Das Arkham Horror Kartenspiel gehört zur Kategorie der Living Card Games. Mit dem Basisspiel erhaltet ihr genügend Material für zwei Spieler. Starter & Erweiterungen im Spiele-Shop mit 24 Jahren Erfahrung kaufen: Arkham Horror: Das Kartenspiel (LCG) (deutsch) - Top Trusted-Shops-Bewertung. Einige Erweiterungen für Arkham Horror: Das Kartenspiel fügen der. Sammlung eines Spielers neue Grundschwächen hinzu. Diese Karten werden einfach den.
Arkham Horror: Das Kartenspiel (LCG) (deutsch)Starter & Erweiterungen im Spiele-Shop mit 24 Jahren Erfahrung kaufen: Arkham Horror: Das Kartenspiel (LCG) (deutsch) - Top Trusted-Shops-Bewertung. Arkham Horror LCG Regelfragen. Hier können Fragen zu Regeln und Karten und deren Auslegungen gestellt und besprochen werden. Themen. Seite 1. Dank vieler Erweiterungen und Ableger ist die Welt von Arkham Horror wohl die umfassendste Spielewelt von Fantasy Flight Games, die zugleich.
Arkham Horror Kartenspiel Faq The Golden Rules VideoArkham Horror LCG - Nathaniel Cho Deck Tech 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.
Investigator: Minh Thi Phan 22 1. Zoey the Invincible! Investigator: Zoey Samaras 21 12 6 1. Investigator: Rita Young 0 0 0 1.
Marie Lambeau Path to Carcosa. Dieses Spiel enthält 60 Karten, mit neuen Spielerkarten, die bestehende Kartensätze ergänzen. Schlüpft in die Rolle von Nathaniel Cho, dem Boxer: Streift euch Boxhandschuhe über und schickt mit mächtigen Ereigniskarten einen Gegner nach dem anderen auf die Bretter.
Die Zeit verläuft im Kreis, sodass ihr euch erneut auf einem vorbestimmten Pfad befindet … nur diesmal sind die Dinge nicht mehr so, wie sie einst waren.
Unweit von Arkham hockt die windschiefe und verwitterte Stadt Innsmouth an der Atlantikküste. Spielinhalt Ermittlerkarten. Kleine Ermittlerkarten.
Bonus Regel. Such a card may be played any time its specified triggering condition is met or, if it has no triggering condition, during an appropriate player window see " Fast " on page Any time an event card is played, its effects are resolved and it is then placed in its owner's discard pile.
Any time an asset is played, it is placed in the investigator's play area and remains in play until an ability or game effect causes it to leave play.
Skill cards are not "played. When an investigator takes this action, that investigator selects an asset or event card in his or her hand, pays its resource cost, and plays it see " Play " on page Many cards and abilities contain specific instructions pertaining to when or how they may or may not be used, or to specific conditions that must be true in order to use them.
In order to use such an ability or to play such a card, its play restrictions must be observed. A permission allows a player to play a card or use an ability outside the timing specifications provided by the game rules.
Given the opportunity, some enemies will pursue a defined investigator. These enemies are identified with the bold word " Prey " in their text box, followed by instructions on whom they should engage.
The word "printed" refers to the text, characteristic, icon, or value that is physically printed on the card. If an effect affects multiple players simultaneously, but the players must individually make choices to resolve the effect, these choices are made in player order.
Once all necessary choices have been made, the effect resolves simultaneously upon all affected entities.
They cannot be used in other scenarios. Keep them with the rest of the scenario cards for Disappearance at the Twilight Estate , and do not integrate them into your collection of player cards.
Some card abilities cause a card to be "put into play. If card text includes a qualifier followed by multiple terms, the qualifier applies to each term in the list.
For example, in the phrase "each unique ally and item," the word "unique" is a qualifier that applies both to "ally" and to "item.
When a triggering condition resolves, investigators are granted the opportunity to resolve [reaction] abilities in response to that triggering condition.
It is only after all investigators have passed their reaction opportunity that the game moves forward. Using a [reaction] ability in response to a triggering condition does not prevent other [reaction] abilities from being used in response to that same triggering condition.
He may then play Evidence! A card that is in an upright state so that its controller can read its text from left to right is considered ready. Often the players will be instructed to record a key phrase in the Campaign Log.
This phrase may come up later during that scenario, and may trigger additional or different effects. A card that has been removed from the game is placed away from the game area and has no further interaction with the game in any manner for the duration of its removal.
If there is no specified duration, a card that has been removed from the game is considered removed until the end of the game.
For example, the ability on Sefina Rousseau reads: "When you would draw your opening hand: Draw 13 cards,instead. Choose up to 5 events to place beneath this card and keep 8 cards as your opening hand.
Discard the rest. Some abilities are identified with a Resign action designator. When an investigator takes this action, that investigator gains one resource by taking it from the token pool and adding it to his or her resource pool.
Resources represent the various means of acquiring new cards at an investigator's disposal — supplies, money, tools, knowledge, spell components, etc.
Resources on other cards that investigator controls do not count toward this total unless explicitly stated. Each time an investigator fails a skill test while attacking a ready enemy with the retaliate keyword, after applying all results for that skill test, that enemy performs an attack against the attacking investigator.
An enemy does not exhaust after performing a retaliate attack. Sanity represents a card's mental and emotional fortitude.
Horror tracks the harm that has been done to a card's psyche by exposure to the Mythos. As an additional cost for a card with the seal keyword to enter play, its controller must search the chaos bag for the specified chaos token and place it on top of the card, thereby sealing it.
If there is a choice of which token to seal, the card's controller chooses. If the specified token is not in the chaos bag, the card cannot enter play.
A sealed chaos token is not considered to be in the chaos bag, and therefore cannot be revealed from the chaos bag as part of a skill test or ability.
When a chaos token is "released," it is returned to the chaos bag and is no longer considered sealed. If a card with one or more chaos tokens sealed on it leaves play for any reason, any chaos tokens sealed on it are immediately released.
Some cards with or without the seal keyword may also have abilities that seal one or more chaos tokens as part of their effect.
This is done following the same process as above: searching the chaos bag for the specified token, removing it from the chaos bag, and placing it on the card.
If the specified token is not in the chaos bag, the effect fails. When a player is instructed to search for a card, that player is permitted to look at all of the cards in the searched area without revealing those cards to the other players.
When a card's ability text refers to its own title, it is referring to itself only, and not to other copies by title of the card.
Self-referential abilities using the word "this" e. Some scenarios instruct the players to set aside specific cards. Set-aside cards have no interaction with the game until they are referenced by instructions within the scenario or by a card ability.
Skill cards represent innate or learned attributes or character traits that improve an investigator's skill tests. Skill cards are not played from a player's hand.
In order to resolve their abilities, skill cards must be committed to a skill test. If a skill card is committed to a skill test, its ability may be used during the resolution of that skill test, as specified on the card.
During Step 7 of Skill Test Timing "Apply skill test results" , all of the effects of the successful skill test are determined and resolved, one at a time.
This includes the effects of the test itself such as the clue discovered while investigating, or the damage dealt during an attack , as well as any "If this test is successful A number of situations in the game require an investigator to make a skill test, using one of his or her four skills: willpower [willpower] , intellect [intellect] , combat [combat] , or agility [agility].
A skill test pits the investigator's value in a specified skill against a difficulty value that is determined by the ability or game step that initiated the test.
The investigator is attempting to match or exceed this difficulty value in order to succeed at the test. A skill test is often referred to as a test of the specified skill.
For example: "agility test," "combat test," "willpower test," or "intellect test. Each investigator has a number of specific slots that can be filled at any given moment.
Each asset in an investigator's play area or threat area with a slot symbol is held in a slot of that type.
Slots limit the number of asset cards the investigator is permitted to have in play simultaneously. If an asset has no slot symbols on it, it does not take up any of the above slots.
There is no limit to the number of slot-less assets an investigator can have in play. The following symbols on an asset indicate which slot s that asset fills:.
If an investigator is at his or her slot limit for a type of asset and wishes to play or gain control of a different asset that would use that slot, the investigator must choose and discard other assets under his or her control simultaneously with the new asset entering the slot.
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.
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. Please improve this by adding secondary or tertiary sources.Purchase new Zahlung Per Lastschrift. Key tokens have two sides. If an investigator has mental trauma equal to his or her printed sanity, the investigator is driven insane. Though to be fair every expandable card game has this problem.