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Arkham Horror The Card Game
Arkham Horror The Card Game - Image 2
Home / Collectible/Living Card Game

Arkham Horror The Card Game

BGG Rank: 29
Players: 1 - 2, Recommended: 2+, Best: 2+
Playing Time: 120 minutes
Weight (Complexity): 3.56 / 5
Mechanisms: Action Points, Area Movement, Communication Limits, Cooperative Game, Deck Construction, Events, Hand Management, Map Deformation, Modular Board, Player Elimination, Push Your Luck, Role Playing, Scenario / Mission / Campaign Game, Solo / Solitaire Game, Stat Check Resolution, Variable Player Powers
Category: Adventure, Card Game, Collectible Components, Exploration, Horror, Novel-based
Family: Collectible: Living Card Game (Fantasy Flight Games), Game: Arkham Horror – The Card Game, Mechanism: Campaign Games, Players: Games with Solitaire Rules, Series: Arkham Horror Files (Fantasy Flight Games), Theme: Cthulhu Mythos, Versions & Editions: Card Versions of Non-Card Games
Designer: Nate French, MJ Newman
Artist: Christopher Hosch, Marcin Jakubowski, Ignacio Bazán Lazcano, Henning Ludvigsen, Mercedes Opheim, Zoe Robinson, Evan Simonet
Publisher: Fantasy Flight Games, Arclight Games, asmodee, Asterion Press, Edge Entertainment, Galakta, Galápagos Jogos, Heidelberger Spieleverlag, Hobby World, Korea Boardgames, Ігромаг
Category: Collectible/Living Card Game Tag: Lovecraft
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Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness! In the game, you, alone or with a friend (or up to three friends with two Core Sets), become investigators 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.

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Average Playing Time

2-4 hours

Best Player Count

2 Best

Collection

Kevin

Difficulty

Standard

Played

Played

Recommended Player Count

Solo, 2 Players

Special Mechanisms

Cooperative

Expansion Image
Players: 1 - 2, Recommended: 2+, Best: 2+
Playing Time: 120 minutes
Weight (Complexity): 3.44 / 5
Game description from the publisher: The Dunwich Legacy is a deluxe expansion for Arkham Horror: The Card Game. Several months ago, three Miskatonic University professors armed themselves with secret knowledge, traveled to Dunwich, and brought an end to the strange and terrifying creature that had been terrorizing the secluded village. Their heroic efforts brought peace to the region—for a while—but also left the men scarred by the horrors they had witnessed. Now, one of those professors, Dr. Armitage, has need of your assistance. His colleagues have gone missing, and he fears the worst… With five mini cards and 156 full-size cards, The Dunwich Legacy challenges you to find the missing professors and launches you into a campaign that leads to Miskatonic University, the notorious Clover Club, and beyond. Five new investigators arrive to offer their services, armed with fifty-nine new player cards (including a complete playset of each) that allow you to pursue new deck-building strategies and new styles of play. Finally, you'll find all manner of new terrors arrayed against you—from backroom thugs and bad luck to arcane hexes and wholly unnatural abominations.
Expansion Image
Players: 1 - 2, Recommended: 2+, Best: 2
Playing Time: 120 minutes
Weight (Complexity): 3.75 / 5
You swore that you would never go back. Yet like a snake eating its own tail, you were always meant to return to where it all began. In the Arkham Horror: The Card Game Core Set, Night of the Zealot presented your first challenge while introducing you to the investigators, mechanics, and environment of Arkham Horror Files, providing a stable foundation from which you built you investigations into the unknown and the unknowable. Now, you are invited to return home and begin a new challenge worthy of your expertise. Return to the Night of the Zealot is an expansion for Arkham Horror: The Card Game that enhances and modifies the Night of the Zealot campaign with 46 new Encounter cards and 20 new Player Cards. Additionally, this expansion includes a premium box and 18 divider cards to hold your entire Night of the Zealot campaign. —description from the publisher
Expansion Image
Players: 1 - 2, Recommended: 2+, Best: 2
Playing Time: 120 minutes
Weight (Complexity): 4.17 / 5
You thought that the final curtain had closed on your dealings with The King in Yellow. When the cursed play first came to Arkham, it was followed by a string of disappearances, delusions, suicides, and madness. Throughout The Path to Carcosa cycle, which marked the second full-length campaign for Arkham Horror: The Card Game, your search for answers took you across the sea to the shining lights of Paris and beyond to Dim Carcosa and before the throne of Hastur himself in eight unique scenarios that tested your conviction, made you doubt your senses, and pushed you to the edge of insanity. But now, madness returns to Arkham for an encore performance… —description from the publisher
Expansion Image
Players: 1 - 2, Recommended: 2+, Best: 2+
Playing Time: 120 minutes
Weight (Complexity): 4.11 / 5
You thought the cases were closed, relegated to a past that was best left forgotten. Beginning with a search for two missing Miskatonic University professors, your inquiries in The Dunwich Legacy launched you on a campaign that led from the decrepit streets of Dunwich to the infamous Clover Club and realms beyond. But questions from these strange investigations still linger, compelling you to board the train to Dunwich once more. Return to the Dunwich Legacy invites you to re-open your old cases and experience the first full-length campaign for Arkham Horror: The Card Game with fresh eyes as you encounter new challenges and new surprises. Across this expansion’s 81 new scenario cards and 23 new player cards, you’ll explore new locations, face more ghastly treacheries, and enhance your investigator’s abilities as you face even more unspeakable terrors. Finally, Return to the Dunwich Legacy also features a premium box and thirty-two divider cards to conveniently store your complete campaign in one place. —description from the publisher
Expansion Image
Players: 1 - 2, Recommended: 2+, Best: 2+
Playing Time: 120 minutes
Weight (Complexity): 3.52 / 5
"I cannot forget Carcosa where black stars hang in the heavens; where the shadow of men’s thoughts lengthen in the afternoon, when the twin suns sink into the lake of Hali; and my mind will bear for ever the memory of the Pallid Mask." –Robert W. Chambers, The King in Yellow A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it's been all the rage in conversations among Arkham's socialites. But in your efforts to learn more about the play, you've uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind… In The Path to Carcosa, the second deluxe expansion for Arkham Horror: The Card Game, it becomes your task to uncover the secrets of this unusual play. The expansion's two scenarios kick off The Path to Carcosa campaign with a trip to the Ward Theatre and an invitation to the formal dinner party hosted by cast and crew. But with every answer you gain and every clue you uncover, you only find yourself falling deeper into mystery and madness. Along with its new scenarios and encounter cards, The Path to Carcosa introduces six new investigators and sixty-two player cards (including a complete playset of each) that afford you new ways to explore and enjoy the game—even as they challenge you to overcome new weaknesses.

Tricky_Biscuit rated: N/A/10

1 Core set + Dunwich Horror Campaign Expansion + Dunwich Investigator Expansion + The Path to Carcosa Campaign Expansion + The Path to Carcosa Investigator Expansion + The Feast of Hemlock Vale Campaign Expansion + Curse of the Rougarou + The Venice Carnival

LamarrsAnomaly rated: N/A/10

Nov 11 2016

TheGargoyle rated: N/A/10

I just finally broke down and got it, since I like story driven coop card games (LOTR is my favorite game ever) and this should provide at least some solo fun if my wife can't get into it.

TheNameWasTaken rated: N/A/10

Present from Secret Santa 2016! Products owned: * 2x core set * [thing=244145]Return to Night of the Zealot[/thing] * [thing=209728]Curse of the Rougarou[/thing] * [thing=215510]Carnevale of Horrors[/thing] * [thing=252896]The Eternal Slumber[/thing] * [thing=252899]Guardians of the Abyss[/thing] * [thing=280714]The Blob that Ate Everything[/thing] * [thing=284354]Murder at the Excelsior Hotel[/thing] * [thing=321101]War of the Outer Gods[/thing] * [thing=347147]Machinations through Time[/thing] * [thing=372720]Fortune and Folly[/thing] * standalone investigator decks for [thing=305509]Nathaniel Cho[/thing], [thing=305512]Harvey Walters[/thing], [thing=305513]Winifred Habbamock[/thing], [thing=305517]Jacqueline Fine[/thing] and [thing=305518]Stella Clark[/thing] * novella promos for [thing=247404]Carolyn Fern[/thing], [thing=298128]Dexter Drake[/thing], [thing=237424]Jenny Barnes[/thing], [thing=241622]Norman Withers[/thing], [thing=247331]Roland Banks[/thing] and [thing=248199]Silas Marsh[/thing] * Parallel investigator cards and scenarios for [thing=309374]Daisy[/thing] and [thing=317014]Skids[/thing] Plays by scenario (regular/Return): [b]The Gathering[/b]: 8/1 [b]The Midnight Masks[/b]: 5/1 [b]The Devourer Below[/b]: 5/1 [b][thing=209728]Curse of the Rougarou[/thing][/b]: 7 [b][thing=215510]Carnevale of Horrors[/thing][/b]: 5 [b][thing=252896]The Eternal Slumber[/thing][/b]: 1 [b][thing=252897]The Night's Usurper[/thing][/b]: 1 [b][thing=280714]The Blob that Ate Everything[/thing][/b]: 1 [b][thing=284354]Murder at the Excelsior Hotel[/thing][/b]: 3 [b][thing=309374]Read or Die[/thing][/b]: 1 [b][thing=317014]All or Nothing[/thing][/b]: 1

rahdo rated: N/A/10

surprisingly elegant considering its pedigree. creates some great tension and deckbuilding is good if you buy two copies of base game. but it had to go because i didn't want to go down the rabbit hole of never ending expansions...

MattLive rated: N/A/10

Condensed Arkham Co-Op. It is said to be really good.

LiNalas rated: N/A/10

Arkham Horror Kartenspiel 00-00 Die Nacht des Zeloten-Zyklus

Sortrose rated: N/A/10

I might have to give this another try, but after 5 solo games I just found it to be unnecessarily fiddly to run.

krakrs rated: N/A/10

07-11-2017 - I need more plays to rate this.

Annowme rated: N/A/10

Includes: - 2x Core Set + Return to Night of the Zealot - The Dunwich Legacy Cycle - The Path to Carcosa Cycle - The Forgotten Age Cycle :arrowE: [u]Synopsis[/u]: Build a deck of cards to represent the abilities, equipment, and flavor of your investigator, then face other decks of horrid effects, discover clues, and advance plot acts against the racing clock of DOOM AGENDAS. :arrowE: [u]What I like most[/u]: THIS is the RPG/board game cross-over I've been looking for for a while. The co-op nature of the LCG means I don't have to scramble to own all of it all the time, and the deck-as-investigator's-character-sheet is awesome. RNG is handled through a bag of variable tokens, replacing custom dice with a fascinating blend of risk aversion and buffed card effects against failure. The game manages to evoke a powerful story-telling aspect while giving players lots of crunchy options to play WELL in addition to immersing themselves in rich, potent narrative. I've barely scratched the surface, but I'm smitten. :arrowE: [u]What I like least[/u]: Remember that time when you had to discard half of your hand and then got attacked by monsters without any chance to set up your weapons, spells, or abilities? Yeah. Me too.

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