Arkham Horror
Arkham Horror
Type: Cooperative
Number of players: 1-8
Age of players: 12+
Length: 2-3 hours
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Arkham Horror was originally published by Chaosium, Inc. , in 1987. This new, updated edition from Fantasy Flight features stunning new artwork and graphical design (including a new gameboard, counters, cards, and playing pieces) as well as revised and expanded rules from the game's original creator, Richard Launius.
Players can select from 16 unique playable investigator characters, each with unique abilities, and will square off against the diabolical servants of 8 Ancient Ones, including Ithaqua, Hastur, and the terrible Cthulhu! No fan of the Cthulhu Mythos will want to miss the opportunity to acquire this classic Call of Cthulhu board game!
Arkham Horror Dice Set
Mysterious strangers lurking in the streets, dangerous cultists trying to awaken the Ancient Ones, portals to other dimensions releasing hideous creatures that bring horror and madness into this world… And only a handful of brave investigators stand before the dread of the unknown.
Designed by Q-Workshop, producers of high-quality polyhedral dice, these highly-detailed six-sided dice are cast from hand-carved originals, and feature sculpted number faces as well as Elder signs on the "5" and "6" sides indicating successes. Keep an eye out at your local retailer over the coming week, then arm yourself against the horror of the Ancient Ones!
Arkham Horror is a board game of mystery and madness set in Arkham in the 1920's. 1-8 players cooperate to investigate the strange happenings about the town, and race to prevent ancient evil from surfacing.
Arkham Horror: Black Goat of the Woods
This is an expansion for Arkham Horror.
An open copy of this game is available for play at Board Game Warriors.
A dangerous cult has risen in Arkham! Meeting in secret, these heretics and madmen consort with dark powers and offer up sacrifices to the Ancient One, while hordes of vicious monsters descend on the the town. It’s up to a small band of investigators to infiltrate the cult and learn from these dark rituals, yet even the most pure-hearted may find himself corrupted in the process. Will their efforts be enough to stop the Ancient One from awakening, or will the investigators succumb, one by one, to the blasphemous seduction of its Herald, the Black Goat of the Woods?
The Black Goat of the Woods is an expansion for the Arkham Horror board game by Fantasy Flight Games. This expansion features 88 new Ancient One cards, 9 new monster markers, 1 Herald Sheet, and 90 new Investigator cards including new items, new spells, and the dangerous lure of corruption…
Arkham Horror: Curse of the Dark Pharoah (revised)
This is an expansion for the game Arkham Horror and requires the base game to play.
Explore ancient mysteries with The Curse of the Dark Pharaoh (Revised Edition)! This updated and revised version of the 2006 Arkham Horror expansion adds a terrible threat to your game in the form of the Dark Pharaoh and his mysterious artifacts.
With new Exhibit Item and Exhibit Encounter cards, players can uncover the artifacts that have gone missing from the museum's current "Legacy of the Pharaohs" exhibit. But beware! The Dark Pharaoh will not let his treasures go so easily. The Avatar of Nyarlathotep himself joins the fray with the Dark Pharaoh Herald sheet, spreading his curse throughout the game.
Finally, The Curse of the Dark Pharaoh (Revised Edition) also adds Patrolled Neighborhoods, Benefits and Detriments, and Ancient Whispers, all creating additional layers to your games of Arkham Horror.
Arkham Horror: Dunwich Horror
This is an expansion set for Arkham Horror.
A copy of this game is available for play at Board Game Warriors.
The supernatural disturbances that plague Arkham, Massachussets, are not limited to that unfortunate place. The town of Dunwich is only a short train ride from Arkham, and if anything it is a darker, more frightening place, with its own secrets and its own perils. It looks like the investigators are going to have to protect two towns now instead of just one; if they ignore the dark forces that are stirring in Dunwich, they'll have to face the wrath of the Dunwich Horror ...
Dunwich Horror is an expansion to Arkham Horror, complete with an extra board and the entire town of Dunwich - accessible via train from Arkham. There are plenty of new rules and new components, usable either with or without the Dunwich board addition. Features include:
-The town of Dunwich, on a new board with new locations and new rules!
-8 new investigators with their own reasons for saving the world.
- new Ancient Ones to desperately struggle against.
-New Injury and Madness cards for particularly unfortunate investigators.
-New game concepts, such as Gate Bursts and the Dunwich Horror itself!
-Over 20 new monster tokens, dozens of new items and skills, new encounters - over 300 new cards in all!
Arkham Horror: Innsmouth Horror
This is an expansion set for Arkham Horror.
A copy of this game is available for play at Board Game Warriors.
Innsmouth Horror introduces several new game concepts to the Arkham Horror Series, including Personal Stories unique to each investigator as well as the Innsmouth Look. The town of Innsmouth is hostile to the investigators, and they may well find themselves thrown in jail and fed to a Shoggoth while they search the town for evidence to call in the Feds. However, leaving Innsmouth to fester is a bad idea, since the Deep Ones will gather and rise, bringing with them the Ancient One. Innsmouth Horror also adds 16 new investigators, eight new Ancient Ones, two new Heralds, Epic Battle cards for the new Ancient Ones, over 30 new monster markers, plenty of new encounters, and an expansion board featuring the town of Innsmouth. Over all, this expansion adds over 300 new cards to the base game.
Arkham Horror: King in Yellow
This is an expansion for Arkham Horror.
A copy of this game is available for play at Board Game Warriors.
A new play is coming to Miskatonic University, and anyone who's anyone will be there for the opening performance. However, there's something sinister about this play, and the people who see it come back a little...different.
As if the investigators didn't have enough to worry about before, now they must deal with the mind-warping effects of the King in Yellow, a play that tells a tale of madness and horror, opening a door for the Tattered King to enter through.
This expansion introduces a major new mechanic to Arkham Horror - Heralds, who prepare the way for the Ancient One to arrive. In addition, old familiar faces will be turned against the investigators in ways they never expected. Featuring over 160 new cards, the King in Yellow heralds a darker age for Arkham Horror fans. It includes:
-13 Blight cards, old friends gone irretrievably mad.
-7 Magical Effect cards representing powerful new abilities.
-The new Herald mechanic and the King in Yellow Herald.
-3 new Monster tokens, more horrible than any before!
-Over 160 new cards, detailing new items, new spells, and new horrible happenings in Arkham and beyond!
Arkham Horror: Kingsport Horror
This is an expansion set for Arkham Horror.
Return once more to H.P. Lovecraft's vision of New England, this time to explore the dream-haunted shores of misty Kingsport, a city where the dimensional barriers are at their thinnest. This place also has powerful guardians, so perhaps the investigators will find someone — or something — willing to help them in their battle against the Ancient One. This set includes:
-The town of Kingsport, on a new board with new rules and locations
-8 new investigators with powerful new abilities
-4 new Ancient Ones to struggle futilely against
-New protective elements in the form of Guardian
-2 new Herald sheets
-20 new monster markers, over 300 new cards, and the deadly Epic Battle cards!
Arkham Horror: Lurker at the Threshold
This is an expansion for the game Arkham Horror and requires the base game to play.
An open copy of this game is available for demonstration.
Through the murky streets of Arkham, unnatural gates are opening to connect our world with strange other dimensions. Out of the depths of these eldritch pathways have begun to crawl profane creatures that even now haunt the innocent, dragging away the unwary and causing havoc on silent midnight streets. At the epicenter of this living nightmare roil whispers of arcane magic cults, ancient family secrets, and a truth too terrible to behold. Join as one of a team of intrepid investigators committed to rooting out these otherworldly portals before an ancient evil reawakens, bringing its ancient horror back to destroy the world as we know it. Welcome to the horror of 1920's Arkham, Massachusetts!
This expansion brings new levels of dread to your table top, with the addition of a brand new Herald Sheet for "The Lurker at the Threshold" – a powerful and malevolent being that has appeared to prepare the way for the Ancient One, plus more than 200 components and some extraordinary new game mechanics to boot.
One of the highlights is the full set of 18 Gate markers that are designed to replace those from the Arkham Horror core set, as well as those from The Dunwich Horror and The Kingsport Horror. They are treated exactly the same as the previous Gate markers, except that each Gate now has an additional characteristic. For example, the "Gate of Madness" will cause an investigator to lose one Sanity when they fail to close the Gate, and a "Moving Gate" that can move along with monsters during the Mythos phase.
Brand new to The Lurker at the Threshold are Relationship Cards for use in games with two or more players. Each player draws one Relationship Card at the start of the game, which describes some advantage gained due to how the investigator to your left is related to you. Perhaps you are business associates and mutually reap the benefits of income, or both are Students of the Arcane and gain more frequent access to the Spell deck. No matter how you're related, these will bring a more interesting back-story to your game, involving your characters in more interesting ways than ever before.
Finally, The Lurker at the Threshold introduces the Dark Pact deck which will tempt foolish investigators to enter into a terrible arrangement with the Lurker itself. Although these Dark Pacts may grant your investigator enhanced abilities, there is sure to be a cost. What happens when the price too high?
Of course with over 100 new Location cards, Mythos, Gate cards and Spells, plus more Common and Unique Items, The Lurker at the Threshold will enhance and expand the enjoyment of Arkham Horror for players of all skill levels.
Arkham Horror: Miskatonic Horror Expansion
This is an expansion for the game Arkham Horror and requires the base game to play.
A recent find at Miskatonic University has unearthed even more mysteries pertaining to the strange happenings in Arkham, Massachusetts. While the worshippers of the Ancient One grow in strength, the stalwart defenders of this sleepy town are put to the ultimate test.
Fantasy Flight Games is pleased to announce the upcoming release of Miskatonic Horror, an expansion for Arkham Horror. The fight against the unknown forces of the cosmos is far from over, and those that thought they stood a chance against the mythos have a lesson to learn.
Miskatonic Horror is a new type of Arkham Horror expansion that builds upon the materials found in the ample library of other Arkham Horror expansions. While the components and rules found in Miskatonic Horror can be enjoyed with only the Arkham Horror base game, the more expansions you incorporate, the more aspects of Miskatonic Horror you can enjoy.
With nearly 450 new cards, Miskatonic Horror includes:
• New Skill, Gate, and Mythos cards for the Arkham Horror base game.
• Additional Exhibit Item cards for Curse of the Dark Pharaoh.
• New Injury, Madness, Dunwich Location, and Dunwich Horror cards for Dunwich Horror, as well as an all new Dunwich Horror Herald sheet.
• More Blight and Act cards for The King in Yellow.
• New Kingsport Location, Epic Battle, Blessings of Noden, and Visions of Hypnos cards for Kingsport Horror.
• Over 20 new Cult Encounter cards for The Black Goat of the Woods.
• New Innsmouth Location and Innsmouth Look cards for Innsmouth Horror.
• Additional Relationship cards and Reckoning cards for Lurker at the Threshold.
• Plus new Player reference sheets and a new Institution variant!
Call of Cthulhu Core Set
Type: Card Game
Ages: 13 and up
Number of Players: 2
Playing Time: 30 minutes
An open copy of this game is available for demonstration.
Ancient, nameless horrors dwell in the darkness, writhing in the night sky and under the earth, just beyond our senses.
In Call of Cthulhu: The Card Game, players tak the roles of investigators, villians, and unspeakable horrors inspired by the dark mythos of H.P. Lovecraft. Agency detectives , Miskatonic University students and faculty, and the members of the mysterious Syndacite all join the fight against otherworldly beings including Cthluhu, Hastur, Yog-Sothoth, and Shub Niggurath.
Call of Cthulhu: The Card Game is 2-player, customizable dueling game in which players command both human and monster factions. As a Living Card Game, hundreds of addtional Cards are available for all seven factions, allowing players to customize the contents of this set, or create thier own original decks.
Lovecraft's horrors live, in Call of Cthulhu: The Card game!
Game contents:
Game Board
Rulebook
24 Cthulhu Story markers
6 Plastic Cthulhu Domain Markers
155 Customizable Deck Cards
10 Story Cards
Chez Cthulhu
Type: Card Game/Set Collecting
Number of players: 2-5
Age of players:
Length: 45 minutes
Chez Cthulhu brings the horror of Lovecraft's Mythos right into your apartment . . . as if the leftovers from the Pizza with Absolutely Everything weren't bad enough. Work your job – will you be a Morgue Janitor, a Sanitarium Attendant, or a Gravedigger? Buy things to give you Slack. A Straitjacket may be a good choice, but Friendly Tentacles can also be helpful. Oh, and Nookie, don't forget the Nookie. But avoid the Ectoplasmic Slime.
Chez Cthulhu combines the classic Chez Geek system with everyone's favorite Elder God and stirs in a new Madness mechanic, in a new stand-alone game designed by Steve Jackson and illustrated by John Kovalic.
Cthulhu Dice
Type: Dice
Ages: 10 and up
Number of Players: 2 – 6
Playing Time: 5 minutes
Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!
Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu – when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!
Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.
Cthulhu Gloom
Type: Card Game
Number of players: 2 – 5
Age of players: 13 and up
Length: 60 minutes
A transparent card game from Atlas Games
From Dunwich to Innsmouth, from the halls of Miskatonic University to the Charles Dexter Ward at Arkham Sanitarium, trouble is in the air. The stars are almost right, and terrors from beyond space and time are beginning to break through. When Cthulhu rises, we're all doomed -- but whose downfall will be the most entertaining?
In Cthulhu Gloom, you control a group of Lovecraftian protagonists and guide them down a path of horror and madness to an untimely death, while keeping your opponents happy, healthy, and annoyingly alive. While your characters Gibber With Ghouls and Learn Loathsome Lore to earn negative points, you'll encourage your opponents to be Analyzed by Alienists and to Just Forget About the Fungus to pile on positive points. When one group finally falls prey to the interdimensional doom that awaits us all, the player whose characters have suffered the most wins.
Cthulhu Gloom is printed on transparent plastic cards. Multiple Modifier cards can be played on top of the same Character card; since the cards are transparent, elements from previously played Modifier cards either show through or are obscured by those played above them. You can immediately and easily see the point value of every character, no matter how many Modifiers they have piled on.
Cthulhu Gloom is a stand-alone card game that's also fully compatible with Gloom and its expansions. It introduces Story cards and Transformation cards.
One or more Story cards can be placed face up on the table at the start of the game; the first player to meet the conditions of a card -- drawing the attention of The King in Yellow or heeding The Call of Cthulhu, for example -- can claim it and gain the benefits it lists.
Transformation cards have ongoing effects that remain with a character throughout his life, along with a picture that replaces the character's original art with something hideous and slimy; when you've Felt Rather Fishy or been Minced by Mi-Go, the squamous results aren't easily forgotten!
Elder Sign
Type: Co-operative Game
Number of players: 1 – 8
Age of players: 13 and up
Length: 60 – 120 minutes
It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.
Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One. Armed with tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.
To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A countdown mechanism makes an Ancient One appear if the investigators are not quick enough. The investigators must then battle the Ancient One. A clever and thematic dice mechanism pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.
Mansions of Madness
Type: Cooperative
Ages: 13 and up
Number of Players: 2 – 5
Playing Time: 120+ minutes
Expanded by:
Horrific monsters and spectral presences lurk in manors, crypts, schools, monasteries, and derelict buildings near Arkham, Massachusetts. Some spin dark conspiracies while others wait for hapless victims to devour or drive insane. It’s up to a handful of brave investigators to explore these cursed places and uncover the truth about the living nightmares within.
Designed by Corey Konieczka, Mansions of Madness is a macabre game of horror, insanity, and mystery for two to five players. Each game takes place within a pre-designed story that provides players with a unique map and several combinations of plot threads. These threads affect the monsters that investigators may encounter, the clues they need to find, and which climactic story ending they will ultimately experience. One player takes on the role of the keeper, controlling the monsters and other malicious powers within the story. The other players take on the role of investigators, searching for answers while struggling to survive with their minds intact.
Do you dare enter the Mansions of Madness?
Mansions of Madness includes:
- 1 Rulebook, Investigator Guide, and Keeper Guide
- 8 Investigator Figures and 24 Monster Figures
- Over 300 cards
- Over 200 Tokens and Markers
- 15 detailed Map Tiles
- Nearly 70 Puzzle Tiles
- 1 Ten-Sided Die
Mansions of Madness: 'Til Death Do Us Part
This is an expansion for Mansions of Madness and requires the base game to play.
“It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter. ”
–H. P. Lovecraft, At The Mountains of Madness
It started out as a harmless boast in a quiet Innsmouth pub. But what seemed an unlikely drunken yarn will quickly become a living nightmare, as you and your fellow investigators set out to find the truth behind rumors of ghastly human reanimation! Can you solve the mystery behind these gruesome rituals, or will become their next unholy sacrifice?
‘Til Death Do Us Part is the third Print on Demand story expansion for Mansions of Madness! Designed by Tom Jolly (Cave Troll, Wiz-War), ‘Til Death Do Us Part tells a story of love, loss, and dark arcane rituals. Enlist the posthumous aid of an unlikely killer’s past victims... or you might just join them for eternity.
‘Til Death Do Us Part includes:
- Three double-sided reference sheets
- Two Keeper Action cards
- Five Event cards
- Three Objective cards
- 35 Clue and Exploration cards
- Four Infection cards
- Nine Lock and Obstacle cards
Mansions of Madness: The Silver Tablet
This is an expansion for Mansions of Madness and requires the base game to play.
Look at me–listen to what I say–do you suppose there are really any such things as time and magnitude? Do you fancy there are such things as form or matter? I tell you, I have struck depths that your little brain can’t picture! I have seen beyond the bounds of infinity and drawn down daemons from the stars....I have harnessed the shadows that stride from world to world to sow death and madness. Space belongs to me, do you hear?
– H.P. Lovecraft, From Beyond
A promising professor has absconded with university property – an ancient and mysterious silver tablet. Now, you’ve been hired to search her manor for clues to her whereabouts... all while treating the matter with the utmost discretion. But what darker secrets does the tablet hold, and why did Professor Wolcott cut off all communication with the outside world?
This exciting expansion adds one new scenario to Mansions of Madness.
The expansion includes: Keeper set up sheet, Investigator set up sheet, 38 Exploration cards, 5 Event cards, 2 Keeper Action Cards, 3 Objective cards, 6 Lock cards, 4 Obstacle cards
Munchkin Cthulhu
Type: Card Game
Number of players: 2-6
Age of players: 12+
Length: 60 minutes
Expanded by:
Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they... level up?
Munchkin Cthuhlu is a stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson (US) and John Kovalic, this set features four new Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.
You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.
Munchkin Cthulhu 4: Crazed Caverns
This is an expansion for Munchkin Cthulhu. It is not a stand-alone game.
Subterranean Secrets!
The hunt for forbidden knowledge goes underground! Explore the Midden of the Mi-Go! Dig yourself out of the Dunwich Ditch! Brave the blue light of K'n-Yan! Maybe all at once . . .
Munchkin Cthulhu has already driven you mad, and now it's even madder! The 16 Portals and 20 Dungeons in Crazed Caverns open up whole new dimensions to explore . . . and we all know what a great idea that can be, right? What could go wrong?
Penny Arcade - Rumble in R'lyeh
Type: Deck Building Game
Number of Players: 2 – 4
Playing Time: 30 minutes
Ages: 15 and up
Integrates with:
Penny Arcade: The Game – Gamers vs. Evil
Just when you thought it was safe to pick up the controller...just when it seemed the time for cardboard tubes was at an end...the dread elder god Cthulhu rises from his slumber in the sunken city of R'lyeh, and he's not playing games!
Penny Arcade: The Game - Rumble in R'lyeh is both a complete game and an expansion to Penny Arcade: The Game - Gamers vs. Evil. Players can mix the two sets together for the ultimate crazy ride through the sublimely bizarre world of the Penny Arcade web comic. Explore Gabe's Gross Mouth, harness the dubious power of Bono Trask: Timesqueezer, and fall under the curse of TouchWeiners' dark double: the Were-Swan.
So what's new under the sea? Gold cards! These powerful cards require both Tokens and Power to acquire and count as both Green and Red cards, unlocking tons of new synergy and customization options with the previous set. New Green and Red cards add even more longevity to the game.
