] — A [free] triggered ability may be triggered as a player ability during any player window.
For example: "[reaction] After you defeat an enemy:" A [reaction] ability with a triggering condition beginning with the word "when A [reaction] ability with a triggering condition beginning with the word "after Each [reaction] ability may be triggered only once each time the specified condition on the ability is met.
For example, an ability that is triggered "After X occurs," may be used once each time "X" occurs. All triggered abilities are governed by the following rules: Triggered abilities on a card a player controls are optionally triggered or not by that player at the appropriate timing moment, as indicated by the ability.
A triggered ability can only be initiated if its effect has the potential to change the game state, and its cost if any has the potential to be paid in full, taking active cost modifiers into account.
This potential is assessed without taking into account the consequences of the cost payment or any other ability interactions. Once an ability is initiated, players must resolve as much of the effect as possible, unless the effect uses the word "may" see " May " on page This includes his or her investigator card.
A scenario card that is in play and at the same location as the investigator. This includes the location itself, encounter cards placed at that location, and all encounter cards in the threat area of any investigator at that location.
The current act or current agenda card. Any card that explicitly allows the investigator to activate its ability. Keywords A keyword is a card ability which conveys specific rules to its card see " Keywords " on page Spawn Instructions and Prey Instructions Spawn instructions inform where an enemy spawns as it enters play see " Spawn " on page Act Deck and Agenda Deck The act deck represents the progress the investigators can make in a scenario.
The act deck advances if the investigators, as a group, spend the requisite number of clues as indicated by the act card. If the act has an " Objective — " instruction, that instruction overrides or adds additional requirements to the spending of those clues.
The agenda deck advances if the requisite number of doom is in play doom on the agenda card as well as doom on any other cards in play , as indicated by the agenda card.
An agenda card may indicate a flat value or a per investigator value. If the agenda has an " Objective — " instruction, that instruction overrides or adds additional requirements to meeting this doom requirement.
To advance the act deck or the agenda deck, follow these steps, in order: Remove all tokens from the card to be advanced. If the agenda deck is advancing, remove all doom from each card in play.
Flip the advancing card over and follow the instructions on the reverse "b" side. If the reverse side of the act or agenda is an encounter card, follow the rules for drawing that encounter cardtype.
Otherwise, simply follow the instructions on the card. Read the designated resolution in the campaign guide.
See also: " Clues " on page 6, " Doom " on page 9. Action During his or her turn, an investigator is permitted to take up to three actions.
If an investigator is instructed to lose 1 or more actions, he or she has that many fewer actions to take during that round.
Activate Action "Activate" is an action an investigator may take during his or her turn in the investigation phase. An investigator is permitted to activate abilities from the following sources: A card in play and under his or her control.
Active Player The active player is the player taking his or her turn during the investigation phase. After The word "after" refers to the moment immediately after the specified timing point or triggering condition has fully resolved.
Alert added in The Forgotten Age Each time an investigator fails a skill test while attempting to evade an enemy with the "alert" keyword, after applying all results for that skill test, that enemy performs an attack against the evading investigator.
Aloof Aloof is a keyword ability. When an aloof enemy spawns, it spawns unengaged. An investigator may use the engage action or a card ability to engage an aloof enemy.
An investigator cannot attack an aloof enemy while that enemy is not engaged with an investigator. The game state is considered to be altered throughout the duration of the indicated ability or action, from its initiation including the paying of its costs, attacks of opportunity, etc through the resolution of each aspect of its effect, and up until its completion.
Other card abilities or game effects resolved during this duration are also resolved with the altered game state in mind. The game state is not physically altered in any way.
Asset Cards Asset cards represent items, allies, talents, spells, and other reserves that may assist or be used by an investigator during a scenario.
See also: " If ". Attach To If a card uses the phrase "attach to" it must be attached to placed beneath and slightly overlapped by the specified game element as it enters play.
If an investigator attaches a player card to a player card he or she controls, he or she retains control of the attachment. If an investigator attaches a player card to a player card another investigator controls, that other investigator takes control of the attachment.
If an investigator attaches a player card to an encounter card, he or she retains control of the attachment but does not gain control of the attached encounter card.
Attacker, Attacked An "attacker" is an entity usually an enemy or investigator that is resolving its attack against another entity.
An attack of opportunity is made immediately after all costs of initiating the action that provoked the attack have been paid, but before the application of that action's effect upon the game state.
An ability that costs more than one action only provokes one attack of opportunity from each engaged enemy. An enemy does not exhaust while making an attack of opportunity.
After all attacks of opportunity are made, continue with the resolution of the action which instigated the attack. Attacks of opportunity count as enemy attacks for the purposes of card abilities.
If a skill test automatically fails, the investigator's total skill value for that test is considered 0. If a skill test automatically succeeds, the total difficulty of that test is considered 0.
If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 "Reveal chaos token" occurs, that step is skipped, along with Step 4.
No chaos token s are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.
If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. If an ability "automatically evades" 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt.
As per the entry on "Evade" in the Rules Reference see " Evade " , if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever.
Consequentially, because no skill test is made, it is not considered a "successful" evasion. The investigator simply follows the steps for evading an enemy exhausting it and breaking its engagement.
Mandy Thompson, farsight, solo, expert, The Circle undone 2. Investigator: Mandy Thompson 0 0 1 1. Jenny starter. Investigator: Jenny Barnes 0 0 0 1.
Selecting the Taboo List as default is coming soon. Investigators will, however, receive experience from scenarios even after defeat , which can be spent to improve each investigator's deck.
At certain points in a campaign, failure may lead to investigators being killed or driven insane.
Expansions are grouped into cycles that contain a complete campaign for players to go through. Each cycle is divided up into one deluxe expansion followed by six mythos packs.
Deluxe expansions contain new investigators, about 60 new player cards, and the first two scenarios of a campaign.
Mythos packs contain about 24 new player cards and a single scenario of a campaign. They are listed below in order of release date which is also the order in which to play a cycle's campaign.
As such, a player doesn't need any other expansions to play them or encounter cards from the core box—only the investigators.
This means the card quality is generally lower than the packs shipped from overseas but Fantasy Flight Games can push these packs faster out to players at conventions or for general release.
However instead of just increasing the difficulty, these expansions provide an alternate way to play through the campaign with alternate story effects.
They also provide player cards with the first one providing 20 player cards. They are also not the Print on Demand quality that is found in the stand-alone scenarios.
Arkham Horror: The Card Game also has novellas where each novella is focused around a specific investigator and come with 5 promo cards.
These promo cards include 1 alt-art investigator card, 1 alt-art mini investigator card, 1 replacement signature card, 1 replacement signature weakness, and 1 card with instructions for the replacement cards.
From Wikipedia, the free encyclopedia. This article relies too much on references to primary sources.