Dank vieler Erweiterungen und Ableger ist die Welt von Arkham Horror wohl die umfassendste Spielewelt von Fantasy Flight Games, die zugleich. Seit dem Frühjahr nach seinem Erscheinen war "Arkham Horror - Das Kartenspiel" lange Zeit vergriffen. Was ist so interessant an diesem so. Starter & Erweiterungen im Spiele-Shop mit 24 Jahren Erfahrung kaufen: Arkham Horror: Das Kartenspiel (LCG) (deutsch) - Top Trusted-Shops-Bewertung.
BrettspieltippsSzenario Mal gespielt hat, vergeht schon einiges an Zeit. Es sind wie bei solchen Spielen üblich recht viele Regeln und Schlagwörter, die man. Dank vieler Erweiterungen und Ableger ist die Welt von Arkham Horror wohl die umfassendste Spielewelt von Fantasy Flight Games, die zugleich. Einige Erweiterungen für Arkham Horror: Das Kartenspiel fügen der. Sammlung eines Spielers neue Grundschwächen hinzu. Diese Karten werden einfach den.
Arkham Horror Kartenspiel Faq Navigation menu VideoReview: „Arkham Horror“ das Kartenspiel — Mit diesem Storytelling-Game kann jeder Deckbau lernen 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 and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. Arkham Horror: The Card Game is a living card game produced by Fantasy Flight film4thepeople.com is a cooperative game set in the universe of Chaosium's Call of Cthulhu roleplaying game which is itself based on the Cthulhu Mythos of H.P. Lovecraft and other cosmic horror writers. The title refers to Lovecraft's fictional town of Arkham, MA which is mentioned in many Mythos film4thepeople.comher(s): Fantasy Flight Games. Arkham Horror: Das Kartenspiel verwischt die traditionellen Grenzen von Rollen- und Kartenspielen. In diesem kooperativen Spiel schlüpfen die Spieler in die Rolle eines Ermittlers und stellen ihr individuelles Deck so zusammen, dass es ihre Stärken und Schwächen widerspiegelt. Arkham Horror: The Card Game is a cooperative Living Card Game® set amid a backdrop of Lovecraftian horror. As the Ancient Ones seek entry to our world, one to two investigators (or up to four with two Core Sets) work to unravel arcane mysteries and conspiracies. Work as a team to save the town of Arkham from monsters and a Great Old One. Build your deck for Arkham Horror LCG by Fantasy Flight Games. Browse the cards and the thousand of decklists submitted by the community. Publish your own decks and get feedback. A Note from ArkhamDB. This page contains a replica of the Rules Reference found in any copy of the Core Set of Arkham Horror: The Card Game. It also includes updates to the Rules Reference: rules added in deluxe expansions (marked in red) and rules added in the official FAQ for the game (marked in blue). Arkham Horror: The Card Game ; New FAQ out Sign in to follow this. Followers 0. New FAQ out. By awp, April 23, in Arkham Horror: The Card Game.
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.
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.
Euer Gelingen oder Scheitern im ersten Abenteuer, Die Zusammenkunft, wird nicht nur den Grundstein für kommende Abenteuer legen, sondern auch entscheiden, wie viel Erfahrung ihr für das Upgrade eures Decks ausgeben könnt.
In seinem andersweltlichen Gewölbe des Todes und der Verwesung schläft der Verschlinger aus der Tiefe. Sollte er erwachen, wird er Arkham vernichten.
Dieser Pack umfasst 60 vorsortierte Karten. 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.
Players then build their decks from cards in their collection, conforming to the deckbuilding limits outlined by their investigator.
During the game, the investigators work together to progress their investigation towards a positive outcome by fulfilling the requirements set out by the Act deck.
However, there are forces working against the investigators, represented by the Agenda deck and encounter deck. Each turn, a doom counter is added to the Agenda deck, acting as a timer for the investigators to complete their objectives.
When the total number of doom in play reaches the doom threshold of the agenda card, the agenda will advance, often to negative consequences.
During the Investigation phase, the investigators each take up to three actions. Among other options, actions include playing cards from hand or activating those already in play, moving to or investigating locations and fighting or evading enemies.
Depending on the card, cards played from hand during the investigation phase may enter an investigator's play area as an ongoing bonus an "asset" or simply provide a powerful one-time effect and be discarded upon use an "event".
Many cards have a resource cost which must be paid to play the card. While cards generally require an action to play, some are "fast" and do not require an action to be played.
The Investigation phase is followed by the Enemy, Status and the Mythos Phase, representing the forces working against the investigators each round.
Investigators may have to deal with effects or enemies that attack their sanity, health or simply their progression towards their main goal the Act deck.
Investigators will be eliminated from a scenario if they receive horror or damage equal to their sanity or health respectively.
Investigators eliminated in this way will receive permanent mental or physical trauma. This means investigators repeatedly defeated in scenarios can become progressively weaker as the campaign progresses.
Investigators will, however, receive experience from scenarios even after defeat , which can be spent to improve each investigator's deck.
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.