JJ Studios
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Arkham Horror: The Card Game

诡镇奇谈:卡牌版

Each of you brings an investigator deck to a run of linked scenarios, and what happens in one carries into the next.

  • 1–4 players
  • about 90 min
  • Proper brain work
  • Co-op
  • Cards
  • Role-playing
  • Mystery & spies
  • Fantasy

The goal

As a team, advance the act deck to its end before the agenda deck runs out, finish the scenario, and carry the result into the next one of the campaign.

How it plays

  1. 1Each investigator has a deck of their own, a health value and a sanity value. Two stacks drive a scenario: the act deck advances when you spend clues and is your progress; the agenda deck advances as doom builds up and is the countdown.
  2. 2Mythos phase (skipped in the first round): add a doom to the agenda and advance it if there is enough, then each investigator draws an encounter card, which may be an enemy or a treachery.
  3. 3Investigation phase: each investigator takes 3 actions from moving, investigating their location for a clue, drawing a card, gaining a resource, playing a card, fighting, evading, engaging an enemy, or using an ability on a card.
  4. 4Skill tests: draw a token from the chaos bag, apply its modifier to your skill value and compare with the difficulty. Before drawing you may commit cards from your hand for their icons.
  5. 5Enemy phase: hunters move toward investigators and engaged enemies attack. Upkeep: exhausted cards ready, everyone draws 1 card and gains 1 resource, and the hand limit is 8.

How you win

A scenario ends with whichever resolution the act or agenda calls for. An investigator with damage equal to their health or horror equal to their sanity is defeated. The resolution, experience earned and any trauma go in the campaign log, and experience upgrades your deck.

First time?

  • Use the starter decks in the core box for a first game rather than building your own.
  • Someone has to gather clues and someone has to hold off enemies; agree who before you start.