![DBTropes DBTropes](/static/logo.png)
...it's like TV Tropes, but LINKED DATA!
Arkham Horror: The Card Game (Tabletop Game)
- 3726 statements
- 739 feature instances
- 11 referencing feature instances
Arkham Horror: The Card Game (Tabletop Game) | type |
TVTItem | |
Arkham Horror: The Card Game (Tabletop Game) | label |
Arkham Horror: The Card Game (Tabletop Game) | |
Arkham Horror: The Card Game (Tabletop Game) | page |
ArkhamHorrorTheCardGame | |
Arkham Horror: The Card Game (Tabletop Game) | comment |
Arkham Horror: The Card Game is a Collectible Card Game — specifically a living card game — spinoff of Arkham Horror. Like its predecessor, AH:tCG is based on H. P. Lovecraft's Cthulhu Mythos and takes place in the 1920s, and is a fully cooperative game, with the players teaming up to fight the forces of the Mythos controlled by the game.Players control investigators that try to penetrate the occult mysteries of Arkham, Massachusetts. Play consists of investigators moving across various locations, investigating the locations to discover clues and battling enemies and the forces of the Mythos. The plot of each scenario is determined by "act" and "agenda" cards: the act deck describes the objectives that the investigators are trying to accomplish, usually by collecting enough clues from the locations; and the agenda deck describes the forces of evil and progresses slowly but surely as time goes on. If all cards in the act deck are completed, the scenario ends in a win for the players, and if all cards in the agenda deck are completed, the scenario ends unfavorably (but not always as a loss for the players).Each scenario has multiple possible endings, depending on the actions the investigators take during the scenario and the result of the race between the act and agenda decks. Scenarios are generally linked together in a campaign, with the results of each scenario affecting how later scenarios play out. This being Lovecraft, happy endings are hard to come by.Players are represented in-game by investigators, each with their own special ability and deckbuilding requirements. The investigators are split into five roles that represent the broad archetypes of Lovecraftian protagonists: Guardians directly fight the evils plaguing Arkham. The Guardian class focuses on combat and enemy management. Seekers study and uncover the dark truths of the world. The Seeker class focuses on gathering clues and movement abilities. Rogues avoid direct confrontation. The Rogue class focuses on evasion and resource stockpiling. Mystics embrace the occult, with all the risks that entails. The Mystic class focuses on high risk, high reward gameplay. Survivors didn't sign up for this. The Survivor class focuses on luck manipulation and reusing already-used cards to balance out low stats.Several expansion campaigns have been released, in addition to one-off scenarios and custom fan made content.Campaigns: Night of the Zealot: The ghouls of Arkham abandon the shadows and take to the streets - aided by their god, Umôrdhoth. The Dunwich Legacy: A cult attempts to take vengeance on Dr. Armitage after the events of The Dunwich Horror. The Path to Carcosa: The play The King in Yellow threatens the invasion of an alien world. Or are you just losing it? The Forgotten Age: An expedition into the jungles of Mexico discovers a threat to the very fabric of time itself. The Circle Undone: At a charity event hosted by the Silver Twilight Lodge, four people have utterly vanished, and the dead are strangely restless... The Dream-Eaters: An intertwined double story as one group becomes lost in the Dreamlands and another works in the waking world to return them home, with the fate of both worlds hanging in the balance. The Innsmouth Conspiracy: The team of investigators got stuck in Innsmouth, without memory of how they got there. Will they remember in time to prevent an upcoming catastrophe? Edge of the Earth: The second expedition to the City of the Elder Things goes disastrously, and now investigators must not only survive, but find the answer to what lies behind the Mountains of Madness... The Scarlet Keys: Strange vanishings are going on around the world: things, animals and even people have been disappearing without a trace, vanishing not only from the physical world but also from memory and history. The investigators work to discover the truth behind these disappearances and find a way to stop them before it's too late, all while constantly clashing with the mysterious organisation which calls itself the Red Coterie. The Feast of Hemlock Vale: A survey team from Miskatonic goes to research the nature of the previously off-limits Hemlock Isle, but soon finds out that the island is horribly disfigured by some alien entity...Standalone Scenarios: Curse of the Rougarou: A cursed beast stalks the swamps of the New Orleans bayou. Carnivale of Horrors: The celebrants of the Carnivale of Venice are the sacrifices for a dark ritual. The Labyrinths of Lunacy: The investigators must work together to escape a madman's deathtrap. Guardians of the Abyss: The investigators explore Cairo and the Sahara Desert to solve a sleeping sickness where no one will wake again. Murder at the Excelsior Hotel: A murder occurs at the prestigious hotel, and the investigators must solve this case before the police arrive and possibly accuse them of this murder... or they become the next victims. The Blob That Ate Everything: A throwback to B-Movie horror with multiple groups trying to take down the giant critter. Barkham Horror: The Meddling of Meowlathotep: Originally announced simply as an April Fools' Day joke in 2019, but fan reaction was so popular that it was released for real later that year. This expansion is set in an alternate universe, where evil cats have become a grave danger to the world, and the only force that stands in their way is a team of heroic investigator dogs. War of the Outer Gods: Three Ancient Ones are attacking at once; fortunately, they're just as hostile to each other as to the humans, which gives the investigators a chance to stop them before it's too late. Machinations Through Time: Nobel-winning scientists and their breakthroughs have vanished from history, leaving humanity devastated. The investigators are sent on a time-traveling adventure to find out who disrupted the past and is messing with the future.Note: Until more cleanup is done on the page, this page includes unmarked spoilers. You have been warned! | |
Arkham Horror: The Card Game (Tabletop Game) | fetched |
2024-05-13T00:02:17Z | |
Arkham Horror: The Card Game (Tabletop Game) | parsed |
2024-05-13T00:02:18Z | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to BigGuy: Not a Feature - UNKNOWN | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to CallBack: Not a Feature - ITEM | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to CantSpitItOut: Not a Feature - UNKNOWN | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to CripplingOverspecialisation: Not a Feature - UNKNOWN | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to CriticalHit: Not a Feature - ITEM | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to EarlyInstalmentWeirdness: Not a Feature - UNKNOWN | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to EncounterRepellent: Not a Feature - UNKNOWN | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to HistoricalDomainCharacter: Not a Feature - IGNORE | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to ImprovisedArmor: Not a Feature - UNKNOWN | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to InvertedTrope: Not a Feature - IGNORE | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to JackOfAllTrades: Not a Feature - ITEM | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to PunchedAcrossTheRoom: Not a Feature - ITEM | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to ShaggyDogStory: Not a Feature - ITEM | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to TheWhispererInDarkness: Not a Feature - ITEM | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to TimeParadox: Not a Feature - UNKNOWN | |
Arkham Horror: The Card Game (Tabletop Game) | processingComment |
Dropped link to theshadowoutoftime: Not a Feature - ITEM | |
Arkham Horror: The Card Game (Tabletop Game) | processingUnknown |
BigGuy | |
Arkham Horror: The Card Game (Tabletop Game) | processingUnknown |
CantSpitItOut | |
Arkham Horror: The Card Game (Tabletop Game) | processingUnknown |
CripplingOverspecialisation | |
Arkham Horror: The Card Game (Tabletop Game) | processingUnknown |
EarlyInstalmentWeirdness | |
Arkham Horror: The Card Game (Tabletop Game) | processingUnknown |
EncounterRepellent | |
Arkham Horror: The Card Game (Tabletop Game) | processingUnknown |
ImprovisedArmor | |
Arkham Horror: The Card Game (Tabletop Game) | processingUnknown |
TimeParadox | |
Arkham Horror: The Card Game (Tabletop Game) | isPartOf |
DBTropes | |
Arkham Horror: The Card Game (Tabletop Game) / int_104e61c6 | type |
No Saving Throw | |
Arkham Horror: The Card Game (Tabletop Game) / int_104e61c6 | comment |
No Saving Throw: Infamous "Ancient Evils" treachery encounter has exactly one effect: it increases current Doom by one, as well as moving the agenda forward if the limit is reached. This reduces your already limited time without any skill test to prevent it so unless the investigator has an encounter negation card like Ward of Protection on-hand there's nothing they can do. Whenever altered versions of this treachery appears, be it Return to... pack or something scenario-specific, they universally provide options to avoid triggering its effect, though sometimes alternative may be no less painful. | |
Arkham Horror: The Card Game (Tabletop Game) / int_104e61c6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_104e61c6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_104e61c6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_10b6b5f7 | type |
Cherry Tapping | |
Arkham Horror: The Card Game (Tabletop Game) / int_10b6b5f7 | comment |
"Clean Them Out" makes you perform an attack action and gain 2 resources by doing so (the card itself costs 0). Not terribly useful on its own given that you are attacking just for one damage, but helps to fuel the economy of other assets and events and allows you to take out enemies with one HP left without wasting bullets or using more damaging events. | |
Arkham Horror: The Card Game (Tabletop Game) / int_10b6b5f7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_10b6b5f7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_10b6b5f7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1117770f | type |
Actually Four Mooks | |
Arkham Horror: The Card Game (Tabletop Game) / int_1117770f | comment |
Actually Four Mooks: The "Swarm" mechanic allows one monster to impersonate several copies of itself, but they can't separate from each other. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1117770f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1117770f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1117770f | |
Arkham Horror: The Card Game (Tabletop Game) / int_11719c53 | type |
Everyone Has a Special Move | |
Arkham Horror: The Card Game (Tabletop Game) / int_11719c53 | comment |
Everyone Has a Special Move: Each investigator has at least one unique ability and signature card which only they may use, which makes playing as them different from any other investigator from the same class. | |
Arkham Horror: The Card Game (Tabletop Game) / int_11719c53 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_11719c53 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_11719c53 | |
Arkham Horror: The Card Game (Tabletop Game) / int_11e1c33 | type |
Cap Raiser | |
Arkham Horror: The Card Game (Tabletop Game) / int_11e1c33 | comment |
Cap Raiser: Inverted with "Deep Slumber" treachery, which reduces hand size by 3, and forces investigator to discard excessive cards every time they draw anything, instead of only during upkeep phase. Fortunately, it's possible to get rid of it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_11e1c33 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_11e1c33 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_11e1c33 | |
Arkham Horror: The Card Game (Tabletop Game) / int_122e956a | type |
One Bullet Left | |
Arkham Horror: The Card Game (Tabletop Game) / int_122e956a | comment |
One Bullet Left: "One in the Chamber" event card only works when there's one ammo left in your Firearms asset... but it gives massive boost to the skill test when you use it, highly increasing your chance to make the best out of that ammo. | |
Arkham Horror: The Card Game (Tabletop Game) / int_122e956a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_122e956a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_122e956a | |
Arkham Horror: The Card Game (Tabletop Game) / int_1237828f | type |
Anyone Can Die | |
Arkham Horror: The Card Game (Tabletop Game) / int_1237828f | comment |
Anyone Can Die: None of the Companions are safe. One of them dies at random at the start of campaign, and the rest may die either if the investigator whom they follow or themselves gets defeated, or during certain story events. In general, it's nearly impossible to prevent at least two more deaths. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1237828f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1237828f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1237828f | |
Arkham Horror: The Card Game (Tabletop Game) / int_123f1464 | type |
No Item Use for You | |
Arkham Horror: The Card Game (Tabletop Game) / int_123f1464 | comment |
While "hollowed" cards generally can be retrieved once scenario ends, some effects can remove those cards permanently; non-unique cards must be re-purchased, unique are gone for duration of campaign. | |
Arkham Horror: The Card Game (Tabletop Game) / int_123f1464 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_123f1464 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_123f1464 | |
Arkham Horror: The Card Game (Tabletop Game) / int_132e865c | type |
Earn Your Bad Ending | |
Arkham Horror: The Card Game (Tabletop Game) / int_132e865c | comment |
Earn Your Bad Ending: If you go out of your way to improve your standing with Mother Rachel (she has the least number of options to do so out of all Residents), and then betray Rosa Marquez and side with her, even when you witness the atrocities she's capable of, Mother Rachel would give you one final task: to help gather people for the feast, even if they would resist. Then you would receive your reward: being devoured by the Colour. | |
Arkham Horror: The Card Game (Tabletop Game) / int_132e865c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_132e865c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_132e865c | |
Arkham Horror: The Card Game (Tabletop Game) / int_143ea829 | type |
Absurdly Long Stairway | |
Arkham Horror: The Card Game (Tabletop Game) / int_143ea829 | comment |
Absurdly Long Stairway: In "Beyond the Gates of Sleep", investigators have to ascend through the Seventy Steps... only to immediately run into the Seven Hundred Steps. In "A Thousand Shapes of Horror", there is a very long staircase which leads to the Underworld (which is a part of the Dream Land, being its lower plane). Thanks to The Unnameable's influence, it may become much longer than it seemed at first. In the ending where team B returns back home, they use the same staircase Virgil described in his writings to descend back into Waking World. However, finding that staircase requires taking some extra steps in previous scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_143ea829 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_143ea829 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_143ea829 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1440584e | type |
Heroic RRoD | |
Arkham Horror: The Card Game (Tabletop Game) / int_1440584e | comment |
Heroic RRoD: The "trauma" mechanic, which symbolises the dangers investigators faces scarring them for life. Traumas are usually earned as consequence of running out of Stamina and/or Sanity, or as effects of scenario resolutions, and result in investigators starting the next one already having some damage/horror, making it progressively easier to gain more of them. If it reduces them to zero starting Stamina/Sanity, that investigator perishes, forcing the player to pick a new one. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1440584e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1440584e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1440584e | |
Arkham Horror: The Card Game (Tabletop Game) / int_15385326 | type |
You Can't Thwart Stage One | |
Arkham Horror: The Card Game (Tabletop Game) / int_15385326 | comment |
You Can't Thwart Stage One: In "The Search for Kadath", no matter the outcome, Virgil will get captured, either together with the other investigators, or when he briefly separates from them, forcing investigators to go to rescue him on the Moon. | |
Arkham Horror: The Card Game (Tabletop Game) / int_15385326 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_15385326 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_15385326 | |
Arkham Horror: The Card Game (Tabletop Game) / int_156864b1 | type |
Encounter Repellant | |
Arkham Horror: The Card Game (Tabletop Game) / int_156864b1 | comment |
Encounter Repellant: Disc of Itzamna protects you from enemies that would otherwise spawn right on top of you; basic version merely lets you auto-evade it or deal damage to it, while upgraded discards it outright. Both versions are one-time use only, as you have to discard them afterwards. Dr. William T. Maleson lets you can an encounter card you don't like (shuffling it back into deck), and draw another, albeit at the cost of dropping one of your clues. Upgraded version can use his ability on another investigator, as well as letting you choose between two encounter cards instead, canceling and discarding the other "Forewarned" event lets you cancel a non-weakness treachery before it triggers, albeit you have to drop one of your clues to do so. "Barricade" event makes non-Elite enemies unable to enter your location (and upgraded version also prevents them from spawning, kicking them to the nearby location instead). The downside is that if anyone leaves the barricaded location (strangely, entering is fine), the barricade gets discarded. | |
Arkham Horror: The Card Game (Tabletop Game) / int_156864b1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_156864b1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_156864b1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1574193a | type |
Pushed at the Monster | |
Arkham Horror: The Card Game (Tabletop Game) / int_1574193a | comment |
Pushed at the Monster: In the final scenario, "The Devourer Below", Lita Chantler can be thrown at Umôrdhoth in order to appease its hunger, should it rise. This awards players with instant victory, but with great penalties. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1574193a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1574193a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1574193a | |
Arkham Horror: The Card Game (Tabletop Game) / int_15b09af9 | type |
Heel–Face Door-Slam | |
Arkham Horror: The Card Game (Tabletop Game) / int_15b09af9 | comment |
In "In the Clutches of Chaos", if Anette/Sanford survives the mayhem they've caused (which happens if investigators managed to stop them before they go too far with their plans), they would offer help in saving the world. You can accept it, refuse or try to arrest them (in Sanford's case, you can also replace him as new master of the Lodge). | |
Arkham Horror: The Card Game (Tabletop Game) / int_15b09af9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_15b09af9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_15b09af9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_161fa3b8 | type |
Hidden Agenda Villain | |
Arkham Horror: The Card Game (Tabletop Game) / int_161fa3b8 | comment |
Hidden Agenda Villain: It becomes obvious pretty early that Mother Rachel is untrustworthy, especially if you do the night scenarios and see her cult at work. But her true agenda only gets revealed at the end of campaign. | |
Arkham Horror: The Card Game (Tabletop Game) / int_161fa3b8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_161fa3b8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_161fa3b8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_16f2bb43 | type |
Item Caddy | |
Arkham Horror: The Card Game (Tabletop Game) / int_16f2bb43 | comment |
Item Caddy: Many Survivor-class cards are dedicated to (re)obtaining other cards from discard pile, or even playing them from there. Some investigators also have abilities interacting with discard pile in some way. | |
Arkham Horror: The Card Game (Tabletop Game) / int_16f2bb43 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_16f2bb43 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_16f2bb43 | |
Arkham Horror: The Card Game (Tabletop Game) / int_17122b19 | type |
Exactly What I Aimed At | |
Arkham Horror: The Card Game (Tabletop Game) / int_17122b19 | comment |
Exactly What I Aimed At" "Oops!" event allows to, after missing an enemy, to damage other enemy at same location. The upgraded version straight up allows you to hit the enemy you've missed anyway, on top of preventing another investigator engaged with the targeted enemy to suffer damage from your missed attack. | |
Arkham Horror: The Card Game (Tabletop Game) / int_17122b19 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_17122b19 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_17122b19 | |
Arkham Horror: The Card Game (Tabletop Game) / int_173909 | type |
Brainwashed and Crazy | |
Arkham Horror: The Card Game (Tabletop Game) / int_173909 | comment |
Brainwashed and Crazy: A strange influence is affecting the people of Excelsior hotel, using them as proxy to commit the murders. The scenario starts with the lead Investigator being brainwashed into murdering their informant, and 2 treacheries can potentially affect guests and police men, innocent "enemies" that are non-hostile to the Investigator by default, into becoming aggressive. "Driven to Madness" makes enemies lose the Aloof keyword (making them actively hostile), while buffing their stats and making you unable to parley with them until you evade them, while "Violent Outburst" will lead to them chasing whoever drew that card and immediately attack them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_173909 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_173909 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_173909 | |
Arkham Horror: The Card Game (Tabletop Game) / int_17761744 | type |
Heal Thyself | |
Arkham Horror: The Card Game (Tabletop Game) / int_17761744 | comment |
Heal Thyself: "Moment of Respite" Neutral event allows to heal up to 3 horror on yourself, on condition that there's no enemies in your location. "Precious Memento" (a Rogue/Survivor accessory asset) has impressive 3/3 Health/Sanity, and has the means to heal itself when you pass or fail tests; it comes in two variants, which only differs in what gets healed on success and what on failure (health or sanity). | |
Arkham Horror: The Card Game (Tabletop Game) / int_17761744 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_17761744 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_17761744 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1853aad0 | type |
Maximum HP Reduction | |
Arkham Horror: The Card Game (Tabletop Game) / int_1853aad0 | comment |
Maximum HP Reduction: "Curse of Yig" treachery decreases maximum Health by 1 until it gets dealt with by passing a Willpower test. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1853aad0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1853aad0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1853aad0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_185d449d | type |
Multi-Ranged Master | |
Arkham Horror: The Card Game (Tabletop Game) / int_185d449d | comment |
Multi-Ranged Master: Guardians have a huge variety of firearms they can use to defend themselves and their companions, going from mundane pistols and machineguns, to more exotic weaponry like flamethrowers or the "Lightning Gun". | |
Arkham Horror: The Card Game (Tabletop Game) / int_185d449d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_185d449d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_185d449d | |
Arkham Horror: The Card Game (Tabletop Game) / int_187bddc1 | type |
Religion of Evil | |
Arkham Horror: The Card Game (Tabletop Game) / int_187bddc1 | comment |
Religion of Evil: Aside from Night Gaunts, all your enemies in this scenario are evil cultists. | |
Arkham Horror: The Card Game (Tabletop Game) / int_187bddc1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_187bddc1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_187bddc1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_18cb78a2 | type |
You Are Already Dead | |
Arkham Horror: The Card Game (Tabletop Game) / int_18cb78a2 | comment |
You Are Already Dead: "It's got me!" treachery; once you received that, you have six rounds to get rid of it, or you would be devoured. Only way to get rid of it? Spend 1 countermeasure, which are in very limited supply (there are ways to obtain more, but considering that you are on the very tight time limit, you may not have time to spare). Additionally, you must be in the specific location to do so. | |
Arkham Horror: The Card Game (Tabletop Game) / int_18cb78a2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_18cb78a2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_18cb78a2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_18d15922 | type |
Title Drop | |
Arkham Horror: The Card Game (Tabletop Game) / int_18d15922 | comment |
Title Drop: If you get the permanent position in the Foundation, the case you were worked on gets called "The Scarlet Keys". Taylor comments on it being too extravagant to her taste, but she's fine with keeping it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_18d15922 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_18d15922 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_18d15922 | |
Arkham Horror: The Card Game (Tabletop Game) / int_18da3c47 | type |
Underwater Ruins | |
Arkham Horror: The Card Game (Tabletop Game) / int_18da3c47 | comment |
Underwater Ruins: The ancient ruins of the unknown civilisation are presented in the "Devil Reef" scenario, being the source of some ancient relics investigators are after. | |
Arkham Horror: The Card Game (Tabletop Game) / int_18da3c47 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_18da3c47 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_18da3c47 | |
Arkham Horror: The Card Game (Tabletop Game) / int_191a3673 | type |
Graceful Loser | |
Arkham Horror: The Card Game (Tabletop Game) / int_191a3673 | comment |
Graceful Loser: If you refuse to cooperate with Thorne and obtain the Key for yourself, Thorne lets you keep it, stating that you've won fairly, and they respect it, so you two part ways peacefully. It doesn't stop Thorne from being a random pick as the one who steals your Key later on, however. | |
Arkham Horror: The Card Game (Tabletop Game) / int_191a3673 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_191a3673 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_191a3673 | |
Arkham Horror: The Card Game (Tabletop Game) / int_19a781f | type |
Relationship Values | |
Arkham Horror: The Card Game (Tabletop Game) / int_19a781f | comment |
Relationship Values: The game tracks your relationship with particular denizens of the Vale; relationship goes up when you talk to them and help them in their troubles, and goes down when you either make wrong choices here and there, or let them be hurt by the monsters during adventures. Having high relationship eventually pays off, by giving you strong allies during the Vale's darkest hour, while those with too low relationship may actually go against you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_19a781f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_19a781f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_19a781f | |
Arkham Horror: The Card Game (Tabletop Game) / int_19df659c | type |
Gone Horribly Wrong | |
Arkham Horror: The Card Game (Tabletop Game) / int_19df659c | comment |
Gone Horribly Wrong: Karl Sanford wants to steal Keziah's powers. Anette wants to resurrect her as a powerful ally. No matter who of them succeeds, this results in them disturbing Azathoth, majority of their followers dying, and potentially their own deaths as well. | |
Arkham Horror: The Card Game (Tabletop Game) / int_19df659c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_19df659c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_19df659c | |
Arkham Horror: The Card Game (Tabletop Game) / int_1a1ea492 | type |
Lord British Postulate | |
Arkham Horror: The Card Game (Tabletop Game) / int_1a1ea492 | comment |
Lord British Postulate: Broods of Yog-Sothoth can't be attacked or damaged without using Esoteric Formula. It's still possible to get rid of them with player cards that can defeat or otherwise remove them from play without damaging them, as the Broods aren't Elite and thus lack the game's usual Contractual Boss Immunity. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1a1ea492 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1a1ea492 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1a1ea492 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1aa08f77 | type |
Multiple Endings | |
Arkham Horror: The Card Game (Tabletop Game) / int_1aa08f77 | comment |
Multiple Endings: The scenario has four possible endings: investigators can succeed at their mission and return back unharmed; get beaten and forced to retreat, but entrust fixing the timeflow to redeemed Edwin Bennet; fail to restore the original timeline, but at least stop further destabilisation by neutralising Bennet; and the worst ending where investigators ends up imprisoned in Tindalos, and Bennet is free to continue his evil schemes unopposed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1aa08f77 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1aa08f77 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1aa08f77 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b2b1d2c | type |
Violation of Common Sense | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b2b1d2c | comment |
Violation of Common Sense: You are warned to not stray from the path, but besides the lone gug (whom you may or may not encounter) and one of the treacheries which only targets those in the woods, there are no punishments for doing so; in fact, breaking the rules and going adventuring is your main source of experience in this scenario. This is likely the entire point: only those who dare can reach Unknown Kadath. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b2b1d2c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b2b1d2c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1b2b1d2c | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b590025 | type |
Dead All Along | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b590025 | comment |
Carl Sanford's weird reaction to investigators (who were just accepted into the Inner Circle) surviving the Spectral Watcher's embracenote Failing "The Wages of Sin" scenario foreshadows reveal of the epilogue — that investigators actually didn't make it; they just refused to die, continuing fighting till the end. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b590025 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b590025 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1b590025 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b8f9f2b | type |
Mutually Exclusive Party Members | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b8f9f2b | comment |
Mutually Exclusive Party Members: Depending on when you visit certain location, you'd meet different people, meaning that some combination of the people following you are just impossible. Depending on your standing with them, during "The Twisted Hollow" scenario you can summon either Judith or Theo on your side, but not both. Zig-Zagged regarding William Hemlock and River Hawthorne. They have extremely uneasy relationship, and fundamentally incompatible views on what should be done to the island and the Hemlock Vale. During first two days, both visit different locations, making meeting them together impossible. This also means that going to explore location where they are cuts off the option to get relationship boost with the other one, by exploring their location. During "The Longest Night", it is possible to summon both at your side, but you must either know their schedule and plan ahead very carefully to get both to at least 3 points by the second evening, or sacrifice hard-earned story Item, so they would both agree to share the dance (otherwise, you'd likely have one of them at relationship 2 or below). There's no unique interactions between them, so it's less them working together and more them working against Mother Rachel, however. During the final evening, you can convince Hemlock and River to make a truce, but only one of them would spawn afterwards. Triggering codex on the one who spawns further boosts their relationship, but permanently ruins your standing with whomever you didn't choose. During the final scenario, you can summon by your side anyone whose relationship is at 4 or above, which means it's possible to have both Hemlock and River simultaneously if you have thoroughly prepared; there's no unique interactions if you do so. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b8f9f2b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1b8f9f2b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1b8f9f2b | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ba8eb64 | type |
Visual Pun | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ba8eb64 | comment |
Visual Pun: "Deja Vu" has the same card art as "Stray Cat", only with different colours and background. In french, "deja vu" means "already seen"; this is even Lampshaded by the card's quote: | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ba8eb64 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ba8eb64 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1ba8eb64 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1badfbbb | type |
The Heavy | |
Arkham Horror: The Card Game (Tabletop Game) / int_1badfbbb | comment |
If the deadline is reached, not only Roland fails to completely dismantle the cult, but one of the already arrested cultists would be released (Mr. Grey always takes priority, otherwise it would be any of the other cultists); it's explained by Roland's superior not believing in whatever evidence Roland gathered on the cult, and not being willing to bother with researching further, rather than just close the case. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1badfbbb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1badfbbb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1badfbbb | |
Arkham Horror: The Card Game (Tabletop Game) / int_1bf47ada | type |
The Medic | |
Arkham Horror: The Card Game (Tabletop Game) / int_1bf47ada | comment |
The Medic: "Medical Student" is an Ally for Guardians and Seekers that instantly heals an Investigator or other Ally by 1 health or sanity when it enters play; it's the only ability they have, however. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1bf47ada | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1bf47ada | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1bf47ada | |
Arkham Horror: The Card Game (Tabletop Game) / int_1c0d4155 | type |
Necessary Drawback | |
Arkham Horror: The Card Game (Tabletop Game) / int_1c0d4155 | comment |
Necessary Drawback: Mystics generally have very high Sanity (8-9), but are physically frail, with very few of them having above 6 Health. Almost all Mystics have good Willpower stat (4-5), but pay for it with mediocre other stats: very few of them have above 3 in either Intellect, Combat or Agility (albeit they also rarely have particularly terrible stats either), usually prioritising one of them over the others. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1c0d4155 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1c0d4155 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1c0d4155 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1c3423d6 | type |
The Quest | |
Arkham Horror: The Card Game (Tabletop Game) / int_1c3423d6 | comment |
The Quest: Once Virgil gets found at the end of "Beyond the Gates of Sleep", the main goal of the campaign changes to find Unknown Kadath, where investigators can find answers to their questions about the Dreamlands, and find real evidences of Dreamlands existence. The main point of "The Search for Kadath" is to identify Kadath's coordinates, by investigating several crucial locations of the Dreamlands. This eventually attracts Nyarlathotep's minions' attention and leads to Virgil's – and, depending on their performance, investigators' as well – capture, leading to "Dark Side of the Moon" scenario where Virgil gets saved, before adventure continues. In "Where the Gods Dwell", the investigators finally reaches Kadath, one way or another, only to find it abandoned; the whole expedition turns out to be a trap set by Nyarlathotep. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1c3423d6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1c3423d6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1c3423d6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1cf45657 | type |
Rate-Limited Perpetual Resource | |
Arkham Horror: The Card Game (Tabletop Game) / int_1cf45657 | comment |
Rate-Limited Perpetual Resource: Most cards cost various amount of "resources" to play. Each investigator receives 5 resources at the start of scenario, and 1 more during Upkeep phase, but with nearly every non-skill card costing at least 1 resource to play, it's very easy to go broke and have to wait until you accumulate more, or spend precious actions to generate resources, both of which you likely can't afford). Of all classes, the ones who're the least bothered by it are Rogues, having tons of resources-generating cards, while Guardians and Mystics are perpetually starving. Nearly everything (moving, investigating, fighting, playing cards, etc) costs at least one action, and investigators receive only 3 every turn. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1cf45657 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1cf45657 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1cf45657 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1dacdb4f | type |
Senseless Sacrifice | |
Arkham Horror: The Card Game (Tabletop Game) / int_1dacdb4f | comment |
Senseless Sacrifice: In the Epilogue 3, team B fights Atlach-Nacha, knowing that by cutting her off from the Waking World, they'd cut off their only way to escape, as well. Unfortunately, due to the team A's failure, the other Eldritch Abomination reaches the Earth, meaning that their sacrifice was for nothing. Even The Black Cat only partially succeeds at trying to assure itself that it doesn't care. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1dacdb4f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1dacdb4f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1dacdb4f | |
Arkham Horror: The Card Game (Tabletop Game) / int_1dd14f5a | type |
I Surrender, Suckers | |
Arkham Horror: The Card Game (Tabletop Game) / int_1dd14f5a | comment |
I Surrender, Suckers: "False Surrender" event allows to parley with enemy, only to then play a Weapon by reduced price, and, if the player wishes so, attack with using Agility instead of Combat. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1dd14f5a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1dd14f5a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1dd14f5a | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e4a1e0e | type |
I Owe You My Life | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e4a1e0e | comment |
I Owe You My Life: Desi would vote against you by default, but would back you up if you manage to correctly identify the impostor and get rid of it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e4a1e0e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e4a1e0e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1e4a1e0e | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e584efa | type |
Cruel and Unusual Death | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e584efa | comment |
During "The Silent Heath" scenario, you'd learn about the demise of Pearl family (father, mother and child; of those, only the mother gets named: Susan) who used to live there. They were likely killed by whatever was inside the meteorite, slowly and painfully, leaving only crystallised husks. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e584efa | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e584efa | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1e584efa | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e6ca414 | type |
Burning the Ships | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e6ca414 | comment |
Burning the Ships: In "Eternal Slumber", once the train is sabotaged, there is no escape; you must win together or die together. This's actually required to catch and interrogate one of cultists. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e6ca414 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e6ca414 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1e6ca414 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7487cd | type |
Breaking the Fourth Wall | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7487cd | comment |
Dream sequence for "A Phantom of Truth" scenario has its parts spread chaotically, making following it rather confusing — so you and your friends would be just as confused as the investigators you're playing as. "Dream 5" sequence, in particular, is the first on the page; if you read it, it tells you that it's not the entry you need, and instructs you to look for "Dream 1" elsewhere, in a fourth wall-breaking manner. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7487cd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7487cd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7487cd | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7f218c | type |
Drowning Pit | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7f218c | comment |
Drowning Pit: First task of "Group B" is to free one of them from big glass container, which slowly gets filled with water. If only one investigator is presented, they would always start in the container. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7f218c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7f218c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1e7f218c | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ebbdddb | type |
Power at a Price | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ebbdddb | comment |
Power at a Price: "In the Thick of It" permanent gives investigator some starting experience influx at the beginning of campaign (and only then, you can't purchase it once you form your deck), but makes them pay for it with two traumas of their choice. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ebbdddb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ebbdddb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1ebbdddb | |
Arkham Horror: The Card Game (Tabletop Game) / int_1eed8e76 | type |
The Juggernaut | |
Arkham Horror: The Card Game (Tabletop Game) / int_1eed8e76 | comment |
The Juggernaut: If Magh'an Ark'at wins, it would proceed to manually wipe out all the cities on Earth, completely disregarding any resistance. It wouldn't even bother to kill the investigators first, as there's nothing they can do anyway. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1eed8e76 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1eed8e76 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1eed8e76 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f39b662 | type |
Discard and Draw | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f39b662 | comment |
Discard and Draw: Beside the obvious pun of this being what every player will do in a card game, "Adaptable" is a level 1 permanent asset that allow you, between scenarios, to swap up to two level 0 cards for the same number of any level 0 cards from your collection that you have access to in your deckbuilding options (or up to four, if you have two copies of Adaptable). That makes cards that would normally be situationally useful for one scenario much more viable to run, as you no longer would need to waste exp to include them back for specific occasions, especially on replays where you know what you will have to face next. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f39b662 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f39b662 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1f39b662 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f48abcd | type |
Skeleton Key | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f48abcd | comment |
Skeleton Key: "Skeleton Key" asset may be used to reduce shroud of any location to 1, as long as it is attached to it. Given that it has both Relic and Cursed traits, its ability to fit to any and all locks is likely magic in nature. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f48abcd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f48abcd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1f48abcd | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f7c89f6 | type |
Nigh-Invulnerability | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f7c89f6 | comment |
Nigh-Invulnerability: "Ethereal Form" event allows, on successful evasion, turn ethereal, which makes the enemies unable to engage or attack investigator — but also makes investigator unable to attack or cause damage to them. However, any effects which causes damage/horror directly, would still do so, so this protection is not absolute. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f7c89f6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f7c89f6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1f7c89f6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f92e4c6 | type |
Regenerating Health | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f92e4c6 | comment |
Regenerating Health: Peter Sylvester slowly heals horror, allowing to use him as reliable horror sink. Jessica Hyde enters play with 2 damage (leaving her at just 1 Health), but heals 1 damage once your turn ends. This allows to use her as reliable damage sink. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f92e4c6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1f92e4c6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1f92e4c6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1fc8335e | type |
Deal with the Devil | |
Arkham Horror: The Card Game (Tabletop Game) / int_1fc8335e | comment |
Deal with the Devil: One of the randomly-chosen "plots" (secondary objective which has to be completed alongside your main time-fixing task) involves taking a loan from criminal boss, Old Sadie Sheldon. When the game goes for long enough, he would eventually send his goons to beat the debt out of you. You have to then either pay up your debt (and spend the clues to actually get rid of the goons afterwards), or just trash the mobs (who wouldn't be the easy fight, having high stats and Elite trait). | |
Arkham Horror: The Card Game (Tabletop Game) / int_1fc8335e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1fc8335e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1fc8335e | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ff3b1d6 | type |
Harmful Healing | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ff3b1d6 | comment |
Harmful Healing: "Painkillers" Neutral asset heals some damage at the cost of suffering horror. Its twin sister, "Smoking Pipe", does the same in reverse, healing horror and causing damage. | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ff3b1d6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_1ff3b1d6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_1ff3b1d6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_20c73e98 | type |
Creepy Cockroach | |
Arkham Horror: The Card Game (Tabletop Game) / int_20c73e98 | comment |
Creepy Cockroach: Swarms of cockroaches are recurring enemies in Hastur's areas of influence. | |
Arkham Horror: The Card Game (Tabletop Game) / int_20c73e98 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_20c73e98 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_20c73e98 | |
Arkham Horror: The Card Game (Tabletop Game) / int_20e6a6e7 | type |
It Only Works Once | |
Arkham Horror: The Card Game (Tabletop Game) / int_20e6a6e7 | comment |
It Only Works Once: If any card with the "Melee" trait is used against a Grasping Ooze enemy, it is devoured after the attack, removing it from the game for the rest of the scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_20e6a6e7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_20e6a6e7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_20e6a6e7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2139c878 | type |
Church Militant | |
Arkham Horror: The Card Game (Tabletop Game) / int_2139c878 | comment |
Church Militant: Brother Xavier is literally a priest with a gun, who helps you fight enemies. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2139c878 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2139c878 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2139c878 | |
Arkham Horror: The Card Game (Tabletop Game) / int_216ca857 | type |
Not What I Signed on For | |
Arkham Horror: The Card Game (Tabletop Game) / int_216ca857 | comment |
Not What I Signed on For: William Hemlock hired Judith Park to help with "hard rat problem" in the Hemlock House. When she learned that the house itself is alive and actively hostile, she didn't take it well: she believes that in current state, it's better to just demolish the place, as it's beyond saving. You may side with either of them, but whomever you didn't support, would leave. | |
Arkham Horror: The Card Game (Tabletop Game) / int_216ca857 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_216ca857 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_216ca857 | |
Arkham Horror: The Card Game (Tabletop Game) / int_21889138 | type |
Crimefighting with Cash | |
Arkham Horror: The Card Game (Tabletop Game) / int_21889138 | comment |
Crimefighting with Cash: A lot of Rogue-class economic cards involve them getting actual money, either through gambling, stealing, shady business or, in case of some of them, actual legal means. Those money goes to sponsor their world-saving. | |
Arkham Horror: The Card Game (Tabletop Game) / int_21889138 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_21889138 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_21889138 | |
Arkham Horror: The Card Game (Tabletop Game) / int_21d1512f | type |
Reality Bleed | |
Arkham Horror: The Card Game (Tabletop Game) / int_21d1512f | comment |
Reality Bleed: Dream Land gradually merges with the "Waking world". If process would not be stopped, consequences would be catastrophic, for both of worlds. Just to get an idea, how bad it would be, take setup of "Waking Nightmare", and apply this to the whole world: this what would awaits us all if the Great Bridge ever gets completed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_21d1512f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_21d1512f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_21d1512f | |
Arkham Horror: The Card Game (Tabletop Game) / int_22a59b45 | type |
Self-Harm | |
Arkham Horror: The Card Game (Tabletop Game) / int_22a59b45 | comment |
Self-Harm: "Psychosis" basic weakness makes you suffer direct damage each time you suffer horror. Fortunately, you or other investigator can help to temporarily get rid of it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_22a59b45 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_22a59b45 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_22a59b45 | |
Arkham Horror: The Card Game (Tabletop Game) / int_22f6000b | type |
Everybody's Dead, Dave | |
Arkham Horror: The Card Game (Tabletop Game) / int_22f6000b | comment |
Everybody's Dead, Dave: In the Epilogue 7, the Black Cat tries to warn team A about team B's demise, so they won't try to return for them, only to realise that they can't hear it anyway. In the Epilogue 11, the Black Cat warns team A about team B's demise, and pleads them to not try to search for them, since they are doomed. They heed it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_22f6000b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_22f6000b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_22f6000b | |
Arkham Horror: The Card Game (Tabletop Game) / int_2487c879 | type |
Forced Sleep | |
Arkham Horror: The Card Game (Tabletop Game) / int_2487c879 | comment |
Forced Sleep: In the first scenario, "Eternal Slumber", citizens of Cairo, Egypt just suddenly fell asleep, one by one, and no one can help them or understand reason behind this. Story-wise, finding a way to cure it is the premise of first scenario and reason why investigators arrived in the first place. Fortunately, this condition is reversible, but only in "good" endings for both scenarios. Gameplay-wise, this can happen to investigators themselves or their Allies, through "Taken by Abyss" mechanic'. Anyone "taken by Abyss" gets removed from campaign for its duration, and can't be used in any way. If investigators are "taken by Abyss", they are unplayable (just like killed or insane ones), meaning that you must pick another one to continue playing — and possibly save the ones stuck in eternal slumber. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2487c879 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2487c879 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2487c879 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2493b31d | type |
Fire-Forged Friends | |
Arkham Horror: The Card Game (Tabletop Game) / int_2493b31d | comment |
Fire-Forged Friends: Claypool and Ellsworth used to be friends (or perhaps closer than just friends, it's unclear), but their friendship took a heavy hit sometime prior to the expedition, to the point that they barely can stand each other now. If they both survives to the epilogue, they mends their friendship. Cookie and Takada are almost openly hostile to each other at first. If they both survives to the epilogue, they develops into Vitriolic Best Buds who're now planning a mission on their own to find Takada's Missing Dad. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2493b31d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2493b31d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2493b31d | |
Arkham Horror: The Card Game (Tabletop Game) / int_24fa70e3 | type |
Bandit Mook | |
Arkham Horror: The Card Game (Tabletop Game) / int_24fa70e3 | comment |
Bandit Mook: Dweller in the Pit can steal the treasures you're after (marked by Ancient trait) and shuffle them into exploration deck, forcing you to waste time on attempts to retrieve them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_24fa70e3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_24fa70e3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_24fa70e3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_25afd4a3 | type |
Good Guns, Bad Guns | |
Arkham Horror: The Card Game (Tabletop Game) / int_25afd4a3 | comment |
Good Guns, Bad Guns: Most "bad" guns (commonly associated with gangsters, like "Sawed-Off Shotgun or" ".45 'Thompson'") belongs to Rogue class, and have Illicit trait, though only certain Rogues can qualify as Token Evil Teammates themselves. | |
Arkham Horror: The Card Game (Tabletop Game) / int_25afd4a3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_25afd4a3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_25afd4a3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_260926c3 | type |
Failure Is the Only Option | |
Arkham Horror: The Card Game (Tabletop Game) / int_260926c3 | comment |
Failure Is the Only Option: Even in the good ending, Wendy merely confirms that father is alive, but doesn't learn where he is. Given that her being an orphan looking for her Disappeared Dad is a central part of her story (in every game where she appears), it's unsurprising. | |
Arkham Horror: The Card Game (Tabletop Game) / int_260926c3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_260926c3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_260926c3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_26ac510e | type |
Mythology Gag | |
Arkham Horror: The Card Game (Tabletop Game) / int_26ac510e | comment |
Mythology Gag: In every game he appears in, Ashcan Pete is accompanied by his dog, Duke. His counterpart in this expansion is (now playable) Duke... with "friendly human" Ashcan Pete as his signature ally. His stats are also inverted: Ashcan Pete had good Willpower and Agility, but bad Combat and Intellect (without Duke's help); as investigator, Duke has good Combat and Intellect, but bad Willpower and Agility. | |
Arkham Horror: The Card Game (Tabletop Game) / int_26ac510e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_26ac510e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_26ac510e | |
Arkham Horror: The Card Game (Tabletop Game) / int_270c1778 | type |
Blood Magic | |
Arkham Horror: The Card Game (Tabletop Game) / int_270c1778 | comment |
Blood Magic: "Binder's Jar" asset allows to cancel an attack from enemy, but requires to defeat some enemies with same traits as the attacker first, which works as its "charges". It also gives you extra arcane slots for each enemy atatched to the card. "Blood Pact" shows investigator cutting his arm to spill blood, as part of some ritual. The card itself gives temporal stat boost, at the cost of accumulating doom. | |
Arkham Horror: The Card Game (Tabletop Game) / int_270c1778 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_270c1778 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_270c1778 | |
Arkham Horror: The Card Game (Tabletop Game) / int_272abb98 | type |
Shoot the Shaggy Dog | |
Arkham Horror: The Card Game (Tabletop Game) / int_272abb98 | comment |
Shoot the Shaggy Dog: In "Where the Gods Dwell", after surviving so many ordeals and finally arriving to Kadath, Virgil realises that all of this was for nothing (with Kadath being long since abandoned, meaning he has no meaning to acquire any proof of his journeys), and suddenly gets confronted by Nyarlathotep, who kills him by stabbing him through his chest. | |
Arkham Horror: The Card Game (Tabletop Game) / int_272abb98 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_272abb98 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_272abb98 | |
Arkham Horror: The Card Game (Tabletop Game) / int_281de59f | type |
Extremely Short Timespan | |
Arkham Horror: The Card Game (Tabletop Game) / int_281de59f | comment |
Extremely Short Timespan: As the title hints, Night of the Zealot takes place during a single night | |
Arkham Horror: The Card Game (Tabletop Game) / int_281de59f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_281de59f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_281de59f | |
Arkham Horror: The Card Game (Tabletop Game) / int_2854b56d | type |
Uncertain Doom | |
Arkham Horror: The Card Game (Tabletop Game) / int_2854b56d | comment |
Uncertain Doom: Rachel's daughter, Rebecca, briefly appears in the first ending, wearing her signature rabbit mask, then disappears, leaving investigators wondering whether it was indeed her. She doesn't appear in any other endings at all, even in the third one, where people were evacuated. What actually happened to her, remains unanswered. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2854b56d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2854b56d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2854b56d | |
Arkham Horror: The Card Game (Tabletop Game) / int_2902d076 | type |
Support Party Member | |
Arkham Horror: The Card Game (Tabletop Game) / int_2902d076 | comment |
Support Party Member: Seekers have low combat capabilities, but are excellent as supporters for the actual fighters (usually Guardians) of their team. Their ability to gather clues quickly and advance through the acts is key to win many scenarios, and it's not an uncommon strategy for bigger groups of players to focus on protecting their Seeker while they work on gathering clues. That said, a Seeker completely focused on getting clues lags behind when the objective of the current act isn't related to clues. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2902d076 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2902d076 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2902d076 | |
Arkham Horror: The Card Game (Tabletop Game) / int_29428ef | type |
Difficulty Levels | |
Arkham Horror: The Card Game (Tabletop Game) / int_29428ef | comment |
Difficulty Levels: The game can be played on four difficulties: Easy, Standard, Hard and Expert (standalone scenarios usually have only Standard and Hard), which determines the chaos bag composition, with harder difficulties having greater negative chaos tokens in the chaos bag and more dangerous effects on the Skull, Cultist, Tablet and Elder Thing symbol tokens. | |
Arkham Horror: The Card Game (Tabletop Game) / int_29428ef | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_29428ef | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_29428ef | |
Arkham Horror: The Card Game (Tabletop Game) / int_294df577 | type |
Dark World | |
Arkham Horror: The Card Game (Tabletop Game) / int_294df577 | comment |
Spectral Realm, shadow version of our world, inhabited by hostile ghosts and spectral monsters. | |
Arkham Horror: The Card Game (Tabletop Game) / int_294df577 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_294df577 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_294df577 | |
Arkham Horror: The Card Game (Tabletop Game) / int_29a39f6 | type |
Easter Egg | |
Arkham Horror: The Card Game (Tabletop Game) / int_29a39f6 | comment |
It's the campaign about secrets and espionage. If you check the PDF file with campaign guide thoroughly enough, you may discover some hidden info in the dossiers, including the parts actually referring to your enemies' abilities. | |
Arkham Horror: The Card Game (Tabletop Game) / int_29a39f6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_29a39f6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_29a39f6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2a02e5c9 | type |
Guile Hero | |
Arkham Horror: The Card Game (Tabletop Game) / int_2a02e5c9 | comment |
Guile Hero: One of the core aspect of the Survivor Investigator archetype is that they are in general woefully unprepared to investigate the nature of the Mythos and face the many trails ahead related to them, but they make up for it through their uncanny ability to adapt to any situation they find themselves in, improvising along the way and finding creative solutions to problems. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2a02e5c9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2a02e5c9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2a02e5c9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2a195285 | type |
Revolvers Are Just Better | |
Arkham Horror: The Card Game (Tabletop Game) / int_2a195285 | comment |
Revolvers Are Just Better: Revolvers are amongst most common Weapon cards, mainly belonging to Guardian or Rogue classes, as well as showing up as signature Weapons for several investigators. They tend to be cheap and reliable, making them popular sidearm choices. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2a195285 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2a195285 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2a195285 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2af679a6 | type |
Sidequest | |
Arkham Horror: The Card Game (Tabletop Game) / int_2af679a6 | comment |
Sidequest: Second part of "Ice and Death" is entirely built around attempts to retrieve the Expedition members who went missing during the night and went insane. It's up to the players to either risk and go rescue them, or let them perish. The better location for a camp was picked in the previous scenario (measured by the "shelter" value), the less people would go missing, down to and including none, which skips the scenario automatically. If scenario gets skipped manually (or the time runs out), all non-rescued Partners dies. Second part of "Ice and Death" involves the monsters catching up with the camp and trying to attack the investigators. Fighting them isn't necessary, but gives some more time to retrieve the missing story assets (which would be useful later), and allows to earn additional experience. The first part of "The Heart of Madness" isn't mandatory to finish the campaign, the players may skip directly to the second part, but it allows to obtain the Seals, which would significantly increase the chances of successfully destroying Myst tokens. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2af679a6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2af679a6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2af679a6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b2a1700 | type |
Master of Unlocking | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b2a1700 | comment |
Master of Unlocking: When Rogues have to investigate, they have "Lockpicks" asset, that boosts their chances to succeed, but has a risk of breaking if you don't perform well enough; upgrading makes it more durable. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b2a1700 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b2a1700 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2b2a1700 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b50986a | type |
Arrange Mode | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b50986a | comment |
Arrange Mode: This scenario has several optional rules to make it more challenging: use more than one "plot" which has to be resolved in order to win; make it so contact between the versions of same character from different timelines drives them insane (by dropping 5 horror on them); or make it so if chronologically-earlier version gets abducted, so would be the chronologically-later version(s). | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b50986a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b50986a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2b50986a | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b706ca | type |
More Dakka | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b706ca | comment |
".41 Thompson" is a rather generic Firerarms asset aviable to Guardians and Rogues, costing prohibitive 6 resources to play, but coming with 5 ammo to shoot. The Guardian's upgrade doesn't change anything about the gun, but reclaims every spent ammo as a resource (thus paying back for it); while Rogues makes it cheaper and gives it means to hit another target at the cost of extra ammo consumption. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b706ca | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b706ca | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2b706ca | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b98ddb5 | type |
Liquid Courage | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b98ddb5 | comment |
"Tennessee Sour Mash" Item asset can be drunk by Rogues and Survivors for improving their chances during a Willpower test on a treachery card, or the bottle itself can be used as a weapon, giving user huge boost to accuracy (but not to damage). The Rogue's upgrade makes the card fast, the stat boost more potent, and makes the attack with it cause extra damage; while the Survivor's upgrade makes it cheaper, last longer (giving bottle 1 extra supply), and lets you attack to stun non-Elite enemies, resulting in automatic evasion. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b98ddb5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2b98ddb5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2b98ddb5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2bc8bdeb | type |
Speak of the Devil | |
Arkham Horror: The Card Game (Tabletop Game) / int_2bc8bdeb | comment |
Speak of the Devil: If you heed Daniel's warning, each time an investigators says Hastur's name, they suffer 1 horror. Including during the scenario's setup. One of achievements in Return to the Path to Carcosa requires doing this seven or more times during single scenario and/or its setup. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2bc8bdeb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2bc8bdeb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2bc8bdeb | |
Arkham Horror: The Card Game (Tabletop Game) / int_2bdae2ae | type |
Awesome, but Impractical | |
Arkham Horror: The Card Game (Tabletop Game) / int_2bdae2ae | comment |
Awesome, but Impractical: "Sledgehammer" (a Guardian/Survivor asset) is so huge that it requires using extra actions to strike with it reliably, but if it actually lands a hit, it causes massive damage... and likely leave your investigator unable to do anything else, as you start with only three actions by default. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2bdae2ae | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2bdae2ae | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2bdae2ae | |
Arkham Horror: The Card Game (Tabletop Game) / int_2c77fae3 | type |
Darkness Equals Death | |
Arkham Horror: The Card Game (Tabletop Game) / int_2c77fae3 | comment |
Darkness Equals Death: Many enemies gets more dangerous at night, gaining extra abilities. It's not always the case with treacheries, however, as their behaviour changes completely, and day version isn't guaranteed to be any easier. During "The Lost Sister" scenario, instead of normal day/night system, cards use day or night version depending on whether current location counts as dark or not, meaning that generally, you're slightly safer when outside. But you have to go deep into caves to actually do your objective. During "The Twisted Hollow" scenario, locations with Dark trait (read: any locations not lit by the lone lamp you control) frequently shuffles, meaning that you're never sure what's going outside of small are you can see; and losing the lamp may leave you vulnerable. What's more, game gradually increases darkness level, which makes various in-game effects more dangerous, and eventually eliminates entire group (unless you're playing in standalone mode). The only time you see the Vale at night is during the final night, when the monster comes to devour all its residents. All locations, previously cute and innocent, turns to the other side, now looking bleak and threatening, some gain actually dangerous effects, and even the cards' background gets grey (instead of standard yellowish-brown) to make it darker and bleaker. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2c77fae3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2c77fae3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2c77fae3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2cac316e | type |
Absurdly Ineffective Barricade | |
Arkham Horror: The Card Game (Tabletop Game) / int_2cac316e | comment |
Absurdly Ineffective Barricade: Downplayed with level 0 version of "Barricade" event; while it does prevent the enemies from entering your location, it does nothing to stop them from spawning there, which is even more likely to happen. Upgraded version removes that flaw. Elite enemies, as always, are unaffected. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2cac316e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2cac316e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2cac316e | |
Arkham Horror: The Card Game (Tabletop Game) / int_2d4fa515 | type |
Ax-Crazy | |
Arkham Horror: The Card Game (Tabletop Game) / int_2d4fa515 | comment |
Ax-Crazy: During Act 2 of the "Written in Rock" scenario, amongst the resident monstrosities, you have to deal with Frenzied Miners, who viciously attack both you and your followers (dealing their damage to each other investigator and Resident you control as well as you). | |
Arkham Horror: The Card Game (Tabletop Game) / int_2d4fa515 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2d4fa515 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2d4fa515 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2d78cee0 | type |
Cobweb Jungle | |
Arkham Horror: The Card Game (Tabletop Game) / int_2d78cee0 | comment |
Cobweb Jungle: One of the "treachery" cards in spider-infested places is a cobweb huge enough you can actually stuck in it. In the "Waking Nightmare", if infestation spreads out of control, cobwebs eventually would cover the entire building. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2d78cee0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2d78cee0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2d78cee0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2da9bb9b | type |
Psychopomp | |
Arkham Horror: The Card Game (Tabletop Game) / int_2da9bb9b | comment |
Psychopomp: The island in "The Union and Disillusion" is inhabited by the soul-catching birds, whippoorwills. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2da9bb9b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2da9bb9b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2da9bb9b | |
Arkham Horror: The Card Game (Tabletop Game) / int_2e8441c9 | type |
The Bad Guy Wins | |
Arkham Horror: The Card Game (Tabletop Game) / int_2e8441c9 | comment |
In the Resolution 3, investigators fails their mission and gets trapped on Tindalos, while Edwin Bennet is free to continue his machinations unopposed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2e8441c9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2e8441c9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2e8441c9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2eb94abd | type |
Deadly Euphemism | |
Arkham Horror: The Card Game (Tabletop Game) / int_2eb94abd | comment |
When you visit the school on first morning, one of the children asks where's Edie (clearly another child), only to get told to not worry about her, as "Edie has found her place", and shouldn't be worried about, as Mother Rachel knows best. Mother Rachel would later repeat that phrase about "finding/knowing your place" time and time again. If you get any suspicions that there's something really wrong with the village in general and Mother Rachel in particular, you would be proven right very soon: that phrase is exactly what she says about people sacrificed to the Colour or its mutants. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2eb94abd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2eb94abd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2eb94abd | |
Arkham Horror: The Card Game (Tabletop Game) / int_2f253c94 | type |
Glass Cannon | |
Arkham Horror: The Card Game (Tabletop Game) / int_2f253c94 | comment |
Glass Cannon: Over the time, Seekers gained plenty options to defeat, neutralise or cripple their enemies, but most of those cards are Events which only work once and go to the discard pile after use. They're still among the most vulnerable Investigators in the game though, usually having really low Health (around 5-6), low-to-average Agility and consistently below-average Combat stats. | |
Arkham Horror: The Card Game (Tabletop Game) / int_2f253c94 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_2f253c94 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_2f253c94 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3033b958 | type |
Giant Enemy Crab | |
Arkham Horror: The Card Game (Tabletop Game) / int_3033b958 | comment |
If Theo Peters reconciles with his sister, once the giant crab attacks, he decides to avenge the eaten dog, Bruce. Otherwise, he says that he forgot something in the track, and runs for his life. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3033b958 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3033b958 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3033b958 | |
Arkham Horror: The Card Game (Tabletop Game) / int_309b8806 | type |
Cursed with Awesome | |
Arkham Horror: The Card Game (Tabletop Game) / int_309b8806 | comment |
Cursed with Awesome: Rougarou transformation was intended as a Double-Edged Buff, but there are plenty of investigators whose Willpower and Intellect are already low, so they don't suffer ill effects; some even get upgraded by it, as they normally have below 2 in both. | |
Arkham Horror: The Card Game (Tabletop Game) / int_309b8806 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_309b8806 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_309b8806 | |
Arkham Horror: The Card Game (Tabletop Game) / int_30cffab7 | type |
Illegal Gambling Den | |
Arkham Horror: The Card Game (Tabletop Game) / int_30cffab7 | comment |
Illegal Gambling Den: Scenario is set in (masked as a club) casino run by O'Bannion gang. | |
Arkham Horror: The Card Game (Tabletop Game) / int_30cffab7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_30cffab7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_30cffab7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3121f1e6 | type |
Noob Cave | |
Arkham Horror: The Card Game (Tabletop Game) / int_3121f1e6 | comment |
Noob Cave: Shortest and easiest of campaigns, mainly used to introduce new players to the game (particularly the first scenario, The Gathering); campaign guide also provides some tips for them. This does not apply to Return to the Night of the Zealot, however, which increases difficulty of the game. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3121f1e6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3121f1e6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3121f1e6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_31c5e7fb | type |
Starfish Aliens | |
Arkham Horror: The Card Game (Tabletop Game) / int_31c5e7fb | comment |
Starfish Aliens: Besides Blob, investigators may also face Mi-Go — alien insect/crab/fungus hybrid from outers space. They actually have their own agenda, which, if not prevented, would cause some additional penalties, but if investigators actually succeed in stopping it, they would earn some additional rewards. | |
Arkham Horror: The Card Game (Tabletop Game) / int_31c5e7fb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_31c5e7fb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_31c5e7fb | |
Arkham Horror: The Card Game (Tabletop Game) / int_323fd510 | type |
Everyone Is a Suspect | |
Arkham Horror: The Card Game (Tabletop Game) / int_323fd510 | comment |
Everyone Is a Suspect: "The Vanishing of Elina Harper" has the investigators trying to find out who has abducted agent Elina Harper, and where she's kept, with six possible variants for both the abductor (basically, every named character amongst the locals save for a bus driver) and for the hideout. Since there's only one true abductor and only one true hideout, and scenario ends on a failure immediately if investigators fail to identify at least one of the two, they must investigate and reduce the amount of suspects as much as possible before making an accusation. It helps that the true suspect/hideout would never be in the leads deck, meaning that the faster the players may run through that deck, the faster they would run out of Red Herrings. | |
Arkham Horror: The Card Game (Tabletop Game) / int_323fd510 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_323fd510 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_323fd510 | |
Arkham Horror: The Card Game (Tabletop Game) / int_32ae9544 | type |
Vertical Kidnapping | |
Arkham Horror: The Card Game (Tabletop Game) / int_32ae9544 | comment |
Vertical Kidnapping: Several campaigns involve Night Gaunts who can (and will) abduct investigators and take them to different locations. They always appear exactly once. | |
Arkham Horror: The Card Game (Tabletop Game) / int_32ae9544 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_32ae9544 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_32ae9544 | |
Arkham Horror: The Card Game (Tabletop Game) / int_32da548d | type |
Arch-Enemy | |
Arkham Horror: The Card Game (Tabletop Game) / int_32da548d | comment |
Arch-Enemy: Some weaknesses (especially personal weaknesses of specific investigators) take the form of enemies that, throughout the campaign, will continuously hunt down, harass and/or make the life of the investigator they "belong" to harder, no matter how many times they are defeated or avoided. | |
Arkham Horror: The Card Game (Tabletop Game) / int_32da548d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_32da548d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_32da548d | |
Arkham Horror: The Card Game (Tabletop Game) / int_33373374 | type |
All of Time at Once | |
Arkham Horror: The Card Game (Tabletop Game) / int_33373374 | comment |
All of Time at Once: In "Shattered Aeons", you can travel to different location in different times, including Atlantis right before its demise, the ancient world and a devastated city in distant future long after humanity's extinction. | |
Arkham Horror: The Card Game (Tabletop Game) / int_33373374 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_33373374 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_33373374 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3346f944 | type |
Not Worth Killing | |
Arkham Horror: The Card Game (Tabletop Game) / int_3346f944 | comment |
Not Worth Killing: If Amaranth steals your Key, she would actually bust investigators mid-stealing, but decide to not bother and let them go, telling them to leave in rather dismissive tone. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3346f944 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3346f944 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3346f944 | |
Arkham Horror: The Card Game (Tabletop Game) / int_33d0ba5d | type |
Choose a Handicap | |
Arkham Horror: The Card Game (Tabletop Game) / int_33d0ba5d | comment |
Choose a Handicap: Your choices of whom to support affect chaos bag, with each token having different negative effects. Cultist tokens (which correspond to pro-Rachel decisions) gives you some advantages (while still working as negative modifiers), but when Mother Rachel would turn hostile, so would those tokens. | |
Arkham Horror: The Card Game (Tabletop Game) / int_33d0ba5d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_33d0ba5d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_33d0ba5d | |
Arkham Horror: The Card Game (Tabletop Game) / int_33db913f | type |
Open Mouth, Insert Foot | |
Arkham Horror: The Card Game (Tabletop Game) / int_33db913f | comment |
Open Mouth, Insert Foot: In a couple of cases, when you have to pick what to tell to specific Resident, you can alienate them if you don't pick your words well: During final evening, if Simeon died, trying to ask Leah about what she was in the mines would make her think that you only care about your survey, not the people. This would drop her relationship straight to 0, giving you no chance to salvage it, as it happens right before the finale. Thanking Judith for saving you during first night would make her react with subtle disappointment, and lower her relationship. By contrast, saying that you could've handled it would be approved by her, rising her relationship instead. | |
Arkham Horror: The Card Game (Tabletop Game) / int_33db913f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_33db913f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_33db913f | |
Arkham Horror: The Card Game (Tabletop Game) / int_3460db2 | type |
Foregone Victory | |
Arkham Horror: The Card Game (Tabletop Game) / int_3460db2 | comment |
Foregone Victory: Once you seal the rift in "Lost and Time and Space," you can no longer lose, even if entire team gets wiped out; you would be declared victorious regardless of what happens to the team, but you will get a better ending if you actually manage to escape. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3460db2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3460db2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3460db2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_348c7ded | type |
Sword Cane | |
Arkham Horror: The Card Game (Tabletop Game) / int_348c7ded | comment |
Sword Cane: Mystics have actual "Sword Cane" as their Weapon choice; besides standard for Mystic cards ability to do stuff through Willpower, its main gimmick is that a sword-disguised-as-a-cane always takes the enemy by surprise, making you able to use it without attacks of opportunity. | |
Arkham Horror: The Card Game (Tabletop Game) / int_348c7ded | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_348c7ded | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_348c7ded | |
Arkham Horror: The Card Game (Tabletop Game) / int_34c3144b | type |
Lured into a Trap | |
Arkham Horror: The Card Game (Tabletop Game) / int_34c3144b | comment |
Lured into a Trap: When the Eztli guardians offers to talk with Ichtaca, who would explain what's going on, Alejandro right away states that he's not going, as it just has to be a trap to slaughter them all when they lower their guard down, and he would not take part in this. Except, the offer is genuine, and Ichtaca would give you direction to the temple even if you attack her (albeit she would be understandably angry if that's the case), and would personally lead you there if you listened to her, intrigued by you being more reasonable than most outsiders. | |
Arkham Horror: The Card Game (Tabletop Game) / int_34c3144b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_34c3144b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_34c3144b | |
Arkham Horror: The Card Game (Tabletop Game) / int_34dcfc96 | type |
Kick the Dog | |
Arkham Horror: The Card Game (Tabletop Game) / int_34dcfc96 | comment |
Kick the Dog: If Eliyah dies in the crash, Cookie suggests to just abandon his dog to her death when she refuses to leave her master's corpse behind (they have until dawn to find the shelter, or they're screwed). The rest looks at him so angrily, he shuts up immediately. If Claypool dies in the crash, Cookie blames Takada (the plane's creator) for it, claiming that had she did the better job, he would've stayed alive. No one agrees with him, especially since it's pretty clear that the crash was unavoidable regardless of Takada's skills. | |
Arkham Horror: The Card Game (Tabletop Game) / int_34dcfc96 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_34dcfc96 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_34dcfc96 | |
Arkham Horror: The Card Game (Tabletop Game) / int_34ffa400 | type |
Bonus Dungeon | |
Arkham Horror: The Card Game (Tabletop Game) / int_34ffa400 | comment |
Bonus Dungeon: This scenario has extra rewards (and consequences) if played as part of The Scarlet Keys campaign (like being able to actually claim the Wellspring of Fortune as a Key); scenario intro changes to acknowledge that the players are aware of Abarran's role as the Coterie member, and the true nature of the Wellspring of Fortune as one of the Keys. | |
Arkham Horror: The Card Game (Tabletop Game) / int_34ffa400 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_34ffa400 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_34ffa400 | |
Arkham Horror: The Card Game (Tabletop Game) / int_35a24c16 | type |
Geo Effects | |
Arkham Horror: The Card Game (Tabletop Game) / int_35a24c16 | comment |
During "The Longest Night" scenario, all of scenario-specific enemies except for Lupine Hybrid are immune to one or more of security measures you can use. Molting Hybrid is immune to barriers (which blocks the movement), Capra Hybrid is immune to decoys (exhausts and deals damage), Equine Hybrid is immune to traps (deals damage on entry), Ursine Hybrid barriers and decoys (but not traps) and Slithering Hybrid ignores everything, as well as doesn't take damage from "Fire!" treachery. | |
Arkham Horror: The Card Game (Tabletop Game) / int_35a24c16 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_35a24c16 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_35a24c16 | |
Arkham Horror: The Card Game (Tabletop Game) / int_35d4beb4 | type |
Horde of Alien Locusts | |
Arkham Horror: The Card Game (Tabletop Game) / int_35d4beb4 | comment |
Horde of Alien Locusts: Ezel-zen-rezl's agents are insectoid monstrosities who would devour anyone standing in their way. In fact, Ezel-zen-rezl even looks like the locust swarm. Absolutely enormous swarm. | |
Arkham Horror: The Card Game (Tabletop Game) / int_35d4beb4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_35d4beb4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_35d4beb4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_36249acd | type |
Lethal Joke Character | |
Arkham Horror: The Card Game (Tabletop Game) / int_36249acd | comment |
Lethal Joke Character: Many things Blob may "devour" are completely senseless ("your cellphone", really?), but others are lethal: it can (and would) devour your whole deck and your investigator, with fatal results. | |
Arkham Horror: The Card Game (Tabletop Game) / int_36249acd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_36249acd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_36249acd | |
Arkham Horror: The Card Game (Tabletop Game) / int_3669a9e2 | type |
Multi-Melee Master | |
Arkham Horror: The Card Game (Tabletop Game) / int_3669a9e2 | comment |
Multi-Melee Master: Befitting their roles as the main fighters of most investigation teams, Guardians have the biggest quantity and variety of melee weapons among all classes, which include swords, boxing gloves, truncheons, axes, machetes, survival and war knives. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3669a9e2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3669a9e2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3669a9e2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_37690091 | type |
Stable Time Loop | |
Arkham Horror: The Card Game (Tabletop Game) / int_37690091 | comment |
Stable Time Loop: If investigators win, they put the newspaper where it was originally found at the start of the story, setting plot in motion, closing the loop. | |
Arkham Horror: The Card Game (Tabletop Game) / int_37690091 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_37690091 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_37690091 | |
Arkham Horror: The Card Game (Tabletop Game) / int_38047858 | type |
Squishy Wizard | |
Arkham Horror: The Card Game (Tabletop Game) / int_38047858 | comment |
Squishy Wizard: Mystics tend to have great Willpower (around 4-5), which they use to fuel their magic, but bad Health (6 at average) and Combat (around 2-3), meaning they are in a trouble whenever their supply of magic tricks runs out, or isn't suitable for the situation. It's not uncommon for Mystic-class Allies to have strong Sanity, and just 1 point of Health; some instead do it in reverse, having higher Health and worse Sanity. But they greatly boost Mystics' sorcery through their own abilities, making them valuable additions to the deck. | |
Arkham Horror: The Card Game (Tabletop Game) / int_38047858 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_38047858 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_38047858 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3840c533 | type |
Heist Episode | |
Arkham Horror: The Card Game (Tabletop Game) / int_3840c533 | comment |
Heist Episode: Focus of this scenario is robbing O'Bannion's casino to obtain money to pay for Skids's mother's medical bills. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3840c533 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3840c533 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3840c533 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3855ceed | type |
Searching for the Lost Relative | |
Arkham Horror: The Card Game (Tabletop Game) / int_3855ceed | comment |
Searching for the Lost Relative: Wendy's main motivation is to find her missing father. The only lead she has is the strange man who gave her the photo of her father — the man who, for whatever reason, moved to Innsmouth. Now, Wendy has to check all possible leads: search the town, ask the people... | |
Arkham Horror: The Card Game (Tabletop Game) / int_3855ceed | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3855ceed | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3855ceed | |
Arkham Horror: The Card Game (Tabletop Game) / int_38f1a7ed | type |
Defector from Decadence | |
Arkham Horror: The Card Game (Tabletop Game) / int_38f1a7ed | comment |
Defector from Decadence: Whoever you danced with during second evening, would leave Mother Rachel's group of cultists, and join you. This may include even Rachel's own sister, Leah. | |
Arkham Horror: The Card Game (Tabletop Game) / int_38f1a7ed | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_38f1a7ed | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_38f1a7ed | |
Arkham Horror: The Card Game (Tabletop Game) / int_3946634e | type |
The Smart Guy | |
Arkham Horror: The Card Game (Tabletop Game) / int_3946634e | comment |
Universal Solvent can be used to kill any non-elite enemy, assuming investigator passes (potentially very hard) Intellect test; test's difficulty depends on enemy's remaining health. Solvent is particularly lethal in the hands of Seekers. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3946634e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3946634e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3946634e | |
Arkham Horror: The Card Game (Tabletop Game) / int_396579 | type |
Invincible Boogeymen | |
Arkham Horror: The Card Game (Tabletop Game) / int_396579 | comment |
Invincible Boogeymen: Played With regarding "Your Worst Nightmare" basic weakness; it is vulnerable — just not to you; the weakness' bearer can't attack, damage or defeat it, but their teammates can target it just like any other enemy. Thankfully, it is excluded from the pool of random weaknesses in solo games. | |
Arkham Horror: The Card Game (Tabletop Game) / int_396579 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_396579 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_396579 | |
Arkham Horror: The Card Game (Tabletop Game) / int_39b8d3d6 | type |
Boring, but Practical | |
Arkham Horror: The Card Game (Tabletop Game) / int_39b8d3d6 | comment |
Boring, but Practical: The very popular Neutral skill cards from the core set - they do nothing other than providing decent stat boosts and letting you draw an extra card if you pass the skill test. The "Flashlight" Neutral asset can be used to investigate with -2 to the the location's shroud value, but offers no extra effects or enhancements for the investigation itself. "Emergency Cache" event is a popular pick for free resources influx: unlike many other resources-generating cards, it has no drawbacks, and, being Neutral, is available to every investigator. | |
Arkham Horror: The Card Game (Tabletop Game) / int_39b8d3d6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_39b8d3d6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_39b8d3d6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac2a3e3 | type |
Deadly Gas | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac2a3e3 | comment |
Deadly Gas: Several variations: Poisonous gas is one of common "treacheries" encountered throughout the whole scenario. Downplayed in that it's not fatal on its own, as it "merely" drains your actions rather than damages... so the other things would get you first. "Group A" would be killed by toxic, rot-inducing gas if they fail their first task. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac2a3e3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac2a3e3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac2a3e3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac5110b | type |
Unintentionally Unwinnable | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac5110b | comment |
Unintentionally Unwinnable: Due to oversight, this scenario lacks rulings regarding Daisy being defeated (all other Challenge scenarios ends in defeat immediately if the key character gets eliminated); as only Daisy can perform required task, scenario becomes unwinnable if that happens. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac5110b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac5110b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3ac5110b | |
Arkham Horror: The Card Game (Tabletop Game) / int_3af9f8b6 | type |
Magical Gesture | |
Arkham Horror: The Card Game (Tabletop Game) / int_3af9f8b6 | comment |
Magical Gesture: "Sign Magick" asset allows to sacrifice Hand slot for extra Arcane slots (usable only by Ritual and Spell cards), clearly meaning that investigator is doing magic through special gestures and signs. Upgraded version even allows you to trigger cards Spells and Rituals assets without spending an action once you activate a card with those keywords. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3af9f8b6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3af9f8b6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3af9f8b6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3b4185fb | type |
Stalker without a Crush | |
Arkham Horror: The Card Game (Tabletop Game) / int_3b4185fb | comment |
Stalker without a Crush: The first agenda card in "Midnight Masks" mentions that even as you hunt the cult through Arkham, you feel hunted in return. Proven true once that card flips, and reveals the Masked Hunter, who immediately pounces on whoever has the most progress in revealing more members. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3b4185fb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3b4185fb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3b4185fb | |
Arkham Horror: The Card Game (Tabletop Game) / int_3bb81225 | type |
Recurring Boss | |
Arkham Horror: The Card Game (Tabletop Game) / int_3bb81225 | comment |
Recurring Boss: Terror of the Stars shows up as a Mini-Boss in the "Ice and Death" (first part only), "To the Forbidden Peaks" and one of the variants of "City of the Elder Things" scenarios, causing troubles for the investigators and spreading death and horror. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3bb81225 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3bb81225 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3bb81225 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3bd958f2 | type |
Cast from Money | |
Arkham Horror: The Card Game (Tabletop Game) / int_3bd958f2 | comment |
Cast from Money: "Fire Axe" and "Mariner's compass" lets you directly spending resources to make you more likely to succeed while fighting/investigating (respectively), while also giving extra bonus if you do run out of resources. "Plucky" lets you spend resources to boost either your Intellect or Willpower... but as soon as any horror lands on it, it breaks. The upgraded version triples its Sanity value, but also gets 1 point of Health you have to worry about; on the bright side, it also gives some static boosts besides its paid effect. "Dig Deep" lets you spend resources to boost either your Willpower or your Agility. Level 4 version gets its own supply which it recharges every turn. "Scrapper" lets you spend resources to boost either your Combat or your Agility. Compared to the other versions, it costs only 1 resource per boost, but also provides the weakest boost (only +1 to chosen stat, while others usually give +2 or +3). | |
Arkham Horror: The Card Game (Tabletop Game) / int_3bd958f2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3bd958f2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3bd958f2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3c728b77 | type |
Flare Gun | |
Arkham Horror: The Card Game (Tabletop Game) / int_3c728b77 | comment |
Flare Gun: "Flare" event can be either fired at enemy, or to call for aid (helping to summon an Ally from any investigator's deck under your control wihtout paying for its cost). Either way, it's one-time card, which gets "exiled" after use and has to be repurchased. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3c728b77 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3c728b77 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3c728b77 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3c7ccb69 | type |
No Body Left Behind | |
Arkham Horror: The Card Game (Tabletop Game) / int_3c7ccb69 | comment |
No Body Left Behind: If Ros Marquez sacrifices herself for the Vale, only her satchel would remain behind. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3c7ccb69 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3c7ccb69 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3c7ccb69 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d2c6d30 | type |
Skewed Priorities | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d2c6d30 | comment |
Skewed Priorities: If you aided La Chica Roja in kicking Sanguine Watcher out of Buenos Aires, he would be so angry at her, he would accuse the other Coterie members presented on concentrating on insignificant problem (the investigators), instead of judging one of their own for betrayal. It would count as him abstaining from voting. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d2c6d30 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d2c6d30 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3d2c6d30 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d585167 | type |
Damage-Increasing Debuff | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d585167 | comment |
Damage-Increasing Debuff: "Hypochondria" makes investigator take 1 direct horror each time they suffer any damage. "Psychosis" works similarly, dealing direct damage each time you suffer horror. "Atychiphobia" makes you take 1 horror each time you fail any skill test, on top of normal penalty for failure. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d585167 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d585167 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3d585167 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d6cad28 | type |
Permadeath | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d6cad28 | comment |
Permadeath: If a Partner gets killed, either by a story effect defeated by in-game effects or eliminated because the investigator they follow is defeated, they are gone for the rest of campaign; there's no way to bring them back. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d6cad28 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d6cad28 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3d6cad28 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d897748 | type |
Do Not Go Gentle | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d897748 | comment |
Do Not Go Gentle: When the ritual backfires horribly and threatens to awaken Azathoth, meaning the soon-to-happen apocalypse, investigators are well-aware that they would likely perish — but it doesn't mean that they would die sitting and humbly waiting for their doom; they would die fighting to the last drop of blood. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d897748 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3d897748 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3d897748 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3eb0f889 | type |
Pun-Based Title | |
Arkham Horror: The Card Game (Tabletop Game) / int_3eb0f889 | comment |
Pun-Based Title: Barkham Horror. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3eb0f889 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3eb0f889 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3eb0f889 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ef5a484 | type |
Final Boss, New Dimension | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ef5a484 | comment |
Final Boss, New Dimension: While the last scenario starts on Earth (specifically, in Tunguska), the final battle would occur in the Outsiders' homeworld. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ef5a484 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3ef5a484 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3ef5a484 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3f0310d6 | type |
Magikarp Power | |
Arkham Horror: The Card Game (Tabletop Game) / int_3f0310d6 | comment |
Magikarp Power: Several expansions includes certain setting-appropriate Seeker-class cards; few exceptions aside, they're borderline useless by default, but, if specific tasks gets performed, can be upgraded (by spending experience) into something tailor-made for specific tasks, either by researching, deciphering, etc. "Strange Solution" does nothing on its own, until you manage to pass a non-trivial Intellect test to research it, which allows to turn it into one of four possible variants with powerful abilities, either supportive or offensive. "Archaic Glyphs" require discarding some of your cards to let you "translate the glyphs"; once translated, Glyphs gives you some extra abilities that you can use while investigating (which is generally the main role of the Seekers). "Ancient Stone" has to be bought first (for 1 exp) and "deciphered" (by investigating a location with extra +3 shroud), but if you do so, you would get an extra clue, as well us upgrade the useless stone into a card that gives your card draws (something Seekers do regularly) an extra effect of your choice. Notably, the more you suceeded by on your investigation attempt to decipher the stone, the more uses it has when the upgraded version is played. "Dream Diary", by default, merely gives you rather awkward to use skill card, "Essence of the Dream", bonded to it. Pass a skill test with it with particularly good result, and you translate the diary, which not only doubles the power of the Essence (albeit only after specific circumstances, different for each upgrade), but also makes you always start your turn with it in hand, instead of spending actions to draw it like fir the default version. "Cryptic Grimoire" starts without abilities (other than filling the bag with cursed tokens, which is usually outright harmful), but can be upgraded to get new abilities once you fill the bag with 10 cursed tokens. "Archive of Conduits" is useless by default; you have to put 4 "leylines" on the 4 different locations of your choice, which you have to then investigate. Do it, and you would be able to upgrade it into a tool of your choice, that uses those "leylines" to achieve various benefits. "Forbidden Tome", by default, only lets you draw 1 card (spending 1 secret each time). Once you spend all resources and stockpile tons of cards, it gets powerful supportive abilities (one of the two, on your choice). "Ravenous Myconid" is rather useless at first, requiring constantly charging it with "growths" through its bonded card, "Uncanny Growth". But, once it accumulates at least 3, not only it pays back its price, it also gets "classified", letting you upgrade it into one of three more specialised breeds: "Sentient Strain" that can protect you from treacheries, "Carnivorous Strain" that can instantly defeat an enemy, and "Nurturing Strain" that provides its owner with much-needed damage/horror soak, that can even heal itself. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3f0310d6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3f0310d6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3f0310d6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3f2f9d48 | type |
Permadeath | |
Arkham Horror: The Card Game (Tabletop Game) / int_3f2f9d48 | comment |
"Offer You Cannot Refuse" and its advanced "variants" syphon the resources you currently have the moment you draw it. Of course, there is a far nastier effect if you are unable to pay... | |
Arkham Horror: The Card Game (Tabletop Game) / int_3f2f9d48 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3f2f9d48 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3f2f9d48 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3fef1f9b | type |
Optional Party Member | |
Arkham Horror: The Card Game (Tabletop Game) / int_3fef1f9b | comment |
Optional Party Member: Improving relationship with Theo and/or Judith to at least 2 points makes them join you if you go to look for Bertie during first night. Anyone who shared a dance with you, would join you during longest night (up to 4 people). During campaign finale, up to 4 Residents who're in good enough relationship with you (4+ relationship) can join you during the final adventure. They would notably be the only survivors if you escape the Vale with them staying alive. | |
Arkham Horror: The Card Game (Tabletop Game) / int_3fef1f9b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_3fef1f9b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_3fef1f9b | |
Arkham Horror: The Card Game (Tabletop Game) / int_403ad150 | type |
The Bermuda Triangle | |
Arkham Horror: The Card Game (Tabletop Game) / int_403ad150 | comment |
The Bermuda Triangle: The reason behind Bermuda Triangle's weirdness and people disappearing there is because it's where the portal to Outsiders' homeworld is. | |
Arkham Horror: The Card Game (Tabletop Game) / int_403ad150 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_403ad150 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_403ad150 | |
Arkham Horror: The Card Game (Tabletop Game) / int_409d3c07 | type |
Advancing Boss of Doom | |
Arkham Horror: The Card Game (Tabletop Game) / int_409d3c07 | comment |
Advancing Boss of Doom: In "A Thousand Shapes of Horror, The Unnameable can't be defeated; you must run from it (at first, it can only harm you directly in very limited area). But you still can (and must, in order to progress) damage'' it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_409d3c07 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_409d3c07 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_409d3c07 | |
Arkham Horror: The Card Game (Tabletop Game) / int_40cc0c7e | type |
Bittersweet Ending | |
Arkham Horror: The Card Game (Tabletop Game) / int_40cc0c7e | comment |
Bittersweet Ending: In the Resolution 2, investigators fails to fix the timeflow, but now-redeemed Edwin Bennet decides to finish what they started, atoning for his past mistakes, but it is left ambiguous if he will succeed on his own. | |
Arkham Horror: The Card Game (Tabletop Game) / int_40cc0c7e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_40cc0c7e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_40cc0c7e | |
Arkham Horror: The Card Game (Tabletop Game) / int_40ffe1af | type |
Minecart Madness | |
Arkham Horror: The Card Game (Tabletop Game) / int_40ffe1af | comment |
Minecart Madness: Second half of "Written in Rock" scenario makes investigators ride on minecart, trying to make it reach the exit without going off the rails and injuring themselves (which would also doom the people you're trying to recover). | |
Arkham Horror: The Card Game (Tabletop Game) / int_40ffe1af | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_40ffe1af | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_40ffe1af | |
Arkham Horror: The Card Game (Tabletop Game) / int_41ba335a | type |
Amnesiac Hero | |
Arkham Horror: The Card Game (Tabletop Game) / int_41ba335a | comment |
Amnesiac Hero: Investigators have no memories of how they got there, and what happened before. Alongside their main goal, investigators are also trying to restore these memories, which, besides narrative purpose, also rewards players with various benefits. | |
Arkham Horror: The Card Game (Tabletop Game) / int_41ba335a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_41ba335a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_41ba335a | |
Arkham Horror: The Card Game (Tabletop Game) / int_41d0e801 | type |
Endless Game | |
Arkham Horror: The Card Game (Tabletop Game) / int_41d0e801 | comment |
Endless Game: In standalone mode, "Written in Rock" scenario skips straight to minecart ride, and removes the exit location; it also alters the Agenda's behaviour, meaning that you no longer lose when it advances, but instead, it resets all revealed locations back to unrevealed side. This lets you keep riding, up until you either get defeated, or the minecart finally goes off the rails and crashes. In standalone mode, "The Twisted Hollow" scenario doesn't end once you reach 6 darkness, but instead keeps going until you gets defeated by the dangers of the forest. Victory conditions are disabled, so scenario only ends when you perish. | |
Arkham Horror: The Card Game (Tabletop Game) / int_41d0e801 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_41d0e801 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_41d0e801 | |
Arkham Horror: The Card Game (Tabletop Game) / int_41d8a845 | type |
Sufficiently Analyzed Magic | |
Arkham Horror: The Card Game (Tabletop Game) / int_41d8a845 | comment |
Sufficiently Analyzed Magic: Seekers have the second largest amount of Spell, Ritual and Occult cards after Mystics, but have no magical gift on their own unlike them: they just can cast spells as well through their deep study of supernatural forces. | |
Arkham Horror: The Card Game (Tabletop Game) / int_41d8a845 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_41d8a845 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_41d8a845 | |
Arkham Horror: The Card Game (Tabletop Game) / int_41dd77d | type |
Zerg Rush | |
Arkham Horror: The Card Game (Tabletop Game) / int_41dd77d | comment |
Zerg Rush: Ezel-zen-rezl reuses the "swarm" mechanic previously introduced in The Dream Eaters campaign as its main gimmick; each "swarm" card counts as the separate instance of the same monster, with their health and damage/horror stacking. Additionally, they can increase their numbers further on as the game goes. Fortunately, each individual insect has only 1 health, and insects are restricted to dealing either damage or horror, not both. Ezel-zen-rez itself is represented by enormous swarm of insects instead of one solid entity like the other two Ancient Ones, likely being the hive mind rather than separate creature. Its main danger is that it constantly reinforces insects in the game at the cost of draining player cards. | |
Arkham Horror: The Card Game (Tabletop Game) / int_41dd77d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_41dd77d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_41dd77d | |
Arkham Horror: The Card Game (Tabletop Game) / int_42259839 | type |
Spider People | |
Arkham Horror: The Card Game (Tabletop Game) / int_42259839 | comment |
Spider People: Some of the most dangerous Atlach-Nacha's minions looks like weird hybrid of human and spider. This is also how Atlach-Nacha herself is pictured. | |
Arkham Horror: The Card Game (Tabletop Game) / int_42259839 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_42259839 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_42259839 | |
Arkham Horror: The Card Game (Tabletop Game) / int_423f5a19 | type |
Killed Offscreen | |
Arkham Horror: The Card Game (Tabletop Game) / int_423f5a19 | comment |
Killed Offscreen: If you take too long to visit certain locations, some people may perish before you make it there: Latif would wait for investigators to arrive till the last moment. If you take too long (25+ "Time" has passed), you would arrive when Marrakesh would be already massacred; he wouldn't be there anymore, while necrologies would list countless "Latifs" amongst the dead, indicating that he's likely amongst them. Flint may be killed if he works by alone and you take too long to arrive to Shanghai once he finishes his mission. Both Ari Quinn and Dewi Irawan can be hollowed if you you take too long to recruit them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_423f5a19 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_423f5a19 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_423f5a19 | |
Arkham Horror: The Card Game (Tabletop Game) / int_424feb18 | type |
That Was Not a Dream | |
Arkham Horror: The Card Game (Tabletop Game) / int_424feb18 | comment |
That Was Not a Dream: In the end of "Waking Nightmare", the last doubts that this night's events really happened gets shattered by strange patient you met in St. Mary's Hospital that night... Randolph Carter. | |
Arkham Horror: The Card Game (Tabletop Game) / int_424feb18 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_424feb18 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_424feb18 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4252fdf6 | type |
Hyperactive Metabolism | |
Arkham Horror: The Card Game (Tabletop Game) / int_4252fdf6 | comment |
Hyperactive Metabolism: "Liquid Courage" asset (actual can with alcohol) allows to regain some sanity by drinking booze. As the side effect, it's possible to get drunk and lose some cards. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4252fdf6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4252fdf6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4252fdf6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_42995bec | type |
Spell Book | |
Arkham Horror: The Card Game (Tabletop Game) / int_42995bec | comment |
Spell Book: Several Mystic cards are occult books containing spells or magic rituals for specific purposes. | |
Arkham Horror: The Card Game (Tabletop Game) / int_42995bec | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_42995bec | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_42995bec | |
Arkham Horror: The Card Game (Tabletop Game) / int_42c9f1ec | type |
Downplayed Trope | |
Arkham Horror: The Card Game (Tabletop Game) / int_42c9f1ec | comment |
Poisonous gas is one of common "treacheries" encountered throughout the whole scenario. Downplayed in that it's not fatal on its own, as it "merely" drains your actions rather than damages... so the other things would get you first. | |
Arkham Horror: The Card Game (Tabletop Game) / int_42c9f1ec | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_42c9f1ec | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_42c9f1ec | |
Arkham Horror: The Card Game (Tabletop Game) / int_440d55b3 | type |
Expansion Pack | |
Arkham Horror: The Card Game (Tabletop Game) / int_440d55b3 | comment |
Expansion Pack: In 2023, The Blob That Ate Everything ELSE! was released as the print-and-play expansion to original Blob that Ate Everything, which adds extra content, new enemies, locations and story cards, and extra options to further add replayability, including revamped Reality Acid table. It was released alongside new print-and-play investigator, "Suzi", themed around this expansion, but fully functional without it (just like scenario itself can be played without her). | |
Arkham Horror: The Card Game (Tabletop Game) / int_440d55b3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_440d55b3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_440d55b3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_44c55e9d | type |
Teleportation with Drawbacks | |
Arkham Horror: The Card Game (Tabletop Game) / int_44c55e9d | comment |
Teleportation with Drawbacks: "Astral Travel" Spell allows to move into any revealed location, but then makes you draw a chaos token, with any negative symbol token forcing you to discard an Item or Ally (or damaging you if you can't). | |
Arkham Horror: The Card Game (Tabletop Game) / int_44c55e9d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_44c55e9d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_44c55e9d | |
Arkham Horror: The Card Game (Tabletop Game) / int_44e013e4 | type |
Stance System | |
Arkham Horror: The Card Game (Tabletop Game) / int_44e013e4 | comment |
Stance System: During "The Lost Sister" scenario, instead of normal day/night system, all enemies and treacheries alter their state depending on whether they're in Dark locations (most caves) or not, with two scenario-specific enemies (including main boss) drastically changing their abilities and behaviour. | |
Arkham Horror: The Card Game (Tabletop Game) / int_44e013e4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_44e013e4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_44e013e4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4508b16b | type |
The Guards Must Be Crazy | |
Arkham Horror: The Card Game (Tabletop Game) / int_4508b16b | comment |
The Guards Must Be Crazy: In most cases, you have to actually sneak inside and steal the Key, exploiting their keeper's weakness, or (in Claret Knight's case) beat the guards up. Thorne and Desi are willing to give you the key if you play by their rules, as for them it's easy come, easy go. The Red-Gloved Man and Aliki... don't even bother with protecting their Key at all: If you have to retrieve the stolen Key from the Red-Gloved Man, he... would just leave it without protection or even locking the door. While making it clear that he knows that you've taken it back. It's all but explicitly said that it's deliberate on his part, but why he does that remains unknown. Investigators decides to just take their chance, even if it looks illogical. Aliki, if she's the one who stole the Key, leaves it completely under protection, if not counting for weird cursed mirror that maybe serves as the danger, but is easily avoidable. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4508b16b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4508b16b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4508b16b | |
Arkham Horror: The Card Game (Tabletop Game) / int_454d9422 | type |
Rocks Fall, Everyone Dies | |
Arkham Horror: The Card Game (Tabletop Game) / int_454d9422 | comment |
Rocks Fall, Everyone Dies: If the players runs out of time and Edwin Bennet is still alive and hostile, rather than receive mental trauma and allowed to keep playing (when in campaign mode), investigators goes insane, due to being permanently imprisoned in Tindalos. | |
Arkham Horror: The Card Game (Tabletop Game) / int_454d9422 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_454d9422 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_454d9422 | |
Arkham Horror: The Card Game (Tabletop Game) / int_454e6cf5 | type |
Hypnotic Eyes | |
Arkham Horror: The Card Game (Tabletop Game) / int_454e6cf5 | comment |
Hypnotic Eyes: "Hypnotic Gaze" event cancel an attack against an Investigator and makes the attacking enemy deal damage to themselves. | |
Arkham Horror: The Card Game (Tabletop Game) / int_454e6cf5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_454e6cf5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_454e6cf5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_45cd286c | type |
Corrupt Politician | |
Arkham Horror: The Card Game (Tabletop Game) / int_45cd286c | comment |
Corrupt Politician: All victims of the case Roland is investigating are connected to Mr. Grey in one way or another, and he's actively trying to get the case closed — because he's a member of the cult behind those murders. | |
Arkham Horror: The Card Game (Tabletop Game) / int_45cd286c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_45cd286c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_45cd286c | |
Arkham Horror: The Card Game (Tabletop Game) / int_45e41b66 | type |
It's a Wonderful Failure | |
Arkham Horror: The Card Game (Tabletop Game) / int_45e41b66 | comment |
It's a Wonderful Failure: They aren't kidding when they say that Blob would eat everything. Lose scenario, and you would see this: | |
Arkham Horror: The Card Game (Tabletop Game) / int_45e41b66 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_45e41b66 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_45e41b66 | |
Arkham Horror: The Card Game (Tabletop Game) / int_45fe3a2e | type |
Utopia Justifies the Means | |
Arkham Horror: The Card Game (Tabletop Game) / int_45fe3a2e | comment |
Utopia Justifies the Means: Cultists of Magh'an Ark'at actually believe that when the egg would hatch, it would bring the paradise to our world; of course, their idea of "paradise" may be not to our liking... | |
Arkham Horror: The Card Game (Tabletop Game) / int_45fe3a2e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_45fe3a2e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_45fe3a2e | |
Arkham Horror: The Card Game (Tabletop Game) / int_469e3e2f | type |
In-Universe | |
Arkham Horror: The Card Game (Tabletop Game) / int_469e3e2f | comment |
The campaign is made of only 3 scenarios, while later campaigns have 8 or more scenarios each. Justified In-Universe by the story of the campaign lasting only one night, and out-of-universe by it being a tutorial campaign for the players. | |
Arkham Horror: The Card Game (Tabletop Game) / int_469e3e2f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_469e3e2f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_469e3e2f | |
Arkham Horror: The Card Game (Tabletop Game) / int_4712bc4f | type |
Exact Eavesdropping | |
Arkham Horror: The Card Game (Tabletop Game) / int_4712bc4f | comment |
Exact Eavesdropping: "Eavesdrop" event lets you find some clues by overhearing an enemy; the slower enemies would be easier to spy upon. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4712bc4f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4712bc4f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4712bc4f | |
Arkham Horror: The Card Game (Tabletop Game) / int_471bde4 | type |
All Webbed Up | |
Arkham Horror: The Card Game (Tabletop Game) / int_471bde4 | comment |
All Webbed Up: No spider-themed horror would be complete without people being put in spider-silk cocoons: In the "Waking Nightmare", if you fail to defend St. Mary's from Dream-Lands spiders, all its inhabitants would be massacred and put into cocoons. In the "Weaver of the Cosmos", some of possible locations actually represent cocoons with spiders' past victims. They only add to whole horror of Atlach-Nacha's domain. If investigators fails in their mission, in one of possible endings, the bridge between worlds gets completed,and whole Earth becomes spiders' hunting grounds, with people who aren't consumed outright being put into cocoons. Countless cocoons. Investigators actually tries to break them, to no avail. | |
Arkham Horror: The Card Game (Tabletop Game) / int_471bde4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_471bde4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_471bde4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_475d592d | type |
You Dirty Rat! | |
Arkham Horror: The Card Game (Tabletop Game) / int_475d592d | comment |
You Dirty Rat!: O'Bannion's casino is heavily infested with hungry, aggressive rats who attack on sight. | |
Arkham Horror: The Card Game (Tabletop Game) / int_475d592d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_475d592d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_475d592d | |
Arkham Horror: The Card Game (Tabletop Game) / int_476d2edb | type |
Snakes Are Sinister | |
Arkham Horror: The Card Game (Tabletop Game) / int_476d2edb | comment |
Snakes Are Sinister: Besides Snake People, several scenarios contain actual snakes, from "normal" ones to enormous man-eating ones called "Basilisks". All of them are hostile to investigators and can cause serious troubles, even posthumously (as they give you Vengeance points). And no snake is more sinister than Yig himself. | |
Arkham Horror: The Card Game (Tabletop Game) / int_476d2edb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_476d2edb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_476d2edb | |
Arkham Horror: The Card Game (Tabletop Game) / int_4781adbb | type |
Jerk with a Heart of Gold | |
Arkham Horror: The Card Game (Tabletop Game) / int_4781adbb | comment |
If certain Partner goes missing during the second part of "Ice and Death", another Partner would insist on participating in the rescue party, if they're present. Danforth would always insist on going for Dyer, Kensler would go for Sinha, Claypool would go for Ellsworth, and Cookie would go for Takada. The players must take them along, unless there are more candidates than players. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4781adbb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4781adbb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4781adbb | |
Arkham Horror: The Card Game (Tabletop Game) / int_47d56aac | type |
Fish People | |
Arkham Horror: The Card Game (Tabletop Game) / int_47d56aac | comment |
Fish People: The Deep Ones, human/fish humanoids from the depths, returns, this time as the main focus of campaign. They comes in all forms, sizes and colours, and all of them are universally hostile to the investigators. | |
Arkham Horror: The Card Game (Tabletop Game) / int_47d56aac | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_47d56aac | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_47d56aac | |
Arkham Horror: The Card Game (Tabletop Game) / int_47e4f5f5 | type |
Golden Ending | |
Arkham Horror: The Card Game (Tabletop Game) / int_47e4f5f5 | comment |
Golden Ending: Each time Eixodolon gets defeated, it gets weaker. To finally kill it, all three groups must survive; if even one of them dies, Eixodolon survives and would continue its... "games". | |
Arkham Horror: The Card Game (Tabletop Game) / int_47e4f5f5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_47e4f5f5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_47e4f5f5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_47fa30cf | type |
Emotion Eater | |
Arkham Horror: The Card Game (Tabletop Game) / int_47fa30cf | comment |
Emotion Eater: Eixodolon becomes stronger as it consumes his victim's pain. | |
Arkham Horror: The Card Game (Tabletop Game) / int_47fa30cf | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_47fa30cf | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_47fa30cf | |
Arkham Horror: The Card Game (Tabletop Game) / int_4832a3bb | type |
Always Chaotic Evil | |
Arkham Horror: The Card Game (Tabletop Game) / int_4832a3bb | comment |
Always Chaotic Evil: All cats in this universe are servants of the dark god Meowlathotep. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4832a3bb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4832a3bb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4832a3bb | |
Arkham Horror: The Card Game (Tabletop Game) / int_48c99edc | type |
Cast from Sanity | |
Arkham Horror: The Card Game (Tabletop Game) / int_48c99edc | comment |
Cast from Sanity: "Arcane Research" Permanent asset allows to spend less experience on upgrading Spells, but requires suffering a lasting mental trauma in order to be purchased. The implication is that some knowledge puts a heavy burden on one's mind. "Much knowledge brings much suffering", indeed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_48c99edc | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_48c99edc | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_48c99edc | |
Arkham Horror: The Card Game (Tabletop Game) / int_48cbd223 | type |
Machete Mayhem | |
Arkham Horror: The Card Game (Tabletop Game) / int_48cbd223 | comment |
Machete Mayhem: "Machete" is amongst the most popular Weapon choices for starting decks, due to how easy and reliable it is, despite its only gimmick being dealing additional damage to enemies engaged with the investigator (and only if there's exactly one enemy). The situation was bad enough for the card to be nerfed by the first wave of "Taboo" rules, specifically so it would stop showing up in starting decks (though this decision was eventually overturned with the introduction of many other assets challenging the Machete's position as the main Level 0 weapon for Guardians). | |
Arkham Horror: The Card Game (Tabletop Game) / int_48cbd223 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_48cbd223 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_48cbd223 | |
Arkham Horror: The Card Game (Tabletop Game) / int_496569e8 | type |
Race Against the Clock | |
Arkham Horror: The Card Game (Tabletop Game) / int_496569e8 | comment |
Race Against the Clock: The case on which Roland is working has explicit deadline, justifying the time limit in the scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_496569e8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_496569e8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_496569e8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_49fb5ccb | type |
Combat Pragmatist | |
Arkham Horror: The Card Game (Tabletop Game) / int_49fb5ccb | comment |
Combat Pragmatist: When it comes to combat, Rogues prefer to use dirty-but-effective tactics and instruments—backstabbing, Hidden Weapons, etc. Since the world is at stake and their enemies are trying to bring doom upon us all, it's hard to blame them. One of their cards is even called "Dirty Fighting", which fittingly improves Rogues' combat capabilities, but only when fighting an exhausted enemy. "Cheap Shot" boosts a chance to hit the target, by adding Agility to user's Combat, as well as gives a chance to automatically evade it, thuse temporarily disable. The upgraded version even retunrs to your hand if the attack was effective enough. Card's image shows a woman throwing some powder at many-eyed monster, likely with intent to blind it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_49fb5ccb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_49fb5ccb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_49fb5ccb | |
Arkham Horror: The Card Game (Tabletop Game) / int_4a3e547f | type |
Leaning on the Fourth Wall | |
Arkham Horror: The Card Game (Tabletop Game) / int_4a3e547f | comment |
Leaning on the Fourth Wall: In Return to the Path to Carcosa, Dianne Divine can turn into monster as well. The story text which describes transformation makes her say that she's glad to see investigators "again", which they don't get. It's because you normally use Return to... expansions on repeat playthroughs. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4a3e547f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4a3e547f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4a3e547f | |
Arkham Horror: The Card Game (Tabletop Game) / int_4aa98555 | type |
Evil All Along | |
Arkham Horror: The Card Game (Tabletop Game) / int_4aa98555 | comment |
Evil All Along: If you had any illusions before, Mother Rachel reveals her true allegiances on the second night: she and her cult, "Children of the Stars", are committing human sacrifices, believing that it isn't death: it's just ascendance to the higher plane of existence. On final evening, her master finally shows itself. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4aa98555 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4aa98555 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4aa98555 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4c24a9ed | type |
Power Copying | |
Arkham Horror: The Card Game (Tabletop Game) / int_4c24a9ed | comment |
Power Copying: "True Magick" Tome takes up both a hand an arcane slots, but allows to mimic any Spell asset from your hand, without actually putting them into play, albeit requiring to pay the cost to activate their abilities each and every time (spending actions, charges and so on). It also only comes with 1 charge, that however replenish itself next turn once spent, so you can only benefit from it once a round if you cannot find ways to put more charges on it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4c24a9ed | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4c24a9ed | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4c24a9ed | |
Arkham Horror: The Card Game (Tabletop Game) / int_4c709317 | type |
Useless Useful Spell | |
Arkham Horror: The Card Game (Tabletop Game) / int_4c709317 | comment |
Useless Useful Spell: "Cat Mask" asset gives you Willpower and Combat boosts, helping with the magic/treacheries and with fighting monsters, respectively. However, it only recharges when Doom gets placed on a card without Doom on it — any card, not just player cards. Unfortunately, managing Doom on your own cards may be very awkward, while with encounter cards and locations, those are generally out of your control. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4c709317 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4c709317 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4c709317 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4cb7f0d8 | type |
Sudden Sequel Death Syndrome | |
Arkham Horror: The Card Game (Tabletop Game) / int_4cb7f0d8 | comment |
Sudden Sequel Death Syndrome: Depending on the players' performance, some or all heroes of The Dunwich Horror may be sacrificed to Yog-Sothoth. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4cb7f0d8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4cb7f0d8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4cb7f0d8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4daeb0b9 | type |
Situational Sword | |
Arkham Horror: The Card Game (Tabletop Game) / int_4daeb0b9 | comment |
Situational Sword: "Hemispheric Map" Neutral accessory asset gives you +1 to Willpower and Intellect if your current location is connected to at least 2 other locations, and double that amount if it's connected to at least 4. It's only connected to one location? Too bad, you would get nothing. "Fine Clothes" Neutral asset reduces the difficulty of any parley tests by 2, helping immensely in some otherwise-hard situations. The problem is, not every scenario involves parleys at all, nor they always involve them consistently; and when you don't have to use this card for its intended purpose, it's one-hit-and-it-breaks "armour" which isn't even very helpful if committed to a skill test. "Well-Dressed" skill gives massive stat boost... but only when used for parley tests; otherwise, it gives meager 1 "wild" icon. The Path to Carcosa expansion introduced a series of Neutral skills (grouped by "Desperate" trait), that provide huge stat boost... but can't be used unless your sanity drops below 4. One card per each stat exists: "Desperate Search" for Intellect, "Reckless Assault" for Combat, "Run for your Life" for Agility, and "Say Your Prayers" for Willpower. "Nihilism" basic weakness deals you 1 damage and 1 horror, but only when you reveal, ignore or cancel an auto-failure token. It may be either triggered once in a full moon, or quickly drive you to the grave, depending on what you do and what scenario and your own luck throws at you; notably, it isn't restricted to tokens drawn during skill tests only. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4daeb0b9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4daeb0b9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4daeb0b9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4de1a4f7 | type |
Improvised Weapon | |
Arkham Horror: The Card Game (Tabletop Game) / int_4de1a4f7 | comment |
Improvised Weapon: Two dual-class assets (one of two classes is Survivor in both cases) follow the common theme of Survivor class, by using various tools offensively: "Ice Pick" (a Seeker/Survivor asset) is normally used as a research tool, boosting skills while investigating... but can be used offensively, to just stab someone. "Sledgehammer" (a Guardian/Survivor asset) is, well, a sledgehammer, and obviously not optimised for battle: it's too heavy to reliably fight with it. In gemeplay terms, it manifests as it giving you very unimpressive boost when you attack with it (with unupgraded version penalising your accuracy instead of improving it)... unless you spend extra actions, which massively improves it, but also makes you fully exhaust in one single blow. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4de1a4f7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4de1a4f7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4de1a4f7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4e3d253b | type |
Downer Ending | |
Arkham Horror: The Card Game (Tabletop Game) / int_4e3d253b | comment |
Downer Ending: In the Resolution 3, investigators fails their mission and gets trapped on Tindalos, while Edwin Bennet is free to continue his machinations unopposed. In the Resolution 4, investigators fails to restore timeflow, and although Edwin Bennet is (presumably) gone, so's the hope to invent teleportation, and other efforts and achievements of Thomas Corrigan and Mary Zielinski. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4e3d253b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4e3d253b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4e3d253b | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f3c14ca | type |
Go Mad from the Isolation | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f3c14ca | comment |
Go Mad from the Isolation: Wilbur Hemlock, once his whaling business sunk, believing that it was some sort of curse, locked his wife (William's mother) in theis house's attic for weeks. This caused massive damage to her sanity; now, poor woman can't even recognise William. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f3c14ca | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f3c14ca | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4f3c14ca | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f672bfe | type |
Elegant Weapon for a More Civilized Age | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f672bfe | comment |
Elegant Weapon for a More Civilized Age: The Forgotten Age expansion added couple ancient Eztli weapons (both Neutral assets) which are on part, and sometimes better, than advanced weapons of modern age (fittingly, both have Relic trait): "Ornate Bow" Weapon, despite its ancient age, actually outperforms many Firearms cards; it lets investigator rely on their Agility instead of Combat (with a decent boost to it), and can be recharged in the field (albeit it only has one shot — it's a bow, after all) by taking an action to nock an arrow. "Timeworn Brand" is a pretty good one-handed Weapon on its own, but it has another gimmick: once per game, you can do a special attack, boosting it with your Willpower and dealing extra damage, which, if it kills an Elite enemy, also lets you draw 3 cards. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f672bfe | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f672bfe | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4f672bfe | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f7f5d2c | type |
Breakable Power-Up | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f7f5d2c | comment |
"Laboratory Assistant" Ally boosts hand size by 2; she's extremely frail, however. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f7f5d2c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4f7f5d2c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4f7f5d2c | |
Arkham Horror: The Card Game (Tabletop Game) / int_4fa65449 | type |
Dream Land | |
Arkham Horror: The Card Game (Tabletop Game) / int_4fa65449 | comment |
Dream Land: Titular "Abyss" is a part of the Dreamlands. This is actually how "dream curse" works, by forcibly putting victim's mind into Abyss, while their comatose body remains in "waking world". | |
Arkham Horror: The Card Game (Tabletop Game) / int_4fa65449 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4fa65449 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4fa65449 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4fc1a6c7 | type |
No Points for Neutrality | |
Arkham Horror: The Card Game (Tabletop Game) / int_4fc1a6c7 | comment |
No Points for Neutrality: In order to recruit Sergeant Monroe, you must either leave everything as is and instead collect additional evidences, or clear every trace of your involvement. Anything in between would make Sergeant Monroe suspect you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_4fc1a6c7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_4fc1a6c7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_4fc1a6c7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5037b961 | type |
Et Tu, Brute? | |
Arkham Horror: The Card Game (Tabletop Game) / int_5037b961 | comment |
Et Tu, Brute?: Ece is very open about wishing to end conflict between the Coterie and Foundation and make them work together. If you play along, only to betray her in order to claim the Key for yourself (note that you can just refuse cooperation, which she takes just fine and bears no hard feelings), she takes it as a bitter betrayal, complete with subtle "The Reason You Suck" Speech: If you open up to Matias BolÃvar, he would actually believe that you're friends now. If you then ally with La Chica Roja, he would be visibly hurt by what he perceives as betrayal. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5037b961 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5037b961 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5037b961 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5049f19d | type |
Do Well, But Not Perfect | |
Arkham Horror: The Card Game (Tabletop Game) / int_5049f19d | comment |
Do Well, But Not Perfect: Accumulating too many resources during part 1 (preparation stage) ends scenario immediately; if you let the agenda advance, you would preserve the Wellspring of Fortune (which is the entire point of the heist), but if you advanced the act (by retreating with those resources), casino would close down (as you literally robbed it into bankruptcy) and it would be lost forever, as well as preventing you from gaining any more scenario rewards. Advancing without enough resources to trigger immediate scenario end allows to play part two and obtain both Wellspring of Fortune and extra rewards. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5049f19d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5049f19d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5049f19d | |
Arkham Horror: The Card Game (Tabletop Game) / int_504a1991 | type |
Body Horror | |
Arkham Horror: The Card Game (Tabletop Game) / int_504a1991 | comment |
Body Horror: Many of the mutants, created by the Colour effects, are grotesquely deformed, though some instead gets eerily bright and beautiful. Some of the treacheries' images shows similar effects happening to humans. | |
Arkham Horror: The Card Game (Tabletop Game) / int_504a1991 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_504a1991 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_504a1991 | |
Arkham Horror: The Card Game (Tabletop Game) / int_50670f02 | type |
Rest-and-Resupply Stop | |
Arkham Horror: The Card Game (Tabletop Game) / int_50670f02 | comment |
Rest-and-Resupply Stop: "Ice and Death" has three parts, with "checkpoints" between them; those checkpoints are explicitly the investigators stopping at the camp to rest and resupply. Scenarios are separated by interludes which involves the team stopping at the camp to rest, patch themselves up and prepare to continue the journey. | |
Arkham Horror: The Card Game (Tabletop Game) / int_50670f02 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_50670f02 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_50670f02 | |
Arkham Horror: The Card Game (Tabletop Game) / int_50727f8d | type |
Death Is a Slap on the Wrist | |
Arkham Horror: The Card Game (Tabletop Game) / int_50727f8d | comment |
Death Is a Slap on the Wrist: Zig-zagged. For most campaign scenarios, if your investigator loses all their health or sanity, you are defeated, but not dead. Instead, you take trauma, which reduces your health or sanity starting from the next scenario of the campaign, thus making it easier for you to be defeated next time; but if trauma reduces your health or sanity to 0, your investigator dies for real. Some scenarios avert this, usually (but not always) those later in a campaign, with defeated investigators specifically being instantly killed / driven insane as part of the scenario's resolution. Since this only gets revealed after the end of the scenario, when you play through a scenario for the first time, you're never sure. If an investigator dies or goes insane, they are eliminated from the campaign entirely... but you can still pick a different character from your collection of available investigators and build a new deck for them, starting from scratch for the next scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_50727f8d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_50727f8d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_50727f8d | |
Arkham Horror: The Card Game (Tabletop Game) / int_514d1380 | type |
Trick-and-Follow Ploy | |
Arkham Horror: The Card Game (Tabletop Game) / int_514d1380 | comment |
Trick-and-Follow Ploy: "Followed" event lets you spy on a chosen enemy (manifests as investigation) to find extra clues; the more injured the target is, the higher your chance at success. As it's a spying mission, you don't trigger attacks of opportunity from your mark, even if you do so in the same area as it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_514d1380 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_514d1380 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_514d1380 | |
Arkham Horror: The Card Game (Tabletop Game) / int_51567188 | type |
Cast from Hit Points | |
Arkham Horror: The Card Game (Tabletop Game) / int_51567188 | comment |
Cast from Hit Points: "Calcification" treachery (from "Horrors in the Rock" set) deals you 1 direct damage the first time you move each round. You may pass Agility test to discard it, or take another 1 direct damage to do it immediately. "Desiccation" treachery (from "Blight" set) temporarily makes that playing cards deal 1 damage to whoever does that. | |
Arkham Horror: The Card Game (Tabletop Game) / int_51567188 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_51567188 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_51567188 | |
Arkham Horror: The Card Game (Tabletop Game) / int_51beab21 | type |
Good Old Fisticuffs | |
Arkham Horror: The Card Game (Tabletop Game) / int_51beab21 | comment |
Good Old Fisticuffs: "Brute Force" skill's art depicts a man going against much bigger thug with just their bare fists. Mechanics-wise, the skill massively boosts your Combat stat and damage for one basic fight action. | |
Arkham Horror: The Card Game (Tabletop Game) / int_51beab21 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_51beab21 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_51beab21 | |
Arkham Horror: The Card Game (Tabletop Game) / int_52600ad6 | type |
Broke Your Arm Punching Out Cthulhu | |
Arkham Horror: The Card Game (Tabletop Game) / int_52600ad6 | comment |
The last scenario, "Lost in Time and Space", has different outcomes depending on whether the investigators have managed to escape with their lives after preventing Yog-Sothoth from merging with our reality, or perished. There's also a separate ending for fighting Yog-Sothoth, which results in the investigators dying after their victory. | |
Arkham Horror: The Card Game (Tabletop Game) / int_52600ad6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_52600ad6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_52600ad6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_53136954 | type |
Book Dumb | |
Arkham Horror: The Card Game (Tabletop Game) / int_53136954 | comment |
Book Dumb: There are very few Survivors that have more than 2 base Intellect, but they are still very capable of gathering clues as much as other investigators of other classes with higher intelligence through... Unusual investigation methods. The general trickery and improvisation they show performing in many of their event cards fully showcase how shrewd they can be. | |
Arkham Horror: The Card Game (Tabletop Game) / int_53136954 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_53136954 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_53136954 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5313c266 | type |
Bookends | |
Arkham Horror: The Card Game (Tabletop Game) / int_5313c266 | comment |
Book Ends: Scenario 1A ("Beyond the Gates of Sleep") starts with the investigators ascending through two Absurdly Long Stairways. The Golden Ending for scenario 4B ("Weaver of the Cosmos") results in the second team of investigators using these same stairways to escape back to the Waking World. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5313c266 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5313c266 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5313c266 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5334fb89 | type |
Auto-Revive | |
Arkham Horror: The Card Game (Tabletop Game) / int_5334fb89 | comment |
Auto-Revive: "St. Hubert's Key" takes away 2 max Sanity in exchange for boosting your stats, but if you get defeated by horror, it gets discarded (reverting the penalty), while reviving you with those same 2 missing sanity points. As it merely gets discarded, you can find and use it again. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5334fb89 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5334fb89 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5334fb89 | |
Arkham Horror: The Card Game (Tabletop Game) / int_53407671 | type |
Action Survivor | |
Arkham Horror: The Card Game (Tabletop Game) / int_53407671 | comment |
Action Survivor: Unlike their colleagues from the other classes, most Survivors have no specialised training or arcane knowledge, and must rely on their savviness and sheer luck. | |
Arkham Horror: The Card Game (Tabletop Game) / int_53407671 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_53407671 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_53407671 | |
Arkham Horror: The Card Game (Tabletop Game) / int_537b4ea | type |
Snake People | |
Arkham Horror: The Card Game (Tabletop Game) / int_537b4ea | comment |
Snake People: Scenario reuses locations and encounter cards from "The Doom of Eztli" scenario from The Forgotten Age campaign, most of which are Yig-worshipping snake-like humanoids. | |
Arkham Horror: The Card Game (Tabletop Game) / int_537b4ea | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_537b4ea | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_537b4ea | |
Arkham Horror: The Card Game (Tabletop Game) / int_53c5f30e | type |
Happy Ending Override | |
Arkham Horror: The Card Game (Tabletop Game) / int_53c5f30e | comment |
Happy Ending Override: Epilogue 5; a seemingly triumphant team A returns from the Dream Lands... only to instantly get killed by the giant spiders, whom team B failed to stop. | |
Arkham Horror: The Card Game (Tabletop Game) / int_53c5f30e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_53c5f30e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_53c5f30e | |
Arkham Horror: The Card Game (Tabletop Game) / int_53f5119f | type |
The Dragon | |
Arkham Horror: The Card Game (Tabletop Game) / int_53f5119f | comment |
Return to the Circle Undone adds a new ending for Coven-aligned players. If they accumulate enough knowledge of the Coven's cause and methods, earn Erynn's trust and lead them to triumph over the Lodge, the investigators may join the witches in building a "better future". Given that the person in charge is no one else but Keziah Mason, this future actually being good for anyone is highly questionable. | |
Arkham Horror: The Card Game (Tabletop Game) / int_53f5119f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_53f5119f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_53f5119f | |
Arkham Horror: The Card Game (Tabletop Game) / int_54d6f53f | type |
Ripple-Effect-Proof Memory | |
Arkham Horror: The Card Game (Tabletop Game) / int_54d6f53f | comment |
Ripple-Effect-Proof Memory: The story gets started because investigators are specifically the only ones who can remember the people erased from existence. Their attempt to find the truth makes the Foundation notice them, and invite to cooperate. If Outsiders slaughters the Coterie during final scenario, they still forgets those who were killed, however. | |
Arkham Horror: The Card Game (Tabletop Game) / int_54d6f53f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_54d6f53f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_54d6f53f | |
Arkham Horror: The Card Game (Tabletop Game) / int_554063c6 | type |
If You Kill Him, You Will Be Just Like Him! | |
Arkham Horror: The Card Game (Tabletop Game) / int_554063c6 | comment |
If You Kill Him, You Will Be Just Like Him!: If Agnes defeats Elspeth, she refuses to finish her off (to Elspeth's disappointment), stating that she doesn't want to be like her. | |
Arkham Horror: The Card Game (Tabletop Game) / int_554063c6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_554063c6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_554063c6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_557a31ce | type |
Actual Pacifist | |
Arkham Horror: The Card Game (Tabletop Game) / int_557a31ce | comment |
Ece would always vote to spare you... unless you deliberately betray her trust to gain the Key (note that you can just state upfront that you would take the Key for yourself, and only consequence would be her not participating personally). Even then, she would merely abstain from voting: she doesn't trust you to spare you, but she can't and wouldn't condemn anyone either, no matter what. | |
Arkham Horror: The Card Game (Tabletop Game) / int_557a31ce | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_557a31ce | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_557a31ce | |
Arkham Horror: The Card Game (Tabletop Game) / int_55c79f7c | type |
Death Trap | |
Arkham Horror: The Card Game (Tabletop Game) / int_55c79f7c | comment |
Death Trap: Full spectrum of dangerous traps: containers slowly filling with water, gas traps, dangerous gears, etc. | |
Arkham Horror: The Card Game (Tabletop Game) / int_55c79f7c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_55c79f7c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_55c79f7c | |
Arkham Horror: The Card Game (Tabletop Game) / int_55ca8aa | type |
The Mob Boss Is Scarier | |
Arkham Horror: The Card Game (Tabletop Game) / int_55ca8aa | comment |
The Mob Boss Is Scarier: If Brian Burnham is the abductor, Agent Harper states that him being afraid of the Order to the point that he would rather risk to abduct a federal agent than disobey its orders, indicates that he's not lying. | |
Arkham Horror: The Card Game (Tabletop Game) / int_55ca8aa | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_55ca8aa | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_55ca8aa | |
Arkham Horror: The Card Game (Tabletop Game) / int_55cd4012 | type |
"Everybody Dies" Ending | |
Arkham Horror: The Card Game (Tabletop Game) / int_55cd4012 | comment |
"Everybody Dies" Ending: In the Epilogue 1, after both teams fail on their tasks, Earth becomes the battlefield for two antagonistic Ancient Ones''. This is the only epilogue to explicitly state that the campaign is failed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_55cd4012 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_55cd4012 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_55cd4012 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5667d866 | type |
Critical Failure | |
Arkham Horror: The Card Game (Tabletop Game) / int_5667d866 | comment |
"Stroke of Luck" skill allows to automatically pass a test after revealing a chaos token, unless you draw auto-failure token. However, after one use, this card gets "exiled", meaning that you have to repurchase it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5667d866 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5667d866 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5667d866 | |
Arkham Horror: The Card Game (Tabletop Game) / int_575fd5e2 | type |
Dark Is Not Evil | |
Arkham Horror: The Card Game (Tabletop Game) / int_575fd5e2 | comment |
Dark Is Not Evil: The Rougarou can be dealt with non-lethally, which reveals that it was a normal guy who was not able to control his actions. His final words before departing are wishing you luck with dealing with the Curse of Rougarou, and not end up as a mindless beast like him. | |
Arkham Horror: The Card Game (Tabletop Game) / int_575fd5e2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_575fd5e2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_575fd5e2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_58204b95 | type |
Magic Knight | |
Arkham Horror: The Card Game (Tabletop Game) / int_58204b95 | comment |
Magic Knight: Rouges have the second highest amount of coventional weaponry after Guardians and the third highest quantity of spells event and assets after Mystics and Seekers. | |
Arkham Horror: The Card Game (Tabletop Game) / int_58204b95 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_58204b95 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_58204b95 | |
Arkham Horror: The Card Game (Tabletop Game) / int_586624e5 | type |
Genius Loci | |
Arkham Horror: The Card Game (Tabletop Game) / int_586624e5 | comment |
Genius Loci: In "A Thousand Shapes of Horror", The House With No Name and The Unnameable are one and the same... and are not happy to see unwelcome guests. And the longer scenario goes, the more dangerous The Unnameable becomes. | |
Arkham Horror: The Card Game (Tabletop Game) / int_586624e5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_586624e5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_586624e5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_58970413 | type |
Coincidental Broadcast | |
Arkham Horror: The Card Game (Tabletop Game) / int_58970413 | comment |
Coincidental Broadcast: "Newspaper" boosts your Intellect when you're investigating and have zero clues, implying that investigator found some much-needed hitch while observing local press for mentions of supernatural. Upgraded version also lets you find extra clues. | |
Arkham Horror: The Card Game (Tabletop Game) / int_58970413 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_58970413 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_58970413 | |
Arkham Horror: The Card Game (Tabletop Game) / int_589e54d3 | type |
Charged Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_589e54d3 | comment |
Charged Attack: Nephthys seals the blessed tokens which are supposed to leave the bag, and later burns them to attack her enemies for 2 damage, 3 tokens per attack. As there's exactly 10 tokens available, she can make 3 attacks at most. | |
Arkham Horror: The Card Game (Tabletop Game) / int_589e54d3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_589e54d3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_589e54d3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_58e43f17 | type |
Cats Are Mean | |
Arkham Horror: The Card Game (Tabletop Game) / int_58e43f17 | comment |
Cats Are Mean: Exaggerated; cats are not just mean, they are outright evil and serve dark god... called Meowlathotep. | |
Arkham Horror: The Card Game (Tabletop Game) / int_58e43f17 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_58e43f17 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_58e43f17 | |
Arkham Horror: The Card Game (Tabletop Game) / int_58efc711 | type |
The Goomba | |
Arkham Horror: The Card Game (Tabletop Game) / int_58efc711 | comment |
The Goomba: Coven Initiate enemy does have an ability, but it only triggers on their spawning (and even then, very rarely), and certainly does nothing to prevent them from being slaughtered. In fact, sometimes, they're more dangerous when dead, and even then, not by themselves, but through other enemy's effects. | |
Arkham Horror: The Card Game (Tabletop Game) / int_58efc711 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_58efc711 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_58efc711 | |
Arkham Horror: The Card Game (Tabletop Game) / int_591c36ae | type |
Gathering Steam | |
Arkham Horror: The Card Game (Tabletop Game) / int_591c36ae | comment |
Gathering Steam: "Old Shotgun" Guardian/Rogue Weapon asset enters play without any ammo (but costs no resources to play either), you have to reload it with events (unless you put it into use through events, then it's immediately loaded). After being reloaded, it gives high boost to Combat, and varying damage that scales with your performance. | |
Arkham Horror: The Card Game (Tabletop Game) / int_591c36ae | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_591c36ae | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_591c36ae | |
Arkham Horror: The Card Game (Tabletop Game) / int_5979acea | type |
Fragile Speedster | |
Arkham Horror: The Card Game (Tabletop Game) / int_5979acea | comment |
"Backstab" event lets investigator use Agility instead of Combat for one attack, giving swift, but frail investigators a fair chance in combat. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5979acea | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5979acea | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5979acea | |
Arkham Horror: The Card Game (Tabletop Game) / int_59828815 | type |
Fake–Real Turn | |
Arkham Horror: The Card Game (Tabletop Game) / int_59828815 | comment |
Fake–Real Turn: It started as an April Fools' Day joke about fake "expansion", "The Dogwich Legacy", but due to the fans demands, the real expansion with same theme was announced later same year. | |
Arkham Horror: The Card Game (Tabletop Game) / int_59828815 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_59828815 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_59828815 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5989e3b6 | type |
Enemy Mine | |
Arkham Horror: The Card Game (Tabletop Game) / int_5989e3b6 | comment |
Enemy Mine: It is possible to make alliance with Xzharah in "The Night's Usurper". This rewards your with unique weapon, but all victims of sleeping curse (including your friends) would remain asleep forever... | |
Arkham Horror: The Card Game (Tabletop Game) / int_5989e3b6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5989e3b6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5989e3b6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_59907e4f | type |
Police Are Useless | |
Arkham Horror: The Card Game (Tabletop Game) / int_59907e4f | comment |
Police Are Useless: Until investigators decided to investigate on their own, police spent over a month in futile attempt to solve this case. Depending on outcome of this scenario, they can either help you, or go after you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_59907e4f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_59907e4f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_59907e4f | |
Arkham Horror: The Card Game (Tabletop Game) / int_59a9605d | type |
Never Smile at a Crocodile | |
Arkham Horror: The Card Game (Tabletop Game) / int_59a9605d | comment |
Never Smile at a Crocodile: Harbinger of Valusia is removed, but instead you get a huge crocodile, Dweller in the Pit, which is extremely dangerous (and only grows even more lethal as time goes on) and is Elite (so most conventional methods of dealing with it are unusable). | |
Arkham Horror: The Card Game (Tabletop Game) / int_59a9605d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_59a9605d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_59a9605d | |
Arkham Horror: The Card Game (Tabletop Game) / int_5a08d0ae | type |
Back Stab | |
Arkham Horror: The Card Game (Tabletop Game) / int_5a08d0ae | comment |
Back Stab: Some cards specifically targets already exhausted enemies, helping to ensure that they wouldn't live to try to murder you again: "Sneak Attack" event allows to deal damage to exhausted enemies without having to pass a test. Upgraded version can be used even if the enemy is ready as long as it is not engaged with you. ".25 Automatic" asset gives bonus to Combat and damage, but only against exhausted enemies. Its upgraded version allows to attack just-evaded enemy immediately. "Dirty Fighting" asset gives huge boost to most tests against exhausted enemies, and allows to immediately attack the enemy you just evaded. "Hatchet Man" skill, if used to evade an enemy (thus exhausting it) boosts the next attack against it for the rest of the turn. Delilah O'Rourke not only allows to deal some testless damage against an enemy, but boosts that damage if you target exhausted enemy. The drawback is that price of her services stacks with enemy's evade value. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5a08d0ae | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5a08d0ae | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5a08d0ae | |
Arkham Horror: The Card Game (Tabletop Game) / int_5a175c8e | type |
Back Stab | |
Arkham Horror: The Card Game (Tabletop Game) / int_5a175c8e | comment |
"Waylay" lets an Investigator test their agility skill against an exhausted non-Elite enemy's evade value. If they succeed, that enemy is instantly defeated, with the name and art implying that said Investigator sneaked up on them and brutally beat them to death while they were distracted. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5a175c8e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5a175c8e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5a175c8e | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ab0da17 | type |
Punch-Packing Pistol | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ab0da17 | comment |
Punch-Packing Pistol: Pistols and melee weapons tend to deal about the same amount of damage and give about the same boost to fighting stats. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ab0da17 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ab0da17 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5ab0da17 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ac26edf | type |
Friendly Ghost | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ac26edf | comment |
Friendly Ghost: "Guiding Spirit" Ally boosts your Intellect and soaks some horror from you, but leaves you (and your deck) once if it gets defeated. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ac26edf | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ac26edf | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5ac26edf | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ad80bf8 | type |
It's All My Fault | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ad80bf8 | comment |
It's All My Fault: If Hemlock prevails over River, he has a realisation, that him being idle all this time is what let the island to come to ruin. He doomed his family's legacy himself. If you talk to Leah during act 3 of the final scenario (regardless of version), she puts the blame on herself for not seeing through her sister Rachel's insanity while it was still possible to stop her. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ad80bf8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ad80bf8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5ad80bf8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5b057eae | type |
Animalistic Abomination | |
Arkham Horror: The Card Game (Tabletop Game) / int_5b057eae | comment |
Animalistic Abomination: The creepy giant albino penguins returns. They aren't aggressive by default, but slows down the investigators as long as they stay alive, by making entering or leaving their location cost extra action. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5b057eae | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5b057eae | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5b057eae | |
Arkham Horror: The Card Game (Tabletop Game) / int_5bb56482 | type |
Contractual Boss Immunity | |
Arkham Horror: The Card Game (Tabletop Game) / int_5bb56482 | comment |
All encounter cards have suit and rank, with many game effects using those for randomisation. Cards' rank generally corresponds to their danger level, with avoidable "Aloof" enemies having low rank, while stronger enemies with dangerous gimmicks have higher levels, and bosses have Ace rank (which also makes them immune to certain effects related to this mechanic). | |
Arkham Horror: The Card Game (Tabletop Game) / int_5bb56482 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5bb56482 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5bb56482 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5bec943d | type |
Powerful, but Inaccurate | |
Arkham Horror: The Card Game (Tabletop Game) / int_5bec943d | comment |
Powerful, but Inaccurate: "Sledgehammer" Guardian/Survivor asset, by default, deals increased damage, but penalises your Combat (so you're more likely to miss), unless you spend extra actions for a stronger attack. Upgraded version gets rid of this weakness. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5bec943d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5bec943d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5bec943d | |
Arkham Horror: The Card Game (Tabletop Game) / int_5caef4ca | type |
Chainsaw Good | |
Arkham Horror: The Card Game (Tabletop Game) / int_5caef4ca | comment |
Chainsaw Good: "Chainsaw" asset takes both hands, but provides good boost to Combat and damage for one attack. Its gimmick is that it has limited "ammo", but whenever your attack with it fails, you can either deal (much lower) damage anyway, or regain one supply for the Chainsaw. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5caef4ca | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5caef4ca | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5caef4ca | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ce7dbb9 | type |
Central Theme | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ce7dbb9 | comment |
Central Theme: Trust (and lack of thereof): You frequently get the choice between trusting some people or not, with your choices changing the chaos bag: "Tablet" tokens for trusting people, and "Elder Thing" tokens for being secretive; in some cases, you have "neutral" options available, but it's not possible to achieve 0/0 balance. Once you reach the maximum of certain kind, the game starts rewarding sticking to your choices with bonus experience. You frequently end up in the situation where you can trust certain Coterie members or work against them. Your choices would have long-terms consequences. Also, unless you make peace between Coterie and the Foundation, the ending you get is based on how often you've deceived the Foundation in any way. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ce7dbb9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ce7dbb9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5ce7dbb9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5d3e7c6 | type |
Kangaroo Court | |
Arkham Horror: The Card Game (Tabletop Game) / int_5d3e7c6 | comment |
Kangaroo Court: In the final scenario, investigators gets put on "trial" by the Coterie, who would vote whether to kill or spare them. The outcome is entirely dependant on involved people's opinion on the investigators by that moment, with some (namely, the Beast) always voting against you unless they're too injured to attend. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5d3e7c6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5d3e7c6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5d3e7c6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5d716d61 | type |
Ground by Gears | |
Arkham Horror: The Card Game (Tabletop Game) / int_5d716d61 | comment |
Ground by Gears: Another common "treachery" is being stuck in some dangerous mechanism and being slowly crashed by it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5d716d61 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5d716d61 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5d716d61 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5e2c927c | type |
Heroic Canines, Villainous Felines | |
Arkham Horror: The Card Game (Tabletop Game) / int_5e2c927c | comment |
Heroic Canines, Villainous Felines: In a world where evil cat servants of the dark god Meowlathothep threaten humanity, only one force can save the world — our faithful dogs. How? By becoming investigators themselves! | |
Arkham Horror: The Card Game (Tabletop Game) / int_5e2c927c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5e2c927c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5e2c927c | |
Arkham Horror: The Card Game (Tabletop Game) / int_5e6ee70e | type |
Takes One to Kill One | |
Arkham Horror: The Card Game (Tabletop Game) / int_5e6ee70e | comment |
Takes One to Kill One: The piece of rock which originally brought the Colour to Earth can actually protect its bearer from it. What's more important, it can be used to get rid of it for good. Rosa Marquez uses rock that she recovered from Silent Heath to destroy the being in campaign's Golden Ending; if investigators decides to sacrifice themselves to let her live and tell the tale, they use either the rock recovered from mines, or the rock received from Gideon. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5e6ee70e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5e6ee70e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5e6ee70e | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ed1b6d3 | type |
Limited Loadout | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ed1b6d3 | comment |
Limited Loadout: Every investigator can include only so many cards in their decks (30 cards for most of them; signature cards, weaknesses and cards earned via story reasons don't count towards the limit). Every investigator may have up to 8 cards in their hand, and must discard any excess cards at the end of the round. Weaknesses and "hidden" cards do count towards the limit, but can't be picked for discarding. Every investigator has two "hand" slots, two "arcane" slots, and one each of the "body", "accessory", and "ally" slots (with The Circle Undone expansion also introducing "tarot" slot, which each investigator also has one of). Each slot may be occupied by only one asset at a time, and most assets takes up at least one of them. Players have limited opportunities to expand amount of slots available, usually at the cost of sacrificing something else, and often only allowing assets with certain traits into those bonus slots. Assets with the Footwear and Mask traits don't take up any slot, but their card text limits each investigator to one each in play at a time. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ed1b6d3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5ed1b6d3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5ed1b6d3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f0546a2 | type |
The Scrounger | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f0546a2 | comment |
The Scrounger: Joey "The Rat" Vigil allows to quickly play an Item from your hand (for small extra fee), or (after you upgrade him) to sell no longer needed Items from play to get 2 resources back. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f0546a2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f0546a2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5f0546a2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f4ccb21 | type |
Choice-and-Consequence System | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f4ccb21 | comment |
Choice-and-Consequence System: This campaign heavily relies on making choices that have long-terms consequences. You frequently have to decide whether to trust someone, or not. Besides the generic effect of changing your chaos bag, they have more long-terms consequences: Your initial approach to Taylor would affect your chances to recruit some story Allies. Quinn is a Foundation loyalist, so if you lied to Taylor, she would be unwilling to trust you herself unless you spit it out. Conversely, Flint doesn't like Taylor at all, and disapproves you sharing intel with her, so he would insist on doing his mission alone, stating you being "chatty" as a reason; you can still recruit him later (assuming you arrive before he gets killed), but if he's trusting, you can cancel his mission or help him speed it up, and get him earlier. Majority of Coterie members you interact with offer you some sort of alliance against either rogue Coterie member(s), or the Outsiders. Trusting them unlocks extra opportunities later on, up to and including extra endings, but also makes you less likely to stay on good side with the Foundation, which disapproves any cooperation with Coterie. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f4ccb21 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f4ccb21 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5f4ccb21 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f55ee96 | type |
Spam Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f55ee96 | comment |
Spam Attack: "One-Two Punch" event lets you do a second attack (with boost to its accuracy and damage) if your first one lands. Upgraded version makes first attack always accurate, and further boost the second attack's effectiveness. "Butterfly Swords" Weapon asset lets you do a second attack (with boosted accuracy and damage) if the first one lands, albeit at the cost of disabling it for the round. Upgraded version no longer has such restriction, instead letting you disable it to boost damage of second attack. "Flurry of Blows" event lets you attack with a Melee card you control without paying for its action cost (though event itself costs extra action), repeating the effect up to three more times (so you deal one more attack than it should be possible). If it was still your turn, it ends immediately. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f55ee96 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5f55ee96 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5f55ee96 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5fff364d | type |
Combat Medic | |
Arkham Horror: The Card Game (Tabletop Game) / int_5fff364d | comment |
Combat Medic: Besides having a big arsenal of combat-oriented cards, Guardians also have various options to protect or heal their teammates, both from damage and from horror: "Book of Psalms" heals small amount of horror from a chosen investigator, as well as adds free blessed tokens; however, it has only 4 "secrets", and becomes unusable once they run out. "Emergency Aid" allows to instantly heal 2 damage from investigator at your location, or their Ally. "First Aid" allows to heal 1 damage or horror from investigator or Ally, but has finite number of supplies, and has to be discarded once they run out. "Hallowed Mirror" gives you access to several copies of "Soothing Melody" event, that lets you heal investigators or their Allies. | |
Arkham Horror: The Card Game (Tabletop Game) / int_5fff364d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_5fff364d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_5fff364d | |
Arkham Horror: The Card Game (Tabletop Game) / int_60414102 | type |
Zombie Apocalypse | |
Arkham Horror: The Card Game (Tabletop Game) / int_60414102 | comment |
Zombie Apocalypse: If you fail to stop Amaranth in "Dead Heat" scenario, her undead minions would murder and devour the remaining civilians. | |
Arkham Horror: The Card Game (Tabletop Game) / int_60414102 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_60414102 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_60414102 | |
Arkham Horror: The Card Game (Tabletop Game) / int_60e49895 | type |
The Leader | |
Arkham Horror: The Card Game (Tabletop Game) / int_60e49895 | comment |
The Leader: Guardians have many cards specifically dedicated to coordinating the efforts of their entire team, instead of just supporting someone particular. | |
Arkham Horror: The Card Game (Tabletop Game) / int_60e49895 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_60e49895 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_60e49895 | |
Arkham Horror: The Card Game (Tabletop Game) / int_60f37373 | type |
Attack Reflector | |
Arkham Horror: The Card Game (Tabletop Game) / int_60f37373 | comment |
Attack Reflector: "Self-Destructive" basic weakness causes you 1 damage whenever you cause some to an enemy; fortunately, it doesn't scale with how much damage you do. Like with most basic weaknesses, it can be discarded by spending actions. | |
Arkham Horror: The Card Game (Tabletop Game) / int_60f37373 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_60f37373 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_60f37373 | |
Arkham Horror: The Card Game (Tabletop Game) / int_60fa92ac | type |
Names to Run Away from Really Fast | |
Arkham Horror: The Card Game (Tabletop Game) / int_60fa92ac | comment |
In The Dream Quest, Nyarlathotep, The Crawling Chaos, is the driving force behind the whole Forced Sleep plot, and the master of majority of enemies you face, though his exact motives are not known. | |
Arkham Horror: The Card Game (Tabletop Game) / int_60fa92ac | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_60fa92ac | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_60fa92ac | |
Arkham Horror: The Card Game (Tabletop Game) / int_6126185e | type |
You Wake Up in a Room | |
Arkham Horror: The Card Game (Tabletop Game) / int_6126185e | comment |
You Wake Up in a Room: Each group awakes in unknown place and must figure out how to escape — preferably alive. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6126185e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6126185e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6126185e | |
Arkham Horror: The Card Game (Tabletop Game) / int_6127e5dd | type |
Energy Bow | |
Arkham Horror: The Card Game (Tabletop Game) / int_6127e5dd | comment |
Energy Bow: "Enchanted Bow", Survivor/Mystic asset, is a magic bow that shoots not arrows, but bolts of pure energy; as result, it lacks ammo, and instead exhausts to recharge its magic, but also takes arcane slot besides taking both hands. It does have limited charges however, but those are used to instead target enemies in connecting locations with a long-ranged attack (which ignores most keywords to boot). Similarly to the "Ornate Bow", it lets you use either Agility or Willpower during attack, but deals less damage than it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6127e5dd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6127e5dd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6127e5dd | |
Arkham Horror: The Card Game (Tabletop Game) / int_6163afd9 | type |
Reliably Unreliable Guns | |
Arkham Horror: The Card Game (Tabletop Game) / int_6163afd9 | comment |
Reliably Unreliable Guns: "Old Hunting Rifle" asset can (depending on the chaos token revealed) potentially jam (automatically failing skill check), requiring spending additional action to fix it, which, in combat situation, makes you vulnerable to attacks of opportunity. It's the only Weapon in the game that can jam. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6163afd9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6163afd9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6163afd9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_617f0563 | type |
Heel–Face Turn | |
Arkham Horror: The Card Game (Tabletop Game) / int_617f0563 | comment |
Heel–Face Turn: In the two out of three "machinations", it's possible to recruit Edwin Bennet to fix what was broken by him (in the third, he's too far gone by this point). He would stay loyal to this mission even if investigators fail themselves, achieving second-best ending (after actual victory by the players). | |
Arkham Horror: The Card Game (Tabletop Game) / int_617f0563 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_617f0563 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_617f0563 | |
Arkham Horror: The Card Game (Tabletop Game) / int_61a7240c | type |
Cat-and-Mouse Boss | |
Arkham Horror: The Card Game (Tabletop Game) / int_61a7240c | comment |
Cat-and-Mouse Boss: "Undimensioned and Unseen" scenario is divided in two acts. During the first, the objective of the Investigators is to gather enough clues and reach Whateley Ruins to find an incantation that can destroy the Broods of Yog-Sothoth, (supposedly) invincible monsters that hit extremely hard and cannot be defeated by conventional means (at least without abusing them not being Elite). If the investigators survive long enough to reach the destroyed barn and gathered enough clues, they will gain the Esoteric Formula, allowing them to attack, deal damage and defeat the Broods using their Willpower stat in place of Combat. Afterwards, the second act's mission is to eliminate all Broods, which may or may not attempt to run away from the investigators at the end of every Enemy Phase. | |
Arkham Horror: The Card Game (Tabletop Game) / int_61a7240c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_61a7240c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_61a7240c | |
Arkham Horror: The Card Game (Tabletop Game) / int_62434fe2 | type |
Sanity Slippage | |
Arkham Horror: The Card Game (Tabletop Game) / int_62434fe2 | comment |
Sanity Slippage: People who spend too long in the Vale, eating local food and drinking local water, gradually goes insane, besides the physical side effects. Several background characters gets shown succumbing to it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_62434fe2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_62434fe2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_62434fe2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_625e9470 | type |
Cooperation Gambit | |
Arkham Horror: The Card Game (Tabletop Game) / int_625e9470 | comment |
Cooperation Gambit: Thorne is almost obsessed with deals, which manifests in actual gameplay: All it takes to get them on your side is to strike a deal with them. It may actually backfire on Thorne if you do poor job at protecting them. If it's Thorne who's stolen your Key, you don't steal it back, like with others — instead, you strike a deal with them, and just buy it back. Your investigator points out that they knew that Thorne wouldn't miss a chance when offered. Each time Thorne shows up as hostile, you can strike a deal: you give up one of your keys, they leave you alone. Whether this deal actually worth it, is up to you. It works even in the final scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_625e9470 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_625e9470 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_625e9470 | |
Arkham Horror: The Card Game (Tabletop Game) / int_627264e0 | type |
Death Glare | |
Arkham Horror: The Card Game (Tabletop Game) / int_627264e0 | comment |
If Eliyah dies in the crash, Cookie suggests to just abandon his dog to her death when she refuses to leave her master's corpse behind (they have until dawn to find the shelter, or they're screwed). The rest looks at him so angrily, he shuts up immediately. | |
Arkham Horror: The Card Game (Tabletop Game) / int_627264e0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_627264e0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_627264e0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6293c185 | type |
Sequel Hook | |
Arkham Horror: The Card Game (Tabletop Game) / int_6293c185 | comment |
Sequel Hook: If Anette Mason was arrested, she would escape her custody in the epilogue, meaning that vengeful witch is on the loose. What's more, the way she achieves that suggests that suspiciously resembles Keziah Mason's own escape — which she achieved with the help from Nyarlathothep. If Carl Sanford was arrested, his arrest doesn't stick and he soon gets freed as investigators fails to properly charge him. He's free once again, and he knows who his enemies are. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6293c185 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6293c185 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6293c185 | |
Arkham Horror: The Card Game (Tabletop Game) / int_62e7f243 | type |
Instant Armor | |
Arkham Horror: The Card Game (Tabletop Game) / int_62e7f243 | comment |
Instant Armor: Unlike other cards of the same type, "Leather Jacket" can be put into play without spending an action, being "fast"; as result, you can use it just when you're about to get hit. | |
Arkham Horror: The Card Game (Tabletop Game) / int_62e7f243 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_62e7f243 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_62e7f243 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6320eced | type |
Gameplay and Story Segregation | |
Arkham Horror: The Card Game (Tabletop Game) / int_6320eced | comment |
Gameplay and Story Segregation: Scenario reuses named cultists from The Night of the Zealot campaign as stand-in for cult members. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6320eced | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6320eced | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6320eced | |
Arkham Horror: The Card Game (Tabletop Game) / int_634c5775 | type |
Came from the Sky | |
Arkham Horror: The Card Game (Tabletop Game) / int_634c5775 | comment |
Came from the Sky: Rosa Marquez believes that all this started when a meteorite landed at what's now Silent Heath, and mining operations there released whatever was inside, be it poisonous gas or some invasive mineral. Another similar rock was recovered by Captain Wilbur Hemlock and Gideon Mizrah from old wreckage (which caused similar effects to his crew), a piece of which Wilbur later threw into well in the Vale. Gideon kept his piece of rock, which may be crucial to stop the Colour if you don't have another copy. | |
Arkham Horror: The Card Game (Tabletop Game) / int_634c5775 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_634c5775 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_634c5775 | |
Arkham Horror: The Card Game (Tabletop Game) / int_637ef67 | type |
New Game Plus | |
Arkham Horror: The Card Game (Tabletop Game) / int_637ef67 | comment |
New Game Plus: After campaign completion, surviving investigators can be re-used in another one with all the cards they acquired before, including story assets. This is balanced by also having to carry all trauma and weaknesses over as well. Also, although the designers have stated that this is allowed, they have also stated that scenarios are not balanced for starting a new campaign using characters from a previous campaign. | |
Arkham Horror: The Card Game (Tabletop Game) / int_637ef67 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_637ef67 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_637ef67 | |
Arkham Horror: The Card Game (Tabletop Game) / int_63a865c9 | type |
Universal Ammunition | |
Arkham Horror: The Card Game (Tabletop Game) / int_63a865c9 | comment |
Universal Ammunition: All firearms, whether revolvers, shotguns, bows or high-tech lightning guns, use the same generic "ammo" tokens to keep track of their uses, and can all be reloaded by any cards that refill ammo tokens. | |
Arkham Horror: The Card Game (Tabletop Game) / int_63a865c9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_63a865c9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_63a865c9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6439de78 | type |
Heroic Sacrifice | |
Arkham Horror: The Card Game (Tabletop Game) / int_6439de78 | comment |
Heroic Sacrifice: If none of "Group B" investigators has been injected with antidote, whoever would go inside Chamber of Poison, would die. One of them must do this, otherwise whole team would be pulled here (and dies anyway). | |
Arkham Horror: The Card Game (Tabletop Game) / int_6439de78 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6439de78 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6439de78 | |
Arkham Horror: The Card Game (Tabletop Game) / int_649345a2 | type |
You Will Not Evade Me | |
Arkham Horror: The Card Game (Tabletop Game) / int_649345a2 | comment |
You Will Not Evade Me: The Grappling Horror from "The Essex County Express" scenario, true to its name, grapples investigators, making them unable to move while they're still engaged with it. Managed to evade it, and move away? But it's a "Hunter", so it would just crawl after you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_649345a2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_649345a2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_649345a2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_64cf3b3f | type |
Damage Reduction | |
Arkham Horror: The Card Game (Tabletop Game) / int_64cf3b3f | comment |
Damage Reduction: During "The Longest Night" scenario, both Molting and Equine Hybrids reduce any damage they take by 1, reducing effectiveness of weapons and spells, and rendering many offensive events useless. | |
Arkham Horror: The Card Game (Tabletop Game) / int_64cf3b3f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_64cf3b3f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_64cf3b3f | |
Arkham Horror: The Card Game (Tabletop Game) / int_64fa0ea8 | type |
Random Encounters | |
Arkham Horror: The Card Game (Tabletop Game) / int_64fa0ea8 | comment |
In the "Dark Side of the Moon", certain monsters, hazards and tasks becomes progressively harder the more "Alert" investigators accumulate, which, in turn, accumulates when certain negative events occur, like agenda advancement or failing certain Random Encounters. High "Alert" can and will slow down your progress, which, in turn, would help to accumulate even more "Alert". Having low "Alert" is mandatory to enter the White Ship and convince its Captain to smuggle you from the Moon (it's possible to argue with him with high "Alert" once you actually enter, but good luck passing a test with difficulty of 5 or higher) and finish the scenario, but there are only limited opportunities to decrease it, with only one stable option towards the very end. Also, high "Alert" greatly increases the team's chances of being caught when attempting to escape from the Moon once the final agenda advances. | |
Arkham Horror: The Card Game (Tabletop Game) / int_64fa0ea8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_64fa0ea8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_64fa0ea8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_659ef759 | type |
Implacable Man | |
Arkham Horror: The Card Game (Tabletop Game) / int_659ef759 | comment |
Implacable Man: Once the Masked Horror spawns, it keeps pursuing whatever investigator currently having the most number of clues; he's very tough and hard to kill, and while he's engaged with you, you can't neither discover nor spend clues, which may stall your progress while he's alive. | |
Arkham Horror: The Card Game (Tabletop Game) / int_659ef759 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_659ef759 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_659ef759 | |
Arkham Horror: The Card Game (Tabletop Game) / int_65acf9db | type |
He Knows Too Much | |
Arkham Horror: The Card Game (Tabletop Game) / int_65acf9db | comment |
He Knows Too Much: Even if Amaranth never had conflicts with investigators before, she would still vote to kill them, stating that the Coterie always valued secrecy above all else. Tuwile Masai, unless you convinced him that you can be trusted, would state you knowing too much to left alive as one of the reasons to kill you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_65acf9db | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_65acf9db | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_65acf9db | |
Arkham Horror: The Card Game (Tabletop Game) / int_65cd1b5e | type |
Acid Pool | |
Arkham Horror: The Card Game (Tabletop Game) / int_65cd1b5e | comment |
Acid Pool: Second obstacle for "Group B" is a room filled with highly corrosive poison. To neutralise it, one of them must go inside and turn machine off; if they were injected with antidote, they would survive, otherwise, they would die. If no one does this in time, all investigators would be pulled there by force. | |
Arkham Horror: The Card Game (Tabletop Game) / int_65cd1b5e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_65cd1b5e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_65cd1b5e | |
Arkham Horror: The Card Game (Tabletop Game) / int_6602cad | type |
Permanently Missable Content | |
Arkham Horror: The Card Game (Tabletop Game) / int_6602cad | comment |
Permanently Missable Content: Every Resident has a schedule, dictating where they would be on specific day (and only day, you would encounter nobody from the Vale if you explore at night, with the exception of two special night-only scenarios). If you don't meet specific characters in specific locations on specific days, you'd miss on their unique interactions and on the opportunity to increase their relationship. First and second nights offer you unique scenarios which can only be played during those specific nights. Bertie Musgrave gets lost in the woods on first night. If you rescue him, he would be fine (until the finale, at least), but otherwise, he would be "rescued" by Mother Rachel, who would brainwash him to join the cult, and set him against you — to the point that he may later fight against you. Simeon goes into mines on first day. Unless saved before second evening he dies (and he can't be saved at night), cutting any scenes involving him, and some of his mother's. If he dies, his mother Leah would go to search for him in the mines on third day, and would meet the same fate unless saved (and you can't return to already-visited areas, meaning that you can be helpless to save her). Some story assets can be obtained only if you do specific scenarios; in some cases, you must also do them on specific days: You can find a rock with unique qualities while exploring the mines. As it spawns in fixed position, it's possible to skip it. "Little Sylvie" doll which Hemlock is trying to find in his old house can be only found on day one. If the doll is retrieved, he would give it to you, in hope that it would bring you luck. If you manage to recover remains of at least one member of the Pearl family, you can find the family matriarch's diary. If you never visit the Pearl Ridge, or fail to retrieve the remains, the diary would be lost forever. Theo's sisters Helen and Lizzie stayed at the fisher village, Akwan, not approving him moving to the Vale. If you go there, you would find that Lizzie got abducted by a massive mutant crab. While Lizzie would survive no matter what, Helen would only join the investigators if you helped her to reunite with Theo, and even then, it's possible to simply miss the chance to talk to her again. There's unique asset you can only obtain by sitting alone at first evening; it would be given by friendly strangers who would approach you themselves. It can't be obtained anywhere else. During "The Longest Night" scenario, you can free a (normal, non-mutant) horse Ajax from the barn. If you don't get backup and get mauled by the bear, Mother Rachel would save your ass at the last moment. Talking to her later would let you get the unique reward. All but one (the worst one) endings cuts off if you didn't do specific actions prior to the final scenario, of which you have no means to know upfront: Rosa Marquez comes up with a plan how to save the Vale either on her own (if you've won both night scenarios), or by hearing out Gideon Mizrah's story about the rocks recovered from shipwreck. Doing neither cuts off the Golden Ending. In addition, the ending branches into two at the last moment, with the last ending requiring specific story asset at the ready; something you could've either missed, sold, lost or simply not prepared in advance. To evacuate the Vale, you must have someone who can organise the evacuation: either reunited Peters family, or Hemlock and Hawthorne, who agreed on a truce. It's entirely possible to miss both. One of the endings involves burning the Vale with fireworks, but that requires saving Simeon's life and then actually putting those fireworks around, both of which you have limited time for. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6602cad | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6602cad | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6602cad | |
Arkham Horror: The Card Game (Tabletop Game) / int_66eb63b1 | type |
Brandishment Bluff | |
Arkham Horror: The Card Game (Tabletop Game) / int_66eb63b1 | comment |
Brandishment Bluff: "Hold Up" event (appropriately marked by Tactic and Trick traits) lets you bluff an enemy at your location (via Parley action) into thinking that you're armed, which buys you time to actually pull out your gun (or whatever Item you think can serve you); it's handled by a dummy "attack" that deals zero damage and lets you play the chosen card by reduced price. | |
Arkham Horror: The Card Game (Tabletop Game) / int_66eb63b1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_66eb63b1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_66eb63b1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_66f763c0 | type |
Interface Screw | |
Arkham Horror: The Card Game (Tabletop Game) / int_66f763c0 | comment |
Interface Screw: Some cards during the final scenario deliberately look mangled, to imitate reality-warping powers of the Colour. | |
Arkham Horror: The Card Game (Tabletop Game) / int_66f763c0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_66f763c0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_66f763c0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_670db7d7 | type |
Formula-Breaking Episode | |
Arkham Horror: The Card Game (Tabletop Game) / int_670db7d7 | comment |
Formula-Breaking Episode: The story set in Alternate Universe, with heroic dogs fighting against forces of evil cats lead by Meowlathotep. Not something you'd expect from Arkham Horror, right? | |
Arkham Horror: The Card Game (Tabletop Game) / int_670db7d7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_670db7d7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_670db7d7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_676e942c | type |
We Hardly Knew Ye | |
Arkham Horror: The Card Game (Tabletop Game) / int_676e942c | comment |
We Hardly Knew Ye: One of the nine Partners dies in the plane crash, before any meaningful character development may be made. The only way to learn something about them after that is by doing the "Fatal Mirage" scenario, which allows to see their memories. | |
Arkham Horror: The Card Game (Tabletop Game) / int_676e942c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_676e942c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_676e942c | |
Arkham Horror: The Card Game (Tabletop Game) / int_68f95429 | type |
That's No Moon | |
Arkham Horror: The Card Game (Tabletop Game) / int_68f95429 | comment |
That's No Moon: In "Lost in Time and Space", when Yog-Sothoth actually appears, investigators at first mistook him for the actual moon. Then he started becoming larger, and larger... | |
Arkham Horror: The Card Game (Tabletop Game) / int_68f95429 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_68f95429 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_68f95429 | |
Arkham Horror: The Card Game (Tabletop Game) / int_69aa26d1 | type |
Poison Is Corrosive | |
Arkham Horror: The Card Game (Tabletop Game) / int_69aa26d1 | comment |
Poison Is Corrosive: Whatever it is in Acid Pool in "Group B's" Act 2, it's capable to quickly dissolve human flesh, unless you have an antidote. | |
Arkham Horror: The Card Game (Tabletop Game) / int_69aa26d1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_69aa26d1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_69aa26d1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_69ef378b | type |
Loyalty Mission | |
Arkham Horror: The Card Game (Tabletop Game) / int_69ef378b | comment |
Loyalty Mission: These scenarios are based around specific investigators' backstory, and allows them to upgrade their signature card to even stronger version. However, failure to succeed in these scenarios would result in their weakness being "upgraded" instead. If investigator starts scenario while already using "parallel" versions of their cards (upgrading both signature card and weakness), then it works in reverse (success would result in weakness being downgraded to basic version while signature card remains upgraded, while failure would only downgrade their personal card). Challenge scenarios always gets released alongside new parallel investigators, but some investigators only get the parallel version, without scenario (like Zoey and Pete). | |
Arkham Horror: The Card Game (Tabletop Game) / int_69ef378b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_69ef378b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_69ef378b | |
Arkham Horror: The Card Game (Tabletop Game) / int_6af6887 | type |
Escape Sequence | |
Arkham Horror: The Card Game (Tabletop Game) / int_6af6887 | comment |
Escape Sequence: Just like in scenario on which this one is based, once you make it into central room and take what you came for, second part of scenario involves escaping with the treasure while pursued by any reptiles. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6af6887 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6af6887 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6af6887 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6b22aace | type |
Not So Invincible After All | |
Arkham Horror: The Card Game (Tabletop Game) / int_6b22aace | comment |
Not So Invincible After All: "If it bleeds..." event allows you and all investigators in your location to restore some sanity after defeating a Monster enemy, as seeing the nightmarish abomination falling restores their faith in possible victory. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6b22aace | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6b22aace | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6b22aace | |
Arkham Horror: The Card Game (Tabletop Game) / int_6c37fc23 | type |
Draconic Abomination | |
Arkham Horror: The Card Game (Tabletop Game) / int_6c37fc23 | comment |
Draconic Abomination: The Moonbound Byakhee in the "Dark Side of the Moon" scenario is a particularly big and dangerous byakhee (dragon/insect being), quite capable of tearing apart careless investigators. With high "alert", it hunts them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6c37fc23 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6c37fc23 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6c37fc23 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6cc39b20 | type |
Puppeteer Parasite | |
Arkham Horror: The Card Game (Tabletop Game) / int_6cc39b20 | comment |
Puppeteer Parasite: In the "Waking Nightmare", orderlies are controlled by spiders inside their bodies. They reveal themselves once infestation starts. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6cc39b20 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6cc39b20 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6cc39b20 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6d7026fa | type |
Punny Name | |
Arkham Horror: The Card Game (Tabletop Game) / int_6d7026fa | comment |
Punny Name: Main antagonist is a cat called Meowlathotep. Every investigator is based on existing Arkham Horror character, but (save for Duke, who just swapped roles with Ashcan Pete) with name slightly changed to something setting-appropriate, since all of them are now dogs (like Bark Harrigan, or Kate Winthpup). Pretty much anything which can be made into a dog- or cat-related pun, was made into one. Catling gun, Barkham, Meowlathothep... | |
Arkham Horror: The Card Game (Tabletop Game) / int_6d7026fa | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6d7026fa | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6d7026fa | |
Arkham Horror: The Card Game (Tabletop Game) / int_6de71c57 | type |
Disc-One Final Boss | |
Arkham Horror: The Card Game (Tabletop Game) / int_6de71c57 | comment |
Disc-One Final Boss: Most of campaign involves conflict with the Coterie, but they're not the final or most powerful threat — the Outsiders are; and depending on how campaign goes, they may get wiped out just before the final confrontation with the Outsiders. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6de71c57 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6de71c57 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6de71c57 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ded96fd | type |
Go Back to the Source | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ded96fd | comment |
Go Back to the Source: Flashback scenarios starts in Innsmouth, and later visits the Devil Reef, then, after a failed attempt to investigate the Esoteric Order's HQ, ends with investigators being captured and sent to the guy named Oceiros Marsh, the lighthouse keeper. The actual investigation starts with revisiting Innsmouth, and ends with going to the Devil Reef, or, rather, under it, with Oceiros' lighthouse being the middle point. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ded96fd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ded96fd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6ded96fd | |
Arkham Horror: The Card Game (Tabletop Game) / int_6e27397 | type |
Missed Him by That Much | |
Arkham Horror: The Card Game (Tabletop Game) / int_6e27397 | comment |
Missed Him by That Much: Several epilogues involve two teams surviving... but failing to reunite afterwards: In the Epilogue 8, team A actually awakes... while team B remains trapped in the Dream Lands, eventually deciding to just settle there. In the Epilogue 14, team A travels into the Underworld to save their friends... just as team B found a way into the Enchanted Forest, through which they then escape back into the Waking World. It seems very unlikely for them to ever reunite now. In the Epilogue 16, team A travels into the Underworld, but, unfortunately, team B is currently in the Dream Lands — and they can't even safely travel back the same way. Their chances to meet each other after that are slim, at best. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6e27397 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6e27397 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6e27397 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6eb1268c | type |
Extreme Omnivore | |
Arkham Horror: The Card Game (Tabletop Game) / int_6eb1268c | comment |
Extreme Omnivore: Blob can and would devour completely random things, ranging from investigator's cards (and investigators themselves) and ending with treacheries, enemies and locations, and even itself (non-fatally, unfortunately, but it would cause light damage). Expansion added even more things it can devour. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6eb1268c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6eb1268c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6eb1268c | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ec989d8 | type |
Guide Dang It! | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ec989d8 | comment |
Guide Dang It!: While getting either the Conviction or Doubt ending is clear and simple enough, as the choices giving you points in either direction are very well telegraphed (for the most parts), that is not the case for the Neutral ending, as the only way to obtain it is by failing scenarios. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ec989d8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ec989d8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6ec989d8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6edc54d5 | type |
Here We Go Again! | |
Arkham Horror: The Card Game (Tabletop Game) / int_6edc54d5 | comment |
Here We Go Again!: If investigators collects all fourteen flashbacks, after finishing the campaign they would see the last, fifteenth one — which would reveal that there are much, much more underwater cities than just this one, and that the Deep Ones would return one day. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6edc54d5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6edc54d5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6edc54d5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ee09826 | type |
Religious Bruiser | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ee09826 | comment |
Religious Bruiser: Majority of Guardian-class cards added in The Innsmouth Conspiracy and The Feast of Hemlock Vale expansions which interact with blessed tokens (introduced in the same expansions) in one way or another have religious theme (not always solely Christian): faith, blessed items, assistance from gods, etc. This comes from the most resilient and combat-oriented class in the game. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ee09826 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ee09826 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6ee09826 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6fb5cb83 | type |
I Gave My Word | |
Arkham Horror: The Card Game (Tabletop Game) / int_6fb5cb83 | comment |
I Gave My Word: If you made a deal with Thorne, they would back you up at Congress; for them, deal is sacred. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6fb5cb83 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6fb5cb83 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6fb5cb83 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ffe0ae4 | type |
Wild Goose Chase | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ffe0ae4 | comment |
Wild Goose Chase: "Bait and Switch" event allows to lure an enemy you just evaded into connecting location. Upgraded version allows to instead "evade" an enemy in a connected location and swap places with them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ffe0ae4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_6ffe0ae4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_6ffe0ae4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_70c06a09 | type |
The Undead | |
Arkham Horror: The Card Game (Tabletop Game) / int_70c06a09 | comment |
The Undead: In "Dead Heat" scenario, most enemies you would face are some sort of undead: zombies, skeletons, a zombie lion, and undead sorcerer (if Amaranth succeeds at bringing Razin Farhi Back from the Dead). The only non-undead enemies are ghouls (who're here just to feast on dead people), and Amaranth herself. | |
Arkham Horror: The Card Game (Tabletop Game) / int_70c06a09 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_70c06a09 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_70c06a09 | |
Arkham Horror: The Card Game (Tabletop Game) / int_70d8269d | type |
Excuse Plot | |
Arkham Horror: The Card Game (Tabletop Game) / int_70d8269d | comment |
Excuse Plot: All previous challenge scenarios had something to do with investigators' origin and the serious problems that bother them. Monterey's scenario is just an excuse to send him on Indiana Jones-esque adventure in the ancient temple, and has nothing to do with the story about his father's assassination. Even scenario's intro doesn't bother with providing more than necessary minimum of backstory. | |
Arkham Horror: The Card Game (Tabletop Game) / int_70d8269d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_70d8269d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_70d8269d | |
Arkham Horror: The Card Game (Tabletop Game) / int_7104ae6a | type |
Wrench Whack | |
Arkham Horror: The Card Game (Tabletop Game) / int_7104ae6a | comment |
Wrench Whack: "Not without a fight!" skill shows investigator whacking a snake man with a wrench. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7104ae6a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7104ae6a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7104ae6a | |
Arkham Horror: The Card Game (Tabletop Game) / int_716c0b1b | type |
And the Adventure Continues | |
Arkham Horror: The Card Game (Tabletop Game) / int_716c0b1b | comment |
And the Adventure Continues: In Weaver of the Cosmos, if investigators survived, but didn't secure the short way into the Enhanced Woods, the only escape route remains — to brute-force their way through first the Underworld, and then through the Dreamlands. If the campaign is played as standalone, endings just cuts off, leaving investigators' fate up to interpretation (they can be imported into other game regardless). We get more info on their exact fate in the combined campaign mode. In the Epilogue 15, the team A travels beneath the Leng monastery on order to find their friends, who are still trapped in the Underworld. It cuts off before we learn how they do this, though the brief summation states that two teams did eventually reunite. The investigators are still considered "driven insane", and thus ineligible for importing into other campaigns. | |
Arkham Horror: The Card Game (Tabletop Game) / int_716c0b1b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_716c0b1b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_716c0b1b | |
Arkham Horror: The Card Game (Tabletop Game) / int_7188489c | type |
Let the Past Burn | |
Arkham Horror: The Card Game (Tabletop Game) / int_7188489c | comment |
Let the Past Burn: If helped to come at peace with River, Hemlock takes destruction of the Vale well, finally accepting that his family's legacy is dead... and that just like grass grows back through ash, he should build the new legacy, with the help of his cousin. Somewhere else, as there's nothing left for him on the Hemlock Isle. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7188489c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7188489c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7188489c | |
Arkham Horror: The Card Game (Tabletop Game) / int_71bc0919 | type |
Burn Baby Burn | |
Arkham Horror: The Card Game (Tabletop Game) / int_71bc0919 | comment |
Burn Baby Burn: The Guardians can use the "Kerosene" asset to burn recently defeated enemies to regain sanity, either for themselves, or their teammates and Allies. | |
Arkham Horror: The Card Game (Tabletop Game) / int_71bc0919 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_71bc0919 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_71bc0919 | |
Arkham Horror: The Card Game (Tabletop Game) / int_71bd555a | type |
Plotline Death | |
Arkham Horror: The Card Game (Tabletop Game) / int_71bd555a | comment |
Plotline Death: Normally, Partners die if they run out of Stamina or Sanity, or if the investigator they're following gets defeated, but at several points in the campaign, they may die during interludes: One Partner always dies in the plane crash at the start of campaign; which one would perish is randomised. There's no way to save them. Halfway through "To The Forbidden Peaks" and "The City of Elder Things", one random non-Resolute Partner would die (killed by a monster or put into coma by miasma, respectively). Halfway through the first part of "The Heart of Madness", one random non-Resolute Partner would be picked as the target by the Nameless Madness. This time, they can be saved if another specific Partner is still alive (different one in every case). | |
Arkham Horror: The Card Game (Tabletop Game) / int_71bd555a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_71bd555a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_71bd555a | |
Arkham Horror: The Card Game (Tabletop Game) / int_726df893 | type |
Equipment Upgrade | |
Arkham Horror: The Card Game (Tabletop Game) / int_726df893 | comment |
Equipment Upgrade: The Circle Undone expansion introduced first bunch of multiclass cards (all of them assets), with a gimmick: level 0 version belongs to two classes at once, offering rather generic effect, while upgrades becomes exclusive to specific class and improves over specific aspect of the basic card. ".41 Thompson" is a rather generic Firerarms asset aviable to Guardians and Rogues, costing prohibitive 6 resources to play, but coming with 5 ammo to shoot. The Guardian's upgrade doesn't change anything about the gun, but reclaims every spent ammo as a resource (thus paying back for it); while Rogues makes it cheaper and gives it means to hit another target at the cost of extra ammo consumption. "Scroll of Secrets" Tome asset available to Seeker and Mystic lets to look at bottom card of investigator's or encounter deck, and then either discard, put at top/bottom of the deck, or make the owner draw it. Seekers can make it capable of checking 3 cards at once with their upgrade, while Mystics gives it 1 extra "secret" (making it usable one extra time) and lets it also check top of the deck. "Tennessee Sour Mash" Item asset can be drunk by Rogues and Survivors for improving their chances during a Willpower test on a treachery card, or the bottle itself can be used as a weapon, giving user huge boost to accuracy (but not to damage). The Rogue's upgrade makes the card fast, the stat boost more potent, and makes the attack with it cause extra damage; while the Survivor's upgrade makes it cheaper, last longer (giving bottle 1 extra supply), and lets you attack to stun non-Elite enemies, resulting in automatic evasion. "Enchanted Blade", a Weapon asset available to Guardians and Mystics, by default only gives meager +1 Combat, unless you spend some charges to get extra accuracy and damage. Both upgrades double basic bonus, with the Guardian's version only making you spend the charge to deal extra damage once the attack connects and also gaining the ability to draw extra cards and healing horror if they manage to kill someone with empowered attack, while the Mystic's version adds an extra charge, and lets to spend more than one charge at once (giving the weapon even more accuracy and damage burst potential). "Grisly Totem" accesory asset for Seeker and Survivors adds extra skill icons on a card committed to a skill test; the Seeker's upgrade also makes the user draw an extra card if they pass the test, while the Survivor's version lets to reclaim the card if test still fails (on top of making the totem cheaper to play). When Customisable cards were introduced in The Scarlet Keys expansion, along with 15 class-specific ones, was also introduced one Neutral card of that type, "Hyperphysical Shotcaster" asset. It has no abilities by default; you have to purchase upgrades to give it alternate forms it can switch between, gaining various abilities depending on its current form. Two upgrades that don't add extra forms, are dedicated to improving card itself, either giving it more uses, or boosting your stats while using any of its abilities. It's main draw is that it allows you to use any skill of your choice to activate its abilities, letting an Investigator use it to cover the weakpoint of their statline (for example: letting a Guardian evade with Combat, a Seeker fight with Intellect, a Rogue get rid of treacheries through Agility and so on) | |
Arkham Horror: The Card Game (Tabletop Game) / int_726df893 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_726df893 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_726df893 | |
Arkham Horror: The Card Game (Tabletop Game) / int_72cdfc33 | type |
Big Bad Ensemble | |
Arkham Horror: The Card Game (Tabletop Game) / int_72cdfc33 | comment |
Big Bad Ensemble: In three out of two "plots", you would have to deal with some other threat which has to be resolved alongside the whole situation with abductions. Neither of them collaborates with Edwin Bennet. | |
Arkham Horror: The Card Game (Tabletop Game) / int_72cdfc33 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_72cdfc33 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_72cdfc33 | |
Arkham Horror: The Card Game (Tabletop Game) / int_72ce3f54 | type |
Adaptation Relationship Overhaul | |
Arkham Horror: The Card Game (Tabletop Game) / int_72ce3f54 | comment |
Adaptation Relationship Overhaul: There is no mention in Lovecraft's writings that Yog-Sothoth and the Yithians have any direct connection, but in LCG the Yithians serve Yog-Sothoth, as they are one of the primary common enemies in The Dunwich Legacy and they are one of the potential "Agents of the Ancient Ones" that can be encountered in the final scenario of the core game's campaign. | |
Arkham Horror: The Card Game (Tabletop Game) / int_72ce3f54 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_72ce3f54 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_72ce3f54 | |
Arkham Horror: The Card Game (Tabletop Game) / int_730c2e3 | type |
Void Between the Worlds | |
Arkham Horror: The Card Game (Tabletop Game) / int_730c2e3 | comment |
Void Between the Worlds: Atlach-Nacha's domain is the enormous abyss of emptiness between worlds; she use her mysterious cobweb to link worlds by creating "bridges". | |
Arkham Horror: The Card Game (Tabletop Game) / int_730c2e3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_730c2e3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_730c2e3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_733e007a | type |
Unwitting Pawn | |
Arkham Horror: The Card Game (Tabletop Game) / int_733e007a | comment |
Unwitting Pawn: Lead investigator was manipulated by whatever evil force behind those murders; in fact, most recent murder was done by lead investigator under that power's influence. If you provoke it to reveal itself, but fail to stop in time, they would use you to commit even more murders. | |
Arkham Horror: The Card Game (Tabletop Game) / int_733e007a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_733e007a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_733e007a | |
Arkham Horror: The Card Game (Tabletop Game) / int_735b4101 | type |
Colour-Coded for Your Convenience | |
Arkham Horror: The Card Game (Tabletop Game) / int_735b4101 | comment |
Colour-Coded for Your Convenience: Each of the three Ancient Ones have different colour schemes to easily distinguish them, including their related encounter cards. Silenus is blue, Magh'an Ark'at is green, and Ezel-zen-rezl is red. Encounter cards not aligned with either Ancient One use standard colour scheme. | |
Arkham Horror: The Card Game (Tabletop Game) / int_735b4101 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_735b4101 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_735b4101 | |
Arkham Horror: The Card Game (Tabletop Game) / int_740f59b4 | type |
ColorCodedForYourConvenience | |
Arkham Horror: The Card Game (Tabletop Game) / int_740f59b4 | comment |
Color-Coded for Your Convenience: The colours which dossiers assigns to Coterie members corresponds to their behaviour. Red ones are violent (Amaranth and the Beast), Green are peaceful (Ece and Tuwile), and the rest (all yellow) are somewhat unpredictable. The only one out of classification is Aliki, as not even the Foundation can understand her. Red-Gloved Man is is unknown to everyone, even within Coterie, so he has no dossier, while Claret Knight and Sanguine Watcher don't get dossier available for reading because encountering them wasn't a part of the plan. | |
Arkham Horror: The Card Game (Tabletop Game) / int_740f59b4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_740f59b4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_740f59b4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7426582d | type |
Token Minority | |
Arkham Horror: The Card Game (Tabletop Game) / int_7426582d | comment |
Token Minority: Thomas Corrigan is a descendant of Irish immigrants, while Mary Zielinski was born in Poland before moving to the USA. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7426582d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7426582d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7426582d | |
Arkham Horror: The Card Game (Tabletop Game) / int_754df088 | type |
Put on a Bus | |
Arkham Horror: The Card Game (Tabletop Game) / int_754df088 | comment |
Put on a Bus: If Eryn restores her true identity and shakes off "Amaranth" persona, she quits for good and doesn't reappear at Congress. If you defeat Tzu San Niang, you may use her own powers against her to make her leave forever. She would not reappear at Congress after that. | |
Arkham Horror: The Card Game (Tabletop Game) / int_754df088 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_754df088 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_754df088 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7583ecbf | type |
Morality Kitchen Sink | |
Arkham Horror: The Card Game (Tabletop Game) / int_7583ecbf | comment |
Morality Kitchen Sink: The Red Coteries has wide variety of its members' morality. You have benevolent people who sincerely want to make the world a better place (like Ece or La Chica Roja); morally grey people who may do questionable things, but are reasonable and can support you against more malicious people (like Claret Knight or Tuwile Masai); flawed people who still have some good in them and would remember what you did for them (like Desi or Thorne); and blatant villains, hated even by their teammates (like the Beast, Sanguine Watcher or Tzu San Niang). And then there're Aliki or the Red-Gloved Man, whom no one can understand at all, and Amaranth, who's under control of the other being. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7583ecbf | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7583ecbf | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7583ecbf | |
Arkham Horror: The Card Game (Tabletop Game) / int_75f38750 | type |
Kaizo Trap | |
Arkham Horror: The Card Game (Tabletop Game) / int_75f38750 | comment |
Kaizo Trap: When Vengeful Witch gets defeated, she deals her damage and horror to each investigator in her location. What makes this attack dangerous is that those are treated as direct damage and horror, meaning that you can't soak them with assets. | |
Arkham Horror: The Card Game (Tabletop Game) / int_75f38750 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_75f38750 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_75f38750 | |
Arkham Horror: The Card Game (Tabletop Game) / int_769ad308 | type |
Hidden Weapons | |
Arkham Horror: The Card Game (Tabletop Game) / int_769ad308 | comment |
"Lupara" isn't particularly strong, but can be put in play without provoking attacks of opportunity, and provides double Combat and damage bonus when used on the same turn it was put in play, most likely due to surprise effect. | |
Arkham Horror: The Card Game (Tabletop Game) / int_769ad308 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_769ad308 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_769ad308 | |
Arkham Horror: The Card Game (Tabletop Game) / int_77666408 | type |
Combat Tentacles | |
Arkham Horror: The Card Game (Tabletop Game) / int_77666408 | comment |
Combat Tentacles: Venice is attacked by Cnidathqua, an enormously big tentacled beast. It's so huge, it doesn't even need to move to attack you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_77666408 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_77666408 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_77666408 | |
Arkham Horror: The Card Game (Tabletop Game) / int_77922c8c | type |
Batter Up! | |
Arkham Horror: The Card Game (Tabletop Game) / int_77922c8c | comment |
Batter Up!: One of the achievements in the Return to the Night of the Zealot campaign is called "Pinch Hitter"; to achieve it, a player must defeat three Ghoul enemies with a Baseball Bat without it breaking. | |
Arkham Horror: The Card Game (Tabletop Game) / int_77922c8c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_77922c8c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_77922c8c | |
Arkham Horror: The Card Game (Tabletop Game) / int_77c9a628 | type |
Your Soul Is Mine! | |
Arkham Horror: The Card Game (Tabletop Game) / int_77c9a628 | comment |
Your Soul Is Mine!: Blob can devour your soul. Yes, yours. | |
Arkham Horror: The Card Game (Tabletop Game) / int_77c9a628 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_77c9a628 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_77c9a628 | |
Arkham Horror: The Card Game (Tabletop Game) / int_77eeb348 | type |
The Big Bad Shuffle | |
Arkham Horror: The Card Game (Tabletop Game) / int_77eeb348 | comment |
The Big Bad Shuffle: Because of the game mechanics it is entirely possible to resolve the Machinations first and stop Edwin, either by deafeating him or by making him realise what he is doing is wrong and turn him to the Investigators side as he becomes The Atoner, but even after taking care of Bennet, the timeline won't be instantly fixed, requiring the Investigators and their scientists allies to rescue the remaining scientists to mend the flow of time. By this point, who will get the role of main antagonist will depend on the Plot in play, with the potential candidates being: Old Sadie Sheldon and his Sheldon Gang, the Arch-Lord of Tindalos Tyr'thrha and/or just the remaining forces of Tindalos. | |
Arkham Horror: The Card Game (Tabletop Game) / int_77eeb348 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_77eeb348 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_77eeb348 | |
Arkham Horror: The Card Game (Tabletop Game) / int_78217c5 | type |
Deck Clogger | |
Arkham Horror: The Card Game (Tabletop Game) / int_78217c5 | comment |
Deck Clogger: The weakness cards. Every investigator starts with at least two weaknesses — their unique personal one, and a randomly-picked basic weakness — that is mixed with their player cards, and can be randomly drawn instead of something useful. Some weaknesses even shuffle themselves back into your deck instead of being discarded, potentially to be drawn again. | |
Arkham Horror: The Card Game (Tabletop Game) / int_78217c5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_78217c5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_78217c5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7831c048 | type |
So Much for Stealth | |
Arkham Horror: The Card Game (Tabletop Game) / int_7831c048 | comment |
So Much for Stealth: Original plan involved stealthy stealing money from casino, and run away. Once the team starts making big cash, it alerts the gangsters, meaning that it's time to run before things goes even worse. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7831c048 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7831c048 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7831c048 | |
Arkham Horror: The Card Game (Tabletop Game) / int_790b1e6 | type |
Nasty Party | |
Arkham Horror: The Card Game (Tabletop Game) / int_790b1e6 | comment |
Nasty Party: Setting of "The Last King" scenario; to learn more about ill-fated play which they just survived, investigators infiltrated the party set by people related to it. This is because they are not even humans any more. Not that human guests, being violently insane, are any better. | |
Arkham Horror: The Card Game (Tabletop Game) / int_790b1e6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_790b1e6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_790b1e6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7913eb6f | type |
Healing Hands | |
Arkham Horror: The Card Game (Tabletop Game) / int_7913eb6f | comment |
Healing Hands: "Earthly Serenity", Mystic/Survivor Spell, makes you pass Willpower test to heal any investigator, with exact power scaling with your performance. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7913eb6f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7913eb6f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7913eb6f | |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7c5181 | type |
Cat/Dog Dichotomy | |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7c5181 | comment |
Cat/Dog Dichotomy: Entire premise; it's a story about heroic dogs fighting forces of evil cats. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7c5181 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7c5181 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7c5181 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7d698d | type |
Challenge Run | |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7d698d | comment |
Challenge Run: Most "Return To" expansion provide optional "Ultimatum" rules, which add challenges such as additional deckbuilding restrictions or scenario rules for the entire campaign. There's even a recurring achievement for winning a campaign while using three or more Ultimatums at once. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7d698d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7d698d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7a7d698d | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b466b3b | type |
Pain & Gain | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b466b3b | comment |
Pain & Gain: "Key of Ys" absorbs 1 horror of what you just received, giving you stacking +1 to all stats for each horror it has. The downside is that it breaks at 4 horror... and forces you to discard top 10 cards of your deck. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b466b3b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b466b3b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7b466b3b | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b4ac30a | type |
Status Buff | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b4ac30a | comment |
Status Buff: "Flashlight" asset temporarily lowers your location's shroud by 2, making it easier to investigate. However, its battery runs out after three uses. "Soul Sanctification" Neutral permanent asset accumulates "offerings" each time you heal someone, which you can then spend to get stat boosts during skill tests. "Tennessee Sour Mash" Rogue/Survivor asset boosts Willpower during tests imposed by treacheries. Rogue upgrade improves the bonus, while Survivor upgrade gives it one more supply to spend. Edge of the Earth expansion introduced several multiclass Spells, each shared by Mystics and one other class, that share a gimmick of optionally replacing a relevant skill for duration of effect (boosting whatever stat you choose to test), as well as making you spend charges after you succeed: "Brand of Cthugha" (Mystic/Guardian) lets to fight using Willpower, and, rather than cause normal damage, lets you spend desired number of charges to determine it. "Divination" (Mystic/Seeker) lets to investigating using Willpower, and, rather than normal number of clues, lets you spend desired number of charges to find as many. "Blur" (Mystic/Rogue) lets to evade using Willpower, and then do an extra action (or two) if you spend charges. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b4ac30a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b4ac30a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7b4ac30a | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7965dd | type |
Boss in Mook Clothing | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7965dd | comment |
Boss in Mook Clothing: Aquatic Abomination has more health than some investigators (and backs it up with high Fight stat), hits only slightly weaker than most bosses, and can quickly catch up with running investigators by going through fully flooded locations. Despite all this, it's a part of normal encounter deck, and lacks Elite trait and doesn't award victory points. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7965dd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7965dd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7965dd | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7f1657 | type |
Canine Companion | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7f1657 | comment |
If Eliyah dies in the crash, when Anyu insists on staying with the corpse of her owner, Cookie suggests to just leave "the damn dog" behind. The rests looks at him so angrily, he shuts up immediately. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7f1657 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7f1657 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7b7f1657 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7ba493b0 | type |
Always Accurate Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_7ba493b0 | comment |
"Mano a Mano" allows to instantly hit an enemy engaged with you for some testless damage, though you have to use it as your first action. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7ba493b0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7ba493b0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7ba493b0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc8c453 | type |
Origins Episode | |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc8c453 | comment |
Origins Episode: These scenarios are based around investigators' backstories, and tells how they got involved in their quest. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc8c453 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc8c453 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc8c453 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc90010 | type |
Hearing Voices | |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc90010 | comment |
Hearing Voices: If Dyer is alive by the start of the "City of the Elder Things", he would warn about the voices one may hear within the City, and tell not to listen to them. If he's not, then investigators would start suffering from them, and slowly falling for their influence, gaining the special weakness, "Possessed". | |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc90010 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc90010 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7bc90010 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7c0bfb83 | type |
Obviously Evil | |
Arkham Horror: The Card Game (Tabletop Game) / int_7c0bfb83 | comment |
Obviously Evil: Mother Rachel looks and acts like stereotypical cult leader from small backwater village, of the type who preaches at day, butches people at nights; like the ones you saw in horror movies countless of times. You'd learn that it's exactly what she's doing very soon. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7c0bfb83 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7c0bfb83 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7c0bfb83 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7cb1cbb5 | type |
Herd-Hitting Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_7cb1cbb5 | comment |
Herd-Hitting Attack: "Armageddon" Spell lets you deal 1 damage to any enemy at your location when you reveal a cursed token while you attack with it (or refund the charge spent to cast the spell instead). "Storm of Spirits" Spell, instead of normal damage, deals 2 damage to every enemy at your target's location (with any extra damage you would deal still targeting the original target) if it succeeds. But if one of the negative symbol tokens gets drawn, it targets the investigators as well. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7cb1cbb5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7cb1cbb5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7cb1cbb5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7cc7ff15 | type |
Mental Time Travel | |
Arkham Horror: The Card Game (Tabletop Game) / int_7cc7ff15 | comment |
Mental Time Travel: In the beginning of "The City of Archives", investigators gets kidnapped by Yithians, and their minds placed in Yithian bodies in the city of Pnakotus, which seemingly exists outside of time. Now they must find a way to escape, and return to their time and their true bodies. The problem is, they suffer from Identity Amnesia and must firstly remember who they really are. This wouldn't be easy, since as time goes on, it becomes progressively harder to resist mind-altering, until it becomes irreversible and you fail the scenario (and campaign with it). | |
Arkham Horror: The Card Game (Tabletop Game) / int_7cc7ff15 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7cc7ff15 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7cc7ff15 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7d89315b | type |
"The Reason You Suck" Speech | |
Arkham Horror: The Card Game (Tabletop Game) / int_7d89315b | comment |
Ece is very open about wishing to end conflict between the Coterie and Foundation and make them work together. If you play along, only to betray her in order to claim the Key for yourself (note that you can just refuse cooperation, which she takes just fine and bears no hard feelings), she takes it as a bitter betrayal, complete with subtle "The Reason You Suck" Speech: | |
Arkham Horror: The Card Game (Tabletop Game) / int_7d89315b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7d89315b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7d89315b | |
Arkham Horror: The Card Game (Tabletop Game) / int_7e02bded | type |
Fetch Quest | |
Arkham Horror: The Card Game (Tabletop Game) / int_7e02bded | comment |
Fetch Quest: Agnes and Elspeth are competing for gathering 9 memories in various locations of Arkham; for Agnes, only way to collect them is if someone spends clues at Agnes' location which has an unclaimed memory. Once all 9 memories gets collected (by either party), scenario ends, with whoever gathered more winning the conflict. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7e02bded | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7e02bded | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7e02bded | |
Arkham Horror: The Card Game (Tabletop Game) / int_7e07f634 | type |
Paranoia Fuel | |
Arkham Horror: The Card Game (Tabletop Game) / int_7e07f634 | comment |
Paranoia Fuel: invoked This campaign aims to achieve this effect, as part of the madness theme. Just as Hastur screws with his victims, the campaign screws with its players, forcing them to doubt if they do the right things at certain points by implying some possible dire consequences, which may or may not really occur later (on the first play, you can never be sure), or outright screws with their mind. Any outcome of any scenario save for the very last one alters chaos bag for the next scenario, but on the blind run you have no way to check whether it would be for the best or for the worst. This campaign makes heavy use of "hidden" cards, which are supposed to be, well, hidden from your teammates, secretly waiting in your hand until the right time comes; they always result in nasty surprise for everyone involved when they finally set off, so if your friends started acting weirdly, they may hiding something — or suspecting you of doing the same. Several scenarios have their own quirks: If you look at the reverse side of Act 1 in "The Last King" (there is no in-game reason to do so, so it was done either by mistake or out of curiosity), the game directly questions your sanity. "Echoes of the Past" constantly adds up tension, by implying that something horrible would happen if Hastur's followers would find information they seek first, and then... nothing special happens, with the rest of campaign going pretty much unaltered; well, you missed opportunity to earn some (double-edged) story assets, and any outcome of any scenario affects chaos bag for the next one, but that's it. "The Black Star Rise" has two agenda decks, one of which is a genuine threat, and other is your actual goal, but you have no way to check which one is correct one until you finish the Agenda 2 of either one, leaving you one agenda away from winning... or losing. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7e07f634 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7e07f634 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7e07f634 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7eaf99d | type |
Malevolent Architecture | |
Arkham Horror: The Card Game (Tabletop Game) / int_7eaf99d | comment |
Malevolent Architecture: This place was called "Labyrinths of Lunacy" for a reason. It looks like one big sadistic experiment... and you and your friends are the lab rats. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7eaf99d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7eaf99d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7eaf99d | |
Arkham Horror: The Card Game (Tabletop Game) / int_7eda7f78 | type |
Transformation Horror | |
Arkham Horror: The Card Game (Tabletop Game) / int_7eda7f78 | comment |
Transformation Horror: Magh'an Ark'at's influence causes horrible mutations in its followers, with high-level cultists barely resembling humans anymore. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7eda7f78 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7eda7f78 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7eda7f78 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7ef7e1cd | type |
Every Man Has His Price | |
Arkham Horror: The Card Game (Tabletop Game) / int_7ef7e1cd | comment |
Every Man Has His Price: "Snitch" event lets you, for a small extra fee, discover 2 clues at your and/or connected location(s) after passing a test when using another Parley effect on an enemy. The idea is that you bribe that enemy into telling you info. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7ef7e1cd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7ef7e1cd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7ef7e1cd | |
Arkham Horror: The Card Game (Tabletop Game) / int_7f38c0cd | type |
An Offer You Can't Refuse | |
Arkham Horror: The Card Game (Tabletop Game) / int_7f38c0cd | comment |
An Offer You Can't Refuse: Taylor makes it pretty clear that either investigators (and Flint) leave the room as new agents of the Foundation, or they wouldn't leave at all, as even the information they already know is too dangerous. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7f38c0cd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7f38c0cd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7f38c0cd | |
Arkham Horror: The Card Game (Tabletop Game) / int_7fbb2a3 | type |
Nice Job Breaking It, Hero! | |
Arkham Horror: The Card Game (Tabletop Game) / int_7fbb2a3 | comment |
Nice Job Breaking It, Hero: If playing "The Thing in the Depth" scenario at Day 1 and finish the scenario by escorting the hybrid to safety, Rosa Marquez would be around to stop you from trying to detach the flower from it, explaining that it would kill the hybrid. In any other case, the team would do that anyway, and the hybrid would indeed die. The game gives you extra exp if the hybrid doesn't die. If you listen to Gideon's story, you'd learn that William's grandfather, Captain Hemlock found the rock from the sky, which brought sickness on his crew and killed most of them. Possibly influenced by it, he had a "brilliant" idea to throw the rock into well. That's how the Colour poisoned the water on the island, why flora and fauna are mutated, and why residents are so weird. Gideon's own rock is still with him, however, and can be used to destroy the being. | |
Arkham Horror: The Card Game (Tabletop Game) / int_7fbb2a3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_7fbb2a3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_7fbb2a3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_80251be3 | type |
How We Got Here | |
Arkham Horror: The Card Game (Tabletop Game) / int_80251be3 | comment |
How We Got Here: While the campaign mostly follows a linear story, several scenarios occurs in the past, and tells the story how investigators even got in the troubles with the Order, and lost their memories. "The Pit of Despair" ends with investigators being saved by a mysterious woman who introduces herself as Elina Harper. Since the investigators can't remember who she is, she tells them that their involvement in the whole plot started when her boss, agent Thomas Dawson, hired them to find her after she disappeared on a mission at Innsmouth. "The Vanishing of Elina Harper" is essentially retelling on how this mission went, and what got the Order on investigators' tail. Elina, of course, would survive the mission regardless of outcome, though she wouldn't join the team unless saved there (and would be seriously injured without their help). "Devil's Reef" tells how investigators even came up with the idea to investigate the Order further. "The Lair o Dagon" ends with investigators being captured and thrown into the pit (losing their memories due to head trauma), while Thomas Dawson gets killed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_80251be3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_80251be3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_80251be3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8029fa50 | type |
True Final Boss | |
Arkham Horror: The Card Game (Tabletop Game) / int_8029fa50 | comment |
It's not possible to access the True Final Boss (and thus, the Golden Ending) if the team B failed to obtain and preserve the Silver Key. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8029fa50 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8029fa50 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8029fa50 | |
Arkham Horror: The Card Game (Tabletop Game) / int_80491c2f | type |
"Open!" Says Me | |
Arkham Horror: The Card Game (Tabletop Game) / int_80491c2f | comment |
"Open!" Says Me: "Breaking and Entering" event boosts investigation attempt with the user's Agility, without rising alarm and with a chance to covertly neutralising an enemy there (by automatically evading them). The upgraded version even returns to your end at the end of the turn if you fulfil certain conditions. The card's image shows a duo of thieves entering the room, one of them holding a crowbar. | |
Arkham Horror: The Card Game (Tabletop Game) / int_80491c2f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_80491c2f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_80491c2f | |
Arkham Horror: The Card Game (Tabletop Game) / int_815556aa | type |
Tome of Eldritch Lore | |
Arkham Horror: The Card Game (Tabletop Game) / int_815556aa | comment |
Tome of Eldritch Lore: The whole mess was started by whatever evil force sealed within the "Necronomicon". If Mandy succeeds at her task, she manages to partially seal this entity, while on the failure, it remains at near full strength. Either way, she takes the "Necronomicon" with her for everyone's safety. | |
Arkham Horror: The Card Game (Tabletop Game) / int_815556aa | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_815556aa | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_815556aa | |
Arkham Horror: The Card Game (Tabletop Game) / int_82108e3d | type |
Attack Its Weak Point | |
Arkham Horror: The Card Game (Tabletop Game) / int_82108e3d | comment |
Attack Its Weak Point: The only way to actually damage Blob is to force it to reveal its heart, then concentrate your whole attacking force on it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_82108e3d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_82108e3d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_82108e3d | |
Arkham Horror: The Card Game (Tabletop Game) / int_82a51bc7 | type |
Bad Moon Rising | |
Arkham Horror: The Card Game (Tabletop Game) / int_82a51bc7 | comment |
Bad Moon Rising: The final night is accompanied by red moon. It's the night where you have to face the worst horrors of this Vale, and prevail — or perish. | |
Arkham Horror: The Card Game (Tabletop Game) / int_82a51bc7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_82a51bc7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_82a51bc7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_832c45c4 | type |
Stalked by the Bell | |
Arkham Horror: The Card Game (Tabletop Game) / int_832c45c4 | comment |
Stalked by the Bell: Letting one of the three faction to finish their agenda deck wouldn't end the game right away, but would cause the Ancient One to spawn, forcing investigators to drop everything and defeat it within very tight time limit, while facing extreme danger. | |
Arkham Horror: The Card Game (Tabletop Game) / int_832c45c4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_832c45c4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_832c45c4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8331d810 | type |
Magic Librarian | |
Arkham Horror: The Card Game (Tabletop Game) / int_8331d810 | comment |
Magic Librarian: Daisy starts with Henry Armitage (librarian and Mythos expert by himself) by default, who can provide her with two extra hand slots, specifically for Tome assets. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8331d810 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8331d810 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8331d810 | |
Arkham Horror: The Card Game (Tabletop Game) / int_834427cd | type |
Cap | |
Arkham Horror: The Card Game (Tabletop Game) / int_834427cd | comment |
Cap: Only two Dilemma cards are allowed to trigger per round. | |
Arkham Horror: The Card Game (Tabletop Game) / int_834427cd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_834427cd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_834427cd | |
Arkham Horror: The Card Game (Tabletop Game) / int_8409a385 | type |
Exactly What It Says on the Tin | |
Arkham Horror: The Card Game (Tabletop Game) / int_8409a385 | comment |
Exactly What It Says on the Tin: Blob really can eat everything’’, with whole four pages being devoted to the things it can possibly devour, ranging from material things to abstract concepts (which may cause not-so-abstract penalties). Amongst other things, it may eat deckbox you store cards in, your hope (temporarily sets basic Willpower to 0), your party's teamwork (robs everyone of one action), one of your hands (permanently robs you of one hand slot), and even itself'' (leading to self-damage). This is also how final agenda's reverse side is called, which leads to, yes, Blob eating everything. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8409a385 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8409a385 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8409a385 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8430699a | type |
Alternate Universe | |
Arkham Horror: The Card Game (Tabletop Game) / int_8430699a | comment |
Alternate Universe: Expansion is explicitly set in alternate universe, where instead of humans, Earth must be protected from forces of evil... by (sapient) domestic dogs. Forces of evil, in turn, are no one else but evil cats. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8430699a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8430699a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8430699a | |
Arkham Horror: The Card Game (Tabletop Game) / int_84545521 | type |
Sapient House | |
Arkham Horror: The Card Game (Tabletop Game) / int_84545521 | comment |
Sapient House: While you would sometimes meet conventional enemies during "Hemlock House", you would mainly deal with the house itself going alive and attacking you. Your objective is to either clear the house and restore it to its former glory, or demolish it completely. | |
Arkham Horror: The Card Game (Tabletop Game) / int_84545521 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_84545521 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_84545521 | |
Arkham Horror: The Card Game (Tabletop Game) / int_84685817 | type |
Life Drain | |
Arkham Horror: The Card Game (Tabletop Game) / int_84685817 | comment |
Life Drain: "Drain Essence" let's you do a parley test of Willpower to move 2 damage tokens from you to an enemy (or just one in case on an Elite foe). | |
Arkham Horror: The Card Game (Tabletop Game) / int_84685817 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_84685817 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_84685817 | |
Arkham Horror: The Card Game (Tabletop Game) / int_84d94c17 | type |
Martial Arts Staff | |
Arkham Horror: The Card Game (Tabletop Game) / int_84d94c17 | comment |
Martial Arts Staff: Mystics have a "Dragon Poll" as low-level Weapon option ("coincidentally", added in the same expansion as Lily Chen, an actual martial artist and resident Kung-Fu Wizard). | |
Arkham Horror: The Card Game (Tabletop Game) / int_84d94c17 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_84d94c17 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_84d94c17 | |
Arkham Horror: The Card Game (Tabletop Game) / int_84f4a870 | type |
Puzzle Boss | |
Arkham Horror: The Card Game (Tabletop Game) / int_84f4a870 | comment |
Puzzle Boss: In "Undimensioned and Unseen", the many Brood of Yog-Sothoth are all immune to all damage except for a specific spell you recover early in the scenario. Even that spell won't land much, unless you find a way to trap the creatures, slow them down, or otherwise cut through their invisibility. | |
Arkham Horror: The Card Game (Tabletop Game) / int_84f4a870 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_84f4a870 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_84f4a870 | |
Arkham Horror: The Card Game (Tabletop Game) / int_851dda8f | type |
Humanoid Abomination | |
Arkham Horror: The Card Game (Tabletop Game) / int_851dda8f | comment |
Humanoid Abomination: Umôrdhoth would randomly receive support from either Yog-Sothoth, Hastur, Cthulhu or Shub-Niggurath. If Shub-Niggurath is chosen, she would send Goat Spawns, which resemble some ugly human/goat hybrid. | |
Arkham Horror: The Card Game (Tabletop Game) / int_851dda8f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_851dda8f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_851dda8f | |
Arkham Horror: The Card Game (Tabletop Game) / int_85c7446b | type |
Collateral Damage | |
Arkham Horror: The Card Game (Tabletop Game) / int_85c7446b | comment |
"Oops!" lets you, after failed attempt to attack someone, hit another enemy instead. The upgraded version let's you hit the enemy you just missed anyway and make Investigators take no Collateral Damage from failed attacks. | |
Arkham Horror: The Card Game (Tabletop Game) / int_85c7446b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_85c7446b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_85c7446b | |
Arkham Horror: The Card Game (Tabletop Game) / int_8618825d | type |
Portal Network | |
Arkham Horror: The Card Game (Tabletop Game) / int_8618825d | comment |
Portal Network: "Open Gate" event allows to create up to 3 portals, between which investigators can move freely. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8618825d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8618825d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8618825d | |
Arkham Horror: The Card Game (Tabletop Game) / int_863fa679 | type |
What Happened to the Mouse? | |
Arkham Horror: The Card Game (Tabletop Game) / int_863fa679 | comment |
What Happened to the Mouse?: Of all the named Residents (excluding Mother Rachel, for obvious reasons), Gideon Mizrah is the only one to lack his scene in the epilogue even if he survives; the others tells where they plan to go next. | |
Arkham Horror: The Card Game (Tabletop Game) / int_863fa679 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_863fa679 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_863fa679 | |
Arkham Horror: The Card Game (Tabletop Game) / int_86ba007a | type |
Bad Powers, Good People | |
Arkham Horror: The Card Game (Tabletop Game) / int_86ba007a | comment |
Bad Powers, Good People: Mystics use the forbidden and dark powers of the Mythos to aid their investigations, with all the nasty implications and sideffects that come with it, but unlike the cultists they fight that collude with similiar forces, they are trying to save the world instead of dooming it. Best exemplified by spells like Shrivelling or Wither, that make (according to their art and story description in Circle Undone) their opponents melt. | |
Arkham Horror: The Card Game (Tabletop Game) / int_86ba007a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_86ba007a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_86ba007a | |
Arkham Horror: The Card Game (Tabletop Game) / int_8774fb47 | type |
Eldritch Abomination | |
Arkham Horror: The Card Game (Tabletop Game) / int_8774fb47 | comment |
Going all the way with supporting Mother Rachel gives you option to join her cult and help her prepare for the feast. You then learn that feast wasn't for humans — and get devoured by the Eldritch Abomination, alongside everyone else. You predictably get a game over, but the game is merciful enough to let you replay the final prelude and act more reasonable this time. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8774fb47 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8774fb47 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8774fb47 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8797239c | type |
Bait-and-Switch | |
Arkham Horror: The Card Game (Tabletop Game) / int_8797239c | comment |
Bait-and-Switch: "Blob devours your house. Search the collection for Your House (Core #124); it is devoured". | |
Arkham Horror: The Card Game (Tabletop Game) / int_8797239c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8797239c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8797239c | |
Arkham Horror: The Card Game (Tabletop Game) / int_87f18568 | type |
Cast from Hit Points | |
Arkham Horror: The Card Game (Tabletop Game) / int_87f18568 | comment |
Cast From Hitpoints: If you defeat Tzu San Niang and thwart her plans, you can either let her go — or use her magic parasol against her, putting a compulsion on her; this costs everyone a physical trauma, but later makes her quit the Coterie (not showing up even at Congress, giving you one less headache to worry about). Accepting Aliki's proposal costs each investigator a trauma of their choice. | |
Arkham Horror: The Card Game (Tabletop Game) / int_87f18568 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_87f18568 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_87f18568 | |
Arkham Horror: The Card Game (Tabletop Game) / int_884d7c39 | type |
Magically Inept Fighter | |
Arkham Horror: The Card Game (Tabletop Game) / int_884d7c39 | comment |
Magically Inept Fighter: Survivors have the least number of native magic-related events and assets, as most of them have nothing to do with occult at all. | |
Arkham Horror: The Card Game (Tabletop Game) / int_884d7c39 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_884d7c39 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_884d7c39 | |
Arkham Horror: The Card Game (Tabletop Game) / int_889cff96 | type |
Quirky Miniboss Squad | |
Arkham Horror: The Card Game (Tabletop Game) / int_889cff96 | comment |
Quirky Miniboss Squad: Investigators would frequently clash with hostile Coterie members, with those who were previously wronged randomly showing up at later scenarios. At the final scenario, you would finally confront everyone whom you've failed to earn on your side. However, none of them is as strong as in their own scenarios, where they serve as the main bosses. | |
Arkham Horror: The Card Game (Tabletop Game) / int_889cff96 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_889cff96 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_889cff96 | |
Arkham Horror: The Card Game (Tabletop Game) / int_88c6e936 | type |
Masquerade Ball | |
Arkham Horror: The Card Game (Tabletop Game) / int_88c6e936 | comment |
Masquerade Ball: It was another carnival in Venice... until an Eldritch Abomination hungry for blood shows up, and things go to hell: Since this is a masquerade, it's hard to tell innocent bystanders apart from local cultists until it's too late. Once scenario concludes, in one way or another, you get rewarded with magic carnival masks; each player gets different one. | |
Arkham Horror: The Card Game (Tabletop Game) / int_88c6e936 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_88c6e936 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_88c6e936 | |
Arkham Horror: The Card Game (Tabletop Game) / int_890c8068 | type |
Extra Turn | |
Arkham Horror: The Card Game (Tabletop Game) / int_890c8068 | comment |
"Blur" (Mystic/Rogue) lets to evade using Willpower, and then do an extra action (or two) if you spend charges. | |
Arkham Horror: The Card Game (Tabletop Game) / int_890c8068 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_890c8068 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_890c8068 | |
Arkham Horror: The Card Game (Tabletop Game) / int_89150c08 | type |
Devour the Dragon | |
Arkham Horror: The Card Game (Tabletop Game) / int_89150c08 | comment |
Devour the Dragon: Mother Rachel, the woman running the cult that is worshipping the Colour, gets consumed by her master once you finish the first act of the final scenario. She may later randomly show up as your enemy, recreated by the Colour. | |
Arkham Horror: The Card Game (Tabletop Game) / int_89150c08 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_89150c08 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_89150c08 | |
Arkham Horror: The Card Game (Tabletop Game) / int_895ec17 | type |
Only in It for the Money | |
Arkham Horror: The Card Game (Tabletop Game) / int_895ec17 | comment |
Only in It for the Money: Several Ally options are actual mercenaries who requires paying them some resources every turn, or they would abandon you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_895ec17 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_895ec17 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_895ec17 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8967e17f | type |
Back from the Dead | |
Arkham Horror: The Card Game (Tabletop Game) / int_8967e17f | comment |
Back from the Dead: In Marrakesh, Amaranth is trying to find Razin Farhi (believed to be the co-founder of Coterie, who's died centuries ago). If she slays enough people to finish the ritual, she succeeds, albeit he can still be put down for good after that. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8967e17f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8967e17f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8967e17f | |
Arkham Horror: The Card Game (Tabletop Game) / int_89b8822f | type |
Go Mad from the Revelation | |
Arkham Horror: The Card Game (Tabletop Game) / int_89b8822f | comment |
Go Mad from the Revelation: In the Epilogue 13, right after defeating Nyarlathotep, team A uses a secret passage to reach the Underworld in hopes of finding their lost friends... only to find out what has happened to them, the Underworld and the Earth. This realisation shatters their minds, driving them insane. | |
Arkham Horror: The Card Game (Tabletop Game) / int_89b8822f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_89b8822f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_89b8822f | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a16409a | type |
Shovel Strike | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a16409a | comment |
Shovel Strike: "Gravedigger's Shovel" asset is an actual shovel which can be used either for digging (allows to find a clue, albeit at the cost of breaking the shovel)... or hitting someone on the head, giving Combat bonus. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a16409a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a16409a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8a16409a | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a48681 | type |
Casino Episode | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a48681 | comment |
Casino Episode: Scenario is set in casino run by the Red Coterie member, with investigators performing a heist to steal its greatest treasure. The game milks its casino theme for all its worth, having gambling mini-games, Playing Card Motifs for its mechanics, casino Theme Naming, etc. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a48681 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a48681 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8a48681 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a4ec732 | type |
Forced into Evil | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a4ec732 | comment |
Forced into Evil: If you manage to rescue Agent Harper and identify her abductor, you would hear out their motivation for doing so. Some are shameless villains (Barnabas Marsh and Joyce Little), and some are ambiguous (Zadok Allen and Robert Friendly), but Brian Burnham and Othera Gilman are motivated by the Order of Dagon forcing them to do their bidding at gun point. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a4ec732 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a4ec732 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8a4ec732 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a88ed49 | type |
Mini-Boss | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a88ed49 | comment |
Mini-Boss: Both Ghoul Priest and Masked Hunter have their health scaling with number of players (capping at 20 and 12, respectively), and have above-average stats. Ghoul Priest serves as the final objective of the first scenario (and may randomly return later unless killed at any point), while Masked Hunter is your main obstacle during second scenario, pursuing you and not only attacking, but also stalling your progress. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a88ed49 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8a88ed49 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8a88ed49 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b200e5f | type |
Hypochondria | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b200e5f | comment |
Hypochondria: Appropriately-named "Hypochondria" basic weakness makes investigator take direct horror each time they suffer any damage, apparently because investigator imagines their wounds and injuries as way more crippling than they truly are. You can temporarily get rid of it, but it would return. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b200e5f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b200e5f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8b200e5f | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b3fe1cb | type |
Flaw Exploitation | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b3fe1cb | comment |
If it's Thorne who's stolen your Key, you don't steal it back, like with others — instead, you strike a deal with them, and just buy it back. Your investigator points out that they knew that Thorne wouldn't miss a chance when offered. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b3fe1cb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b3fe1cb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8b3fe1cb | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b568cb7 | type |
Posthumous Character | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b568cb7 | comment |
Posthumous Character: During "The Silent Heath" scenario, you'd learn about the demise of Pearl family (father, mother and child; of those, only the mother gets named: Susan) who used to live there. They were likely killed by whatever was inside the meteorite, slowly and painfully, leaving only crystallised husks. William Hemlock's grandfather, Captain Wilbur Hemlock, was the one who established the Hemlock Harbour years ago. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b568cb7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b568cb7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8b568cb7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b606a51 | type |
There Is No Kill Like Overkill | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b606a51 | comment |
There Is No Kill Like Overkill: In "Curtain Call", the first scenario of the campaign, if the final agenda advances, all investigators will suffer 100 horror. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b606a51 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b606a51 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8b606a51 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b6394c | type |
These Are Things Man Was Not Meant to Know | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b6394c | comment |
"Arcane Research" is a permanent card that provides a discount of 1 exp to the first spell you buy, but causes you a mental trauma. It can only be added on deck creation and you can have up two copies of it, leaving you significantly more vulnerable to horror. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b6394c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8b6394c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8b6394c | |
Arkham Horror: The Card Game (Tabletop Game) / int_8bb6d274 | type |
Comeback Mechanic | |
Arkham Horror: The Card Game (Tabletop Game) / int_8bb6d274 | comment |
Comeback Mechanic: Many survivor cards are designed around reducing the chance of failure, mitigating the consequences of failing a skill test or giving you a benefit when you fail a test, the drawback being of course that these cards are useless if you are doing well, though that is rarely a worry in this kind of game. Many Survivors build around their deck to fail often and reap the benefits from it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8bb6d274 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8bb6d274 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8bb6d274 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8c039bf3 | type |
Skippable Boss | |
Arkham Horror: The Card Game (Tabletop Game) / int_8c039bf3 | comment |
Skippable Boss: Most scenario-specific bosses can be spared (except for one case, where killing it is a main objective). In addition, you can simply skip specific scenarios, thus never meeting these bosses: out of 7 non-finale scenarios, you can only play 5 in any given playthrough. Subterranean Beast (from "Written in Rock" scenario) only shows up at night, so if you explore the mines during the day, you wouldn't run into it. Even if you do explore the mines at night, you may still just escape from it. Actually facing it and killing earns you extra experience, however. In "The Silent Heath", it's possible to either avoid spawning the Brood Queen at all, or win the scenario without killing her. The game further encourages "pacifist" approach by giving you achievement if you win without killing her. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8c039bf3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8c039bf3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8c039bf3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8c4bafff | type |
Holy Burns Evil | |
Arkham Horror: The Card Game (Tabletop Game) / int_8c4bafff | comment |
Holy Burns Evil: "Radiant Smite" is an offensive spell event, which lets you seal some blessed tokens on it for better accuracy and damage, which you can then return if you actually defeat an enemy. The card's image shows some sorceress invoking Elder Sign, a symbol traditionally associated with benevolent deities of this -verse. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8c4bafff | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8c4bafff | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8c4bafff | |
Arkham Horror: The Card Game (Tabletop Game) / int_8d042d3e | type |
Abstract Eater | |
Arkham Horror: The Card Game (Tabletop Game) / int_8d042d3e | comment |
Abstract Eater: Blob can "eat" things like precision (temporarily sets basic Strength to 0), curiosity (temporarily basic Knowledge to 0), versatility (investigator can't use cards not matching their class), or concept of language (you may only speak in gibberish). The expansion further increased the list, by adding stuff like "your past", "your future", "your plans", etc, most of which have actual effect on gameplay. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8d042d3e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8d042d3e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8d042d3e | |
Arkham Horror: The Card Game (Tabletop Game) / int_8d718b9e | type |
Bears Are Bad News | |
Arkham Horror: The Card Game (Tabletop Game) / int_8d718b9e | comment |
Bears Are Bad News: The main danger of the "The Twisted Hollow" scenario is a massive mutant man-eater bear. That same bear would return on "The Longest Night" scenario, where it can be finally put down for good. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8d718b9e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8d718b9e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8d718b9e | |
Arkham Horror: The Card Game (Tabletop Game) / int_8dd3f1da | type |
Gimmick Level | |
Arkham Horror: The Card Game (Tabletop Game) / int_8dd3f1da | comment |
Gimmick Level: Instead of killing Cultists as usually, you need to drag them to Police Station, and use "Parley" action to arrest them; they can't be reduced below 1 health, but their health makes dealing with them easier nonetheless. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8dd3f1da | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8dd3f1da | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8dd3f1da | |
Arkham Horror: The Card Game (Tabletop Game) / int_8f298490 | type |
Slaying Mantis | |
Arkham Horror: The Card Game (Tabletop Game) / int_8f298490 | comment |
Slaying Mantis: Crystal Parasite enemies are portrayed on their card as big fluorescent mantises. They're amongst the most dangerous generic enemies. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8f298490 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8f298490 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8f298490 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8f3a20a | type |
Heroic Spirit | |
Arkham Horror: The Card Game (Tabletop Game) / int_8f3a20a | comment |
Heroic Spirit: Survivor class' whole schtick is to keep going against all odds, and overcoming seeminlyg-impossible odds through sheer resolve. It's best demonstrated through one of their events, "Trial by Fire", which temporarily boosts all their basic stats to 5; upgraded version allows to instead boost one stat to 7 (no investigator in the game normally has basic stats above 5). | |
Arkham Horror: The Card Game (Tabletop Game) / int_8f3a20a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8f3a20a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8f3a20a | |
Arkham Horror: The Card Game (Tabletop Game) / int_8faee85f | type |
Increasingly Lethal Enemy | |
Arkham Horror: The Card Game (Tabletop Game) / int_8faee85f | comment |
Increasingly Lethal Enemy: Dweller in the Pit gets +1 Combat and +1 health per investigators for each vengeance point in the victory display; Combat bonus is capped at +3 (which brings Combat to 6, rendering the beast invulnerable for anyone but strongest fighters), while the health bonus is not. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8faee85f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8faee85f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8faee85f | |
Arkham Horror: The Card Game (Tabletop Game) / int_8fda1bee | type |
Card Cycling | |
Arkham Horror: The Card Game (Tabletop Game) / int_8fda1bee | comment |
Card Cycling: "Glimpse the Unthinkable" lets you shuffle any non-weakness cards from your hand back into deck, swapping them with something new, hopefully more useful. Upgraded version also lets you fill the hand to maximum if you're below hand limit, but only works once per game. | |
Arkham Horror: The Card Game (Tabletop Game) / int_8fda1bee | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_8fda1bee | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_8fda1bee | |
Arkham Horror: The Card Game (Tabletop Game) / int_902fa0b4 | type |
Giant Space Flea from Nowhere | |
Arkham Horror: The Card Game (Tabletop Game) / int_902fa0b4 | comment |
Giant Space Flea from Nowhere: In Shattered Aeons, the Formless Spawn; it's a... formless blob of... something, it's not related to either Valusians or Brotherhood, and there's almost no explanation in-story just what it is. Most likely, it was added to give players a Final Boss even if they miss the Golden Ending. | |
Arkham Horror: The Card Game (Tabletop Game) / int_902fa0b4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_902fa0b4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_902fa0b4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_90328f91 | type |
Unscrupulous Hero | |
Arkham Horror: The Card Game (Tabletop Game) / int_90328f91 | comment |
Unscrupulous Hero: While most of them aren't bad people, Rogues are willing to use questionable tactics and allies if it gets job done, as well as outright break the law; considering that the foes they face are threatening humanity itself, they have a point. | |
Arkham Horror: The Card Game (Tabletop Game) / int_90328f91 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_90328f91 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_90328f91 | |
Arkham Horror: The Card Game (Tabletop Game) / int_906365a2 | type |
Demonic Possession | |
Arkham Horror: The Card Game (Tabletop Game) / int_906365a2 | comment |
In the Epilogue 2, investigators from team B actually returns home triumphant... only to see that their friends from team A became possessed by Nyarlathotep and went completely insane. This is the fate which awaits all of humanity, very soon. | |
Arkham Horror: The Card Game (Tabletop Game) / int_906365a2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_906365a2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_906365a2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_90965cc7 | type |
Hive Mind | |
Arkham Horror: The Card Game (Tabletop Game) / int_90965cc7 | comment |
Hive Mind: Each insect in the swarm is actually the part of the greater being — Ezel-zen-rezl, the one mind spread across entire swarm. The bigger the swarm, the stronger the Ancient One becomes. | |
Arkham Horror: The Card Game (Tabletop Game) / int_90965cc7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_90965cc7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_90965cc7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_90984c54 | type |
Glamour Failure | |
Arkham Horror: The Card Game (Tabletop Game) / int_90984c54 | comment |
Glamour Failure: In "The Last King", if investigators take too long or bother them too much, certain party-goers would mutate into monsters and become hostile. | |
Arkham Horror: The Card Game (Tabletop Game) / int_90984c54 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_90984c54 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_90984c54 | |
Arkham Horror: The Card Game (Tabletop Game) / int_90c018ac | type |
Justified Trope | |
Arkham Horror: The Card Game (Tabletop Game) / int_90c018ac | comment |
When the campaign ends, the guide announces "The Investigators win/lose!". Every other campaign adds "...the campaign!" at the end of the sentence. Justified given the short lenght of Night of the Zealot. | |
Arkham Horror: The Card Game (Tabletop Game) / int_90c018ac | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_90c018ac | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_90c018ac | |
Arkham Horror: The Card Game (Tabletop Game) / int_91e894b4 | type |
Apocalypse How | |
Arkham Horror: The Card Game (Tabletop Game) / int_91e894b4 | comment |
Apocalypse How: Class X-4; if investigators fails to stop Blob, it would devour the entire universe, until it would remain the only thing left. | |
Arkham Horror: The Card Game (Tabletop Game) / int_91e894b4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_91e894b4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_91e894b4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_920ca805 | type |
Night of the Living Mooks | |
Arkham Horror: The Card Game (Tabletop Game) / int_920ca805 | comment |
Night of the Living Mooks: Amaranth rises undead to terrorise Marrakesh. | |
Arkham Horror: The Card Game (Tabletop Game) / int_920ca805 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_920ca805 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_920ca805 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9280aea4 | type |
Your Worst Memory | |
Arkham Horror: The Card Game (Tabletop Game) / int_9280aea4 | comment |
Your Worst Memory: Each Partner's has one old, horrible memory which taunts them. In the "Fatal Mirage", they gains the chance to fight and overcome them, becoming stronger in process, as well as increasing their chance to survive later. Those memories are also what the Nameless Madness would use to kill them in "The Heart of Madness" (reversing them to create a happy illusion to lure them), unless they fought it before and thus became immune, or there's a specific friend who may protect them. For Takada Hiroko, it's the memory of the last time she saw her father alive. For James "Cookie" Fredericks, it's the memory of his time during World War I, when he fought on the Ottoman Front, and was forced to take command after his commander's death; he blames himself for the messy outcome of that battle. For Eliyah Ashirak, it's the memory of the hunt gone awry, resulting in him and the dog Anyu becoming the only survivors. For Amy Kensler, it's the memory of her being unable to propose her feelings, and the stress caused by it. For Mala Sinha, it's the memory of her first lost patient, which still haunts her. For Roald Ellsworth, it's the memory of his first major discovery — the first on the long path of uncovered secrets which better be kept buried. For Avery Claypool, it's the memory of one of his discoveries, which costed his entire expedition their lives... while he still failed to understand what it was. For William Dyer, it's the memory of him being one of the persons behind the first Antarctic expedition, and thus, indirectly responsible for its death. For Paul Danforth, it's the memory of something he saw in the City of the Elder Things, which nearly drew him insane before, and still can't leave him alone. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9280aea4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9280aea4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9280aea4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_928ca2cc | type |
You Have Outlived Your Usefulness | |
Arkham Horror: The Card Game (Tabletop Game) / int_928ca2cc | comment |
You Have Outlived Your Usefulness: "Randolph Carter" (actually Nyarlathotep in disguise) uses Virgil to lure investigators to Kadath, and then disposes of him once he fulfils his purpose. "Randolph Carter" (actually Nyarlathotep in disguise) helps investigators to reach Atlach-Nacha's domain, only to try and trap them there by cutting their only way to escape, dooming them even if they manage to defeat Atlach-Nacha. Unless investigators are on the path to Golden Ending (or have found the alternate escape route in previous scenario), he succeeds. | |
Arkham Horror: The Card Game (Tabletop Game) / int_928ca2cc | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_928ca2cc | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_928ca2cc | |
Arkham Horror: The Card Game (Tabletop Game) / int_92bd6627 | type |
Invincible Minor Minion | |
Arkham Horror: The Card Game (Tabletop Game) / int_92bd6627 | comment |
Invincible Minor Minion: If the Angry Mob is allowed to spawn, it can't be defeated; you can only stall it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_92bd6627 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_92bd6627 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_92bd6627 | |
Arkham Horror: The Card Game (Tabletop Game) / int_92cca75b | type |
Ret-Gone | |
Arkham Horror: The Card Game (Tabletop Game) / int_92cca75b | comment |
After attending her lecture, you only have 10 "Time" to visit her in New Guinea before she would be hollowed; if you arrive in time, she would join you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_92cca75b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_92cca75b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_92cca75b | |
Arkham Horror: The Card Game (Tabletop Game) / int_930e1bd4 | type |
Absurdly High-Stakes Game | |
Arkham Horror: The Card Game (Tabletop Game) / int_930e1bd4 | comment |
Absurdly High-Stakes Game: Most Coterie members, if they're the ones who stole your Key, requires stealing it to reclaim. Desi... bets it in the card game, and loses. Justified, as he's shown valuing the Keys remarkably low, in contrast to literally anyone else. | |
Arkham Horror: The Card Game (Tabletop Game) / int_930e1bd4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_930e1bd4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_930e1bd4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_933576c8 | type |
Mighty Glacier | |
Arkham Horror: The Card Game (Tabletop Game) / int_933576c8 | comment |
Rogues have plenty of Firearms cards, but rarely benefit from them all that much due to generally low Combat. "Sharpshooter" asset solves it, by letting them to attack using their Agility, or by letting them test against enemy's evade stat (which is much lower than combat for some tough enemies). | |
Arkham Horror: The Card Game (Tabletop Game) / int_933576c8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_933576c8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_933576c8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_93ed8515 | type |
Set Right What Once Went Wrong | |
Arkham Horror: The Card Game (Tabletop Game) / int_93ed8515 | comment |
Set Right What Once Went Wrong: Thomas Corrigan and Mary Zielinski, physician and chemist respectively, who've graduated from Miskatonic University, fell in love, co-founded Corrigan Industries and ultimately received Nobel Prize for discovering the way to use teleportation... but that would happen several decades from story's "present" time, and only if investigators come back in time and repair the damage done by the scientists' former friend and colleague, Edwin Bennet, who've ruined the original timeflow somehow. Your objective is to trigger all the historical events which led to such outcome, in three different time periods (ensure that two future scientists would meet and fall in love, that they would receive funding, etc), as well as rescue and bring them back if they were abducted. | |
Arkham Horror: The Card Game (Tabletop Game) / int_93ed8515 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_93ed8515 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_93ed8515 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9446f847 | type |
Death or Glory Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_9446f847 | comment |
"Charon's Obol" provides its owner +2 exp after every scenario, albeit as it costs 2 exp to purchase in the first place, it may take some time to even pay for itself. It has other, much bigger drawback, however: if you ever get defeated, your investigator would be killed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9446f847 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9446f847 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9446f847 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9484fe56 | type |
Discount Card | |
Arkham Horror: The Card Game (Tabletop Game) / int_9484fe56 | comment |
Discount Card: "Déjà Vu" asset decreases the price of re-purchasing of up to 3 cards you previously "exiled" during the scenario you just finished. "Pelt Shipment" asset gets stuck in your hand with no way to get rid of it outside of cards-discarding effects, and reduces maximum hand size by 3. But if you finish scenario with it still being in your hand, you would get 1 exp discount on purchasing one new card for the following scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9484fe56 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9484fe56 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9484fe56 | |
Arkham Horror: The Card Game (Tabletop Game) / int_950bbfa7 | type |
Take a Third Option | |
Arkham Horror: The Card Game (Tabletop Game) / int_950bbfa7 | comment |
Take a Third Option: Subverted with the first conflict between Hemlock and River you can see on second morning; witnessing their argument, but refusing to pick sides only makes both angry at you, lowering their relationship, with no benefits whatsoever. Though, if you didn't build up your relationship with either of them, it would be your only option. The only way to convince Hemlock and River to make a truce is to not pick sides at third morning, and let them hash it out, then return when they finally calm down. They would stay on good terms from there on, unless you ruin it deliberately. | |
Arkham Horror: The Card Game (Tabletop Game) / int_950bbfa7 | featureApplicability |
-0.3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_950bbfa7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_950bbfa7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_952eba7e | type |
To Win Without Fighting | |
Arkham Horror: The Card Game (Tabletop Game) / int_952eba7e | comment |
To Win Without Fighting: Every unique cultist of Umôrdhoth (with exception of Wolf-Man Drew, who's too insane to reason with, and Masked Hunter, who's dead-set to murder you) has some way to apprehend them without resorting to violence, so even non-fighters can neutralise them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_952eba7e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_952eba7e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_952eba7e | |
Arkham Horror: The Card Game (Tabletop Game) / int_961c30e5 | type |
Teleportation | |
Arkham Horror: The Card Game (Tabletop Game) / int_961c30e5 | comment |
Teleportation: "Esoteric Atlas" Tome lets investigator instantly teleport to another revealed location, albeit with limited radius. Basic version restricts you to location exactly 2 connections away, while upgraded one lets you pick any location within 3 connections away. | |
Arkham Horror: The Card Game (Tabletop Game) / int_961c30e5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_961c30e5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_961c30e5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_96251156 | type |
Deer in the Headlights | |
Arkham Horror: The Card Game (Tabletop Game) / int_96251156 | comment |
Deer in the Headlights: "Frozen in Fear" is a recurring Treachery card; under its effects, investigators freeze in fear, requiring them to spend an additional action the first time each turn they attempt to move, fight or evade (and investigators only get three actions per turn). | |
Arkham Horror: The Card Game (Tabletop Game) / int_96251156 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_96251156 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_96251156 | |
Arkham Horror: The Card Game (Tabletop Game) / int_962ece1 | type |
Mystery Episode | |
Arkham Horror: The Card Game (Tabletop Game) / int_962ece1 | comment |
Mystery Episode: Entire point of "The Vanishing of Elina Harper" is to identify who abducted the titular agent Elina Harper, and where she's kept captive, then rescue her. | |
Arkham Horror: The Card Game (Tabletop Game) / int_962ece1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_962ece1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_962ece1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_963e7a0f | type |
Random Effect Spell | |
Arkham Horror: The Card Game (Tabletop Game) / int_963e7a0f | comment |
Random Effect Spell: "Deck of Possibilities", a possible reward for this scenario, works by making you draw a random card from a special deck, triggering a special (always beneficial) effect; each effect only works once per campaign, as the card must be removed from the deck after being resolved. | |
Arkham Horror: The Card Game (Tabletop Game) / int_963e7a0f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_963e7a0f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_963e7a0f | |
Arkham Horror: The Card Game (Tabletop Game) / int_96ecc67e | type |
Shotguns Are Just Better | |
Arkham Horror: The Card Game (Tabletop Game) / int_96ecc67e | comment |
Shotguns Are Just Better: Guardians use shotguns as the strong, but not always reliable, firearms: Playedwith regarding ".35 'Winchester'"; it's the weakest amongst shotgun variants, being a level 0 asset that takes both hands and only deals extra damage by revealing specific tokens during the skill test to attack with it, but it is also the only one which comes with more than 2 shots, which may be crucial at times. "Shotgun" is a level 4 asset that provides a great Combat boost and scales its damage depending on the amount you succeed by. A major downside is that if you miss, the damage to your teammates would scale up, too. It also takes 2 hand slots as well to properly handle. | |
Arkham Horror: The Card Game (Tabletop Game) / int_96ecc67e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_96ecc67e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_96ecc67e | |
Arkham Horror: The Card Game (Tabletop Game) / int_970c790a | type |
Big Bad | |
Arkham Horror: The Card Game (Tabletop Game) / int_970c790a | comment |
Main antagonist is a cat called Meowlathotep. | |
Arkham Horror: The Card Game (Tabletop Game) / int_970c790a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_970c790a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_970c790a | |
Arkham Horror: The Card Game (Tabletop Game) / int_973d220f | type |
Never My Fault | |
Arkham Horror: The Card Game (Tabletop Game) / int_973d220f | comment |
Never My Fault: Not that it owns its mistakes at any other point, but in the Epilogue 1, the Black Cat blatantly blames investigators for armageddon, despite barely bothering to assist either of teams at any point. | |
Arkham Horror: The Card Game (Tabletop Game) / int_973d220f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_973d220f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_973d220f | |
Arkham Horror: The Card Game (Tabletop Game) / int_985d6d7f | type |
Master of Illusion | |
Arkham Horror: The Card Game (Tabletop Game) / int_985d6d7f | comment |
Master of Illusion: Miasma (the quasi-alive black mass which forms all Eidolons and, of course, the Nameless Madness) may cause people's minds to be trapped in the illusions, to either brainwash them — or to torture them with their worst memories. Entire point of "Fatal Mirage" is to help the Partners to deal with their horrors, which would manifest as material and quite dangerous thanks to miasma. The Partner who suffers from miasma in the "City of the Elder Things" falls into irreversible coma, still alive, but trapped within their mind. There's a special scene if it happens to Danforth. The Nameless Madness makes the last ditch attempt to hurt at least some of he Partners halfway into the first part of "The Heart of Madness" (assuming it wasn't skipped), using their memories against them (those who already defeated their "demons" are immune, and and don't get targeted). If there's a friend ready to save them (different one for each Partner), they would survive, otherwise they would perish. Unlike the previous times, when the Nameless Madness tried to torture them, this time it would trick them by showing some (fake) happy end to their story. | |
Arkham Horror: The Card Game (Tabletop Game) / int_985d6d7f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_985d6d7f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_985d6d7f | |
Arkham Horror: The Card Game (Tabletop Game) / int_98770aab | type |
Coup de Grâce | |
Arkham Horror: The Card Game (Tabletop Game) / int_98770aab | comment |
"Wicked Athame" Weapon asset makes you add 1-3 cursed tokens to the bag when you attack with it, but also gives you huge boost to accuracy for each token, and lets you put 1 charge or even offering on asset under your control (the latter is nearly impossible to do naturally) if you actually kill someone with it. Given it doesn't get boosted damage, it is best used to finish off enemies at with 1 hit point left while preserving charges on deadlier Spells. | |
Arkham Horror: The Card Game (Tabletop Game) / int_98770aab | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_98770aab | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_98770aab | |
Arkham Horror: The Card Game (Tabletop Game) / int_989e2092 | type |
Swap Teleportation | |
Arkham Horror: The Card Game (Tabletop Game) / int_989e2092 | comment |
Swap Teleportation: "Ethereal Slip" is a Mystic/Rogue event that lets you swap location with a non-Elite enemy. Basic version has limited range, while upgraded lets you pick your target at any revealed location. | |
Arkham Horror: The Card Game (Tabletop Game) / int_989e2092 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_989e2092 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_989e2092 | |
Arkham Horror: The Card Game (Tabletop Game) / int_98a63dc6 | type |
Time Abyss | |
Arkham Horror: The Card Game (Tabletop Game) / int_98a63dc6 | comment |
Time Abyss: The Elder Things came to Earth a billion years ago, yet this place is even older than them, and is the reason why the City was built there. | |
Arkham Horror: The Card Game (Tabletop Game) / int_98a63dc6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_98a63dc6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_98a63dc6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_98b1dc8f | type |
Luck-Based Mission | |
Arkham Horror: The Card Game (Tabletop Game) / int_98b1dc8f | comment |
Luck-Based Mission: If you grab "It's got me!" treachery from the encounter deck, whether you survive depends on your ability to reach Research Site in time... and spend 1 countermeasure, which you may or may not have by this point. What Blob would "devour" depends on tokens revealed; some options are actually benevolent, some are outright non-sensual, but most are malevolent, and some are nearly game-ending. | |
Arkham Horror: The Card Game (Tabletop Game) / int_98b1dc8f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_98b1dc8f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_98b1dc8f | |
Arkham Horror: The Card Game (Tabletop Game) / int_98c95895 | type |
Time Crash | |
Arkham Horror: The Card Game (Tabletop Game) / int_98c95895 | comment |
Time Crash: Removing the Relic of Ages from the temple destabilised the time itself. By the time of "Shattered Aeons", it goes on the verge of a total collapse, and now it's up to the investigators to save it before it's too late. | |
Arkham Horror: The Card Game (Tabletop Game) / int_98c95895 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_98c95895 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_98c95895 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9918518b | type |
Press X to Die | |
Arkham Horror: The Card Game (Tabletop Game) / int_9918518b | comment |
Press X to Die: During "The Thing in the Depth", your default objective is to escort the hybrid to safety. As it counts as an enemy, nothing stops you from attacking it yourself. Doing so ends the scenario immediately (just as if it was killed by enemies) and punishes you with a mental trauma. Once Abyss opens as location, entering it while the Abyss deck has any cards is instantly fatal. You don't have the reason to, however, unless you're aiming for the Golden Ending, which gives you options to permanently empty the Abyss. It's also safe to stay there once you enter. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9918518b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9918518b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9918518b | |
Arkham Horror: The Card Game (Tabletop Game) / int_99db72ee | type |
Immune to Bullets | |
Arkham Horror: The Card Game (Tabletop Game) / int_99db72ee | comment |
Immune to Bullets: Poltergeist can't be damaged by any means, excluding through "Spell" or "Relic" cards, or through encounter cards. | |
Arkham Horror: The Card Game (Tabletop Game) / int_99db72ee | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_99db72ee | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_99db72ee | |
Arkham Horror: The Card Game (Tabletop Game) / int_9a480050 | type |
Do Not Taunt Cthulhu | |
Arkham Horror: The Card Game (Tabletop Game) / int_9a480050 | comment |
Throughout many campaign scenarios, you are pursued by the Harbinger of Valusia. It is a particularly tough enemy, but it can't heal its wounds between scenarios, so if you keep fighting it, eventually it dies. However, fighting it does not worth it: while you do save yourself some trouble by eliminating it, not only it does not award any experience, it also "awards" you with whopping 5 vengeance points, which can make your life much harder than if you simply avoid it, which isn't even that hard. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9a480050 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9a480050 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9a480050 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9a6ee1fa | type |
Dismantled MacGuffin | |
Arkham Horror: The Card Game (Tabletop Game) / int_9a6ee1fa | comment |
Dismantled Macguffin: The Key La Chia Roja is looking for is dismantled into several pieces and hidden across Buenos-Aires; she aims to obtain it before the Sanguine Watcher does. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9a6ee1fa | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9a6ee1fa | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9a6ee1fa | |
Arkham Horror: The Card Game (Tabletop Game) / int_9aa17eb0 | type |
Story Branching | |
Arkham Horror: The Card Game (Tabletop Game) / int_9aa17eb0 | comment |
Story Branching: While decisions, and consequences of them, were always presented in the game, it's the first campaign which makes it the central part, frequently forcing you to pick sides between two warring factions. Siding with either the Lodge or the Coven alters the campaign at several points, giving you different playthroughs: Depending on the outcome of "At Death’s Doorstep" and what you tell to Sanford afterwards, you would either be accepted into the Lodge, or become its enemy. When the time comes to infiltrate the Lodge's HQ in "For the Greater Good" scenario, it would affect both how you would come in, and what you would face inside. At the start of the "Union and Disillusion" scenario, you have to pick your allegiance, siding with either the Lodge or the Coven, which would alter not just the encounter deck, but also how you progress through this scenario and your final goal. And outcome of this scenario determines whom you would face in "In the Clutches of Chaos" scenario, giving you two unique encounter deck compositions and different bosses. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9aa17eb0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9aa17eb0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9aa17eb0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b06e314 | type |
Greater-Scope Villain | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b06e314 | comment |
Greater-Scope Villain: Whatever force is behind the cult, they wouldn't intervene during this scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b06e314 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b06e314 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9b06e314 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b54d536 | type |
Evil Counterpart | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b54d536 | comment |
Evil Counterpart: Elspeth is another Hyperborean witch, like Agnes. But if Agnes wants to do good, Elspeth embraced the evil side, and wishes to corrupt Agnes into doing the same. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b54d536 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b54d536 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9b54d536 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b9397bb | type |
Difficult, but Awesome | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b9397bb | comment |
"Sawed Off Shotgun" scales its damage depending on amount you succeed by. It has better maximum damage than Guardian version (which has very similar effects and statline), but it's harder to achieve without spending additional cards, and costs more experience to purchase (as it's a level 5 card instead of level 4 like "Shotgun"). At least, it's cheaper to put in play. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b9397bb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9b9397bb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9b9397bb | |
Arkham Horror: The Card Game (Tabletop Game) / int_9be7c205 | type |
Giant Spider | |
Arkham Horror: The Card Game (Tabletop Game) / int_9be7c205 | comment |
Giant Spider: Stronger minions of Atlach-Nacha are represented by huge spiders, ranging from Leng Spiders (dog-sized) to really huge ones. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9be7c205 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9be7c205 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9be7c205 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9bee1a7f | type |
Eldritch Location | |
Arkham Horror: The Card Game (Tabletop Game) / int_9bee1a7f | comment |
Eldritch Location: The Dreamlands is a strange place, which does not abide the rules of the Waking World, and is inhabited by all sorts of weird (and often dangerous) creatures. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9bee1a7f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9bee1a7f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9bee1a7f | |
Arkham Horror: The Card Game (Tabletop Game) / int_9c1f758a | type |
Kill It with Fire | |
Arkham Horror: The Card Game (Tabletop Game) / int_9c1f758a | comment |
Kill It with Fire: One of the endings for the campaign involves burning the Vale with well-placed fireworks, in hope that it would take the monster out with it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9c1f758a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9c1f758a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9c1f758a | |
Arkham Horror: The Card Game (Tabletop Game) / int_9cd24d8a | type |
Locomotive Level | |
Arkham Horror: The Card Game (Tabletop Game) / int_9cd24d8a | comment |
Locomotive Level: Naturally enough on "The Essex County Express", the train you're travelling on comes under attack by a tear in the sky trying to swallow the whole thing. While you certainly can be taken out, the evil's intent is to recover anyone or anything you rescued earlier in the campaign. In order to survive, the investigators must rush through the train as it's being torn apart car by car, and reach the locomotive in order to restart the train before it's too late. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9cd24d8a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9cd24d8a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9cd24d8a | |
Arkham Horror: The Card Game (Tabletop Game) / int_9ce6492a | type |
Taking the Bullet | |
Arkham Horror: The Card Game (Tabletop Game) / int_9ce6492a | comment |
Taking the Bullet: During "The Twisted Hollow" scenario, Judith can jump between you and bear to save you, or Theo can distract the bear (it deals them 2 damage and 2 horror, respectively, leaving them in critical state). If neither happens, the bear would cause one of investigators unavoidable trauma of their choice. If Bertie sides with Mother Rachel, he would always stick at her location, and take any damage intended for other Resident enemy at his location, so you have to deal with him first. At the very end of "The Longest Night", a monster throws itself at the investigators. Unless you're willing to make everyone take mental trauma, a Resident whom you took with yourself takes the hit themselves and dies, explicitly to protect you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9ce6492a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9ce6492a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9ce6492a | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d0730f8 | type |
Badass and Child Duo | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d0730f8 | comment |
Badass and Child Duo: The official tutorial for a 2 players game recommends to pick Roland and Wendy. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d0730f8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d0730f8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9d0730f8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d12bbc1 | type |
Foreshadowing | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d12bbc1 | comment |
Foreshadowing: When you visit the school on first morning, one of the children asks where's Edie (clearly another child), only to get told to not worry about her, as "Edie has found her place", and shouldn't be worried about, as Mother Rachel knows best. Mother Rachel would later repeat that phrase about "finding/knowing your place" time and time again. If you get any suspicions that there's something really wrong with the village in general and Mother Rachel in particular, you would be proven right very soon: that phrase is exactly what she says about people sacrificed to the Colour or its mutants. If you visit Tad's store on second morning, it would have a new owner. When directly asked where's Tad, he would go suspiciously quiet. At night, you can learn that Tad was chosen for a sacrifice. On the second evening, Mother Rachel, if talked to, would share her doubts, and would sadly refuses to dance with you, saying something about the need to make sacrifices in life. If you check where she's going at night, you would find that there's a human sacrifice going, Rachel's daughter Rebecca amongst the victims. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d12bbc1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d12bbc1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9d12bbc1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d2a873b | type |
Story Overwrite | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d2a873b | comment |
Story Overwrite: Even though you only give away the Silver Key in combined campaign mode, the game still assumes that it was lost when playing "The Web of Dreams" campaign as standalone, so investigators can't use it to escape if they get trapped in Atlach-Nacha's domain due to actions of Nyarlathotep. Even if it's still a part of someone's deck. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d2a873b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d2a873b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9d2a873b | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d6427ec | type |
Time Travel | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d6427ec | comment |
Time Travel: To achieve their objective, investigators have to travel between past, present and future versions of Arkham, with various actions made in one time affecting the other (this mechanic is used both for main objectives, and for various extra benefits which investigators may set up for themselves). | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d6427ec | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9d6427ec | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9d6427ec | |
Arkham Horror: The Card Game (Tabletop Game) / int_9dab0a6e | type |
Continuity Nod | |
Arkham Horror: The Card Game (Tabletop Game) / int_9dab0a6e | comment |
Continuity Nod: The ending directly questions whether Roland would be able to maintain his directives if they start interfering with him fighting the forces of evil. "Canon" Roland made a decision to discard them in his backstory. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9dab0a6e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9dab0a6e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9dab0a6e | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e062ca3 | type |
Suicide Mission | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e062ca3 | comment |
In the "Weaver of the Cosmos", even in the endings where Atlach-Nacha is stopped, investigators themselves may still die, depending on whether they have an escape route or not. There're several ways to secure it, but all of them require special preparations, which you may easily miss on the first try. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e062ca3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e062ca3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9e062ca3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e86e227 | type |
The End... Or Is It? | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e86e227 | comment |
The End... Or Is It?: In the Resolution 4 (where investigators fails to finish their task, but at least gets rid of Bennet), it gets put into doubt that Edwin Bennet is gone for good, and wouldn't return. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e86e227 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e86e227 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9e86e227 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e8aa11e | type |
Friendly Fireproof | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e8aa11e | comment |
Friendly Fireproof: The "Blackjack" asset has only one gimmick: it can be used to attack the enemies engaged with the other players without the risk of hurting your teammates if you miss. Its damage is quite low, however, so it's pretty much the only use it has. The upgraded version is more expensive to put in play but deal extra damage per hit but only if ther targeted enemy is engaged with another investigator, not with you. One of the possible upgrades for "Custom Modifications" event allows it to make whatever asset it's attached to unable to harm teammates when you try to attack the enemy targeting them, but miss. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e8aa11e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9e8aa11e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9e8aa11e | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f3857d5 | type |
Draw Aggro | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f3857d5 | comment |
Draw Aggro: Inverted with "You handle this one!" event; it makes another Investigator handle encounter card you just drew, in hope that they're better prepared for it than you, while you get a free resource. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f3857d5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f3857d5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9f3857d5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f7769a2 | type |
The Gunslinger | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f7769a2 | comment |
The Gunslinger: While Rogues have some melee weapons, like switchblades or knuckle dusters, the majority of their armory are firearms. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f7769a2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f7769a2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9f7769a2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f87b4fb | type |
Little Useless Gun | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f87b4fb | comment |
Little Useless Gun: Played With regarding the ".18 Derringer"; it provides a decent +2 bonus to Combat and deal the standard +1 damage as most Level 0 weapons, but it has one of the worst ammo capacities in the game; the gimmick is that you can freely recharge it by 1 ammo on each failure. The upgraded version even becomes more accurate with each shot missed (on top of being cheaper to play and having slightly more ammo)! | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f87b4fb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9f87b4fb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9f87b4fb | |
Arkham Horror: The Card Game (Tabletop Game) / int_9fb2452d | type |
Evil Is Not a Toy | |
Arkham Horror: The Card Game (Tabletop Game) / int_9fb2452d | comment |
Evil Is Not a Toy: The Elder Things have discovered that in this part of the world, it's possible to contact another dimension, which they tried to exploit to fuel their civilisation. They have learned the hard way that it was a very bad idea, as the force living there has a mind of its own, and has its own motives. Now they are all but extinct. | |
Arkham Horror: The Card Game (Tabletop Game) / int_9fb2452d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9fb2452d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9fb2452d | |
Arkham Horror: The Card Game (Tabletop Game) / int_9fc2cb1b | type |
Video Game Stealing | |
Arkham Horror: The Card Game (Tabletop Game) / int_9fc2cb1b | comment |
Video Game Stealing: "Kleptomania" basic weakness makes you spend action to steal an Item or 2 resources from another player to temporarily get rid of it (unless you want to suffer 1 horror every turn). | |
Arkham Horror: The Card Game (Tabletop Game) / int_9fc2cb1b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_9fc2cb1b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_9fc2cb1b | |
Arkham Horror: The Card Game (Tabletop Game) / int_a0149e0e | type |
Clock Roaches | |
Arkham Horror: The Card Game (Tabletop Game) / int_a0149e0e | comment |
Clock Roaches: Most of your foes in this scenario are related to Tindalos in one way or another (save for few hostile humans who may not even show up in some setups), and are hunting for those who dare to disturb space-time continuum. One of the possible plots puts particularly tough one, Tyr'thrha the "Arch-Lord of Tindalos", against the players, with them needing to defeat it too. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a0149e0e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a0149e0e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a0149e0e | |
Arkham Horror: The Card Game (Tabletop Game) / int_a0c7f4e9 | type |
Abandoned Hospital | |
Arkham Horror: The Card Game (Tabletop Game) / int_a0c7f4e9 | comment |
Abandoned Hospital: "Waking Nightmare" scenario is set in (almost) abandoned St. Mary's hospital... heavily infested with otherworldly spiders. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a0c7f4e9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a0c7f4e9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a0c7f4e9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a19135a6 | type |
Mind Control | |
Arkham Horror: The Card Game (Tabletop Game) / int_a19135a6 | comment |
Mind Control: "Power Word" event allows, to a limited degree, control an enemy and use it to achieve your goals. Most of its upgrades expands the number of things you can order through this card. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a19135a6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a19135a6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a19135a6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a1b141f4 | type |
My God, What Have I Done? | |
Arkham Horror: The Card Game (Tabletop Game) / int_a1b141f4 | comment |
My God, What Have I Done?: No matter the outcome, lead investigator did commit that murder, and it would haunt them for the rest of their life. In gameplay terms, this works as appropriately-named "What have you done" weakness. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a1b141f4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a1b141f4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a1b141f4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a2836be5 | type |
Identity Amnesia | |
Arkham Horror: The Card Game (Tabletop Game) / int_a2836be5 | comment |
Identity Amnesia: The main threat of The City of Archives. The investigators have been kidnapped by Yithians, and their minds are placed in Yithian bodies. As the agenda progresses, they gradually forget more and more, until they lose their memory completely. This is also what happened to Alejandro, who potentially may be saved at the end of this scenario, depending on the path players took previously. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a2836be5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a2836be5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a2836be5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a2940ed5 | type |
"Begone" Bribe | |
Arkham Horror: The Card Game (Tabletop Game) / int_a2940ed5 | comment |
"Begone" Bribe: One way of dealing with the "Mob Enforcer" basic weakness is by paying him 4 resources to go away for a while. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a2940ed5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a2940ed5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a2940ed5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a3f0b400 | type |
Loot-Making Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_a3f0b400 | comment |
Loot-Making Attack: Many Guardian-class cards generate resources, cards or clues only if you're actively fighting and killing your enemies: "Evidence!" event lets you discover a clue, but only after defeating an enemy. Upgraded version lets you find 2 at once depending on the health value of the enemies you defeated this turn. "Clean Them Out" event gives you resources when you attack an enemy. Upgraded "On the Hunt" event lets you spawn an enemy (instead of a random encounter card), and gives you resources if you kill it. "Relentless" asset storages excessive damage that you do; you can discard it whenever you want, gaining all that damage as resources. "Glory" event lets you draw 2 extra cards, but only after defeating an enemy. "Taunt" event (excluding level 0 version) gives you 1 card per each enemy that engages you due to its effect. Grete Wagner lets you find extra clues after defeating an enemy, albeit at the cost of causing damage to her; upgraded version can discover clues even in connected location, | |
Arkham Horror: The Card Game (Tabletop Game) / int_a3f0b400 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a3f0b400 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a3f0b400 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a414c3f0 | type |
One-Hit Kill | |
Arkham Horror: The Card Game (Tabletop Game) / int_a414c3f0 | comment |
One-Hit Kill: Pet Oozeling can instantly defeat any non-elite enemy... after which you must reveal chaos token(s) (number of tokens increases after each use), and if at least one of revealed tokens was auto-failure, you would be instantly defeated and suffer physical trauma. Universal Solvent can be used to kill any non-elite enemy, assuming investigator passes (potentially very hard) Intellect test; test's difficulty depends on enemy's remaining health. Solvent is particularly lethal in the hands of Seekers. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a414c3f0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a414c3f0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a414c3f0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a426ae28 | type |
Multiple-Choice Past | |
Arkham Horror: The Card Game (Tabletop Game) / int_a426ae28 | comment |
Multiple-Choice Past: The game randomly picks one of the three backgrounds for the story-driving conflict, and Edwin Bennet's role in it: he can be either barely-trustworthy ally, rival who made a mistake, but who can still be redeemed, or an all-out villain whose rivalry came too far and who must be stopped at all costs. Depending on which version was chosen, your goal would change as well. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a426ae28 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a426ae28 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a426ae28 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a4582f94 | type |
Left Stuck After Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_a4582f94 | comment |
Left Stuck After Attack: "Pitchfork" asset gets stuck after successful attack, and has to be picked up. "Hatchet" asset boosts your accuracy for one attack by adding Agility to your Combat, but then either gets discarded (if attack has killed an enemy) or stays stuck (if it does not). If it gets stuck, it can be retrieved by anyone once the enemy gets finished off. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a4582f94 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a4582f94 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a4582f94 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a4905771 | type |
Double-Meaning Title | |
Arkham Horror: The Card Game (Tabletop Game) / int_a4905771 | comment |
Double-Meaning Title: Campaign's title refers to both the Order's plot to flood the planet, and Agent Harper and Agent Dawson's mission to steal the Order's riches, with investigators as disposable pawns. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a4905771 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a4905771 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a4905771 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a5fb0d24 | type |
Healing Factor | |
Arkham Horror: The Card Game (Tabletop Game) / int_a5fb0d24 | comment |
Healing Factor: What makes Peter Sylvestre a popular Ally choice is that he's not just a horror soak; he's a regenerating horror soak, allowing him to last for longer. That, and his stats boosts. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a5fb0d24 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a5fb0d24 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a5fb0d24 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a62dca03 | type |
Year Inside, Hour Outside | |
Arkham Horror: The Card Game (Tabletop Game) / int_a62dca03 | comment |
Year Inside, Hour Outside: Second task of "Group A". In this place, time moves... differently. They must find a way to deactivate this effect, otherwise, when it would be activated in full force, they would rot away in mere seconds. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a62dca03 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a62dca03 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a62dca03 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a70223 | type |
Karma Houdini | |
Arkham Horror: The Card Game (Tabletop Game) / int_a70223 | comment |
Karma Houdini: Any cultists whom Roland fails to arrest would go away with their crimes. If the deadline is reached, not only Roland fails to completely dismantle the cult, but one of the already arrested cultists would be released (Mr. Grey always takes priority, otherwise it would be any of the other cultists); it's explained by Roland's superior not believing in whatever evidence Roland gathered on the cult, and not being willing to bother with researching further, rather than just close the case. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a70223 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a70223 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a70223 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a7b8ba72 | type |
Point Build System | |
Arkham Horror: The Card Game (Tabletop Game) / int_a7b8ba72 | comment |
Point Build System: How experience works in this game. Players earn experience points by defeating monsters and collecting clues during scenarios, and can spend them to buy new cards for their decks between scenarios. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a7b8ba72 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a7b8ba72 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a7b8ba72 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a89bbb84 | type |
Lucky Rabbit's Foot | |
Arkham Horror: The Card Game (Tabletop Game) / int_a89bbb84 | comment |
Lucky Rabbit's Foot: Lucky Rabbits Foot asset allows the user to draw 1 card after failing any skill check, providing some comeback after suffering from bad luck. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a89bbb84 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a89bbb84 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a89bbb84 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8a04f6f | type |
And I Must Scream | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8a04f6f | comment |
And I Must Scream: Victims of sleeping curse are perfectly aware of their condition, while suffer from eternal nightmares. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8a04f6f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8a04f6f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a8a04f6f | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8cff6a | type |
Familiar | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8cff6a | comment |
Familiar: Mystics can have a magic pet follow them (the card depicts it as a cat), which gives an extra Arcane slot (usable only for Spells). The drawback is that it's very frail, being defeated from just 1 point of damage or horror. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8cff6a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8cff6a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a8cff6a | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8f905e3 | type |
While Rome Burns | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8f905e3 | comment |
While Rome Burns: In the Epilogue 9, after successfully escaping Nyarlathotep's grasp, the investigators decides to, instead of returning home, stay in the Dreamlands to live a wondrous new life. The Black Cat calls them out on their naivety, reminding them that their bodies are still alive in the Waking World... and that other predators are already close. | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8f905e3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_a8f905e3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_a8f905e3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aa30e350 | type |
Sole Survivor | |
Arkham Horror: The Card Game (Tabletop Game) / int_aa30e350 | comment |
Sole Survivor: Even if you fail to save any of the people chosen for sacrifice, Rebecca would survive no matter what. It's because Rebecca never was in actual danger (Mother Rachel spared her, only fooling the others by pretending that she's gonna sacrifice her]]). | |
Arkham Horror: The Card Game (Tabletop Game) / int_aa30e350 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aa30e350 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_aa30e350 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aaaca277 | type |
Luck Manipulation Mechanic | |
Arkham Horror: The Card Game (Tabletop Game) / int_aaaca277 | comment |
Luck Manipulation Mechanic: "Snipe" Guardian/Rogue event allows to treat all negative symbol tokens, including auto-failure, as "0" instead of their actual modifier. "Heavy Furs" Neutral asset allows to cancel a chaos token (other than auto-failure) and reveal another, at the cost of taking some damage (breaking after just two uses). "Tempt Fate" Neutral event adds 3 blessed and 3 cursed tokens into bag, which, unpredictably, can shift the balance either in favour or against the players. The Black Cat Neutral Ally lets you treat modifiers of Tablet and Elder Sign tokens as "-1", albeit he takes direct damage/horror (respectively) when doing so. And if you draw an Elder Sign, you may count it as whooping "+5", fully healing the Black Cat on top of it (it overwrites investigator's default effect, however). "Tempt Fate" event adds 3 cursed and 3 blessed tokens into bag, then lets you draw 1 card. Nkosi Mabati lets you pick a chaos token (any token other than Elder Sign) as your "sigil"; when you or other player at your location draws Cultist, Plate or Elder Thing token, you can ignore it and reveal your "sigil" instead. "Hit me!" Rogue/Survivor event lets you, after revealing a chaos token, reveal another one, turning negative modifier into positive; the drawback is that if you draw a Skull token, you'd fail automatically. "Favour of the Moon" and "Favor of the Sun" Neutral assets seals some cursed/blessed tokens (respectively) and lets you to use them instead of whatever you just revealed, on top of extra benefits. Both can only do so thrice before running out and being discarded. "Broken Diadem" Neutral asset generates offerings whenever someone at your location reveals either blessed or cursed tokens during a test. Once it gains 3, it turns into "Twilight Diadem", that lets you treat either of those tokens as Elder Sign instead (which is not only beneficial, while cursed tokens are nearly always the opposite, but also triggers investigator's special ability), at the cost of spending one offering. It reverts back once offerings run out, restarting the process. Some basic weaknesses alters favours against the players: "Accursed Follower" hides in a remote corner and keeps dumping cursed tokens into chaos bag, increasing the risks of failing skill tests for everyone. Fortunately, you can find it and kill temporarily. "Ectoplasmic Horror", Mystic-only weakness introduced in The Scarlet Keys expansion, has a nasty gimmick: once per test, when attacking or evading it, you have to draw an extra chaos token for each empty Arcane slot you have. This can make killing it nearly impossible for anyone but a Mystic, as non-Mystics generally don't carry tons of magic-oriented cards at their disposal. "Dread Curse" weakness instantly adds 5 cursed tokens into bag, which may later show up randomly and hurt investigators' attempts to pass skill tests. | |
Arkham Horror: The Card Game (Tabletop Game) / int_aaaca277 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aaaca277 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_aaaca277 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aac2244a | type |
EvilVsEvil | |
Arkham Horror: The Card Game (Tabletop Game) / int_aac2244a | comment |
Evil vs. Evil: Both sides of conflict are dark sorcerers, willing to let many people die to achieve their goals. Still, to deal with Spectral Watcher, investigators must decide who is lesser evil, and side with them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_aac2244a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aac2244a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_aac2244a | |
Arkham Horror: The Card Game (Tabletop Game) / int_aaece264 | type |
Rousing Speech | |
Arkham Horror: The Card Game (Tabletop Game) / int_aaece264 | comment |
Rousing Speech: If Amy Kensler survives up to the start of "The Heart of Madness", she would give the team the speech which would give them resolve to continue fighting. Otherwise, they would proceed further, nearly desperate and exhausted, and investigators would suffer from mental trauma. | |
Arkham Horror: The Card Game (Tabletop Game) / int_aaece264 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aaece264 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_aaece264 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ab27d196 | type |
Apocalypse Cult | |
Arkham Horror: The Card Game (Tabletop Game) / int_ab27d196 | comment |
Apocalypse Cult: The cultists of Silenus want to just end the world. They see it as a twisted Mercy Kill. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ab27d196 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ab27d196 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ab27d196 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ab8e26e2 | type |
Slipping a Mickey | |
Arkham Horror: The Card Game (Tabletop Game) / int_ab8e26e2 | comment |
Slipping a Mickey: During "The House Always Wins" scenario, one location gives you an easy option to collect clues but requires you to remember that your investigator has "had a drink." One of the treacheries, "Something in the Drinks", forces each investigator who has "had a drink" to lose an action on their next turn — in a scenario with already highly limited time. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ab8e26e2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ab8e26e2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ab8e26e2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aba972fb | type |
Aggressive Negotiations | |
Arkham Horror: The Card Game (Tabletop Game) / int_aba972fb | comment |
Aggressive Negotiations: Main gimmick of "British Bull Dog" asset is that you can instantly grab it (for free) from your hand after failing a Parley with enemy. You achieve more with a good word and gun than with good word alone, indeed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_aba972fb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aba972fb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_aba972fb | |
Arkham Horror: The Card Game (Tabletop Game) / int_abd29ad8 | type |
No-Sell | |
Arkham Horror: The Card Game (Tabletop Game) / int_abd29ad8 | comment |
No-Sell: Elspeth can't be automatically evaded, protecting her from many cards which would otherwise allow to cheese the scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_abd29ad8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_abd29ad8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_abd29ad8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac2094ca | type |
Red Shirt | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac2094ca | comment |
Red Shirt: There are several named residents of the Vale who lack cards representing them, and don't play major role. All of them either quietly disappears, starts showing signs of Colour-induced insanity (Ms. Olmstead, Martha Jean), or gets chosen as the sacrifices (Tad; though he can survive). | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac2094ca | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac2094ca | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ac2094ca | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac36578e | type |
Or Was It a Dream? | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac36578e | comment |
Or Was It a Dream?: By the end of "Waking Nightmare", whole hospital seems to return to its normal state... with exactly one exception: if doctor Maheswaran is dead, she wouldn't return, with no explanation. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac36578e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac36578e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ac36578e | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac9f78d9 | type |
Jack of All Stats | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac9f78d9 | comment |
Jack of All Stats: The only class not to favour certain stats by default, and not to have an established role in the party by default. Instead, they prefer a more generalist playing style, having some abilities for anything, yet not exceeding actual specialists. Also, for a long time they lacked cards above level 3 (and those are still uncommon). | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac9f78d9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ac9f78d9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ac9f78d9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad0439be | type |
The Gambler | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad0439be | comment |
The Gambler: "Hit me!" Rogue/Survivor event, in a typical Rogue style, is gambling-themed; it allows to take a risk of revealing a second token and reverse its modifier (if it's negative) — but if drawn token is "Skull", it fails your test immediately. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad0439be | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad0439be | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ad0439be | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad4a45be | type |
Final Boss | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad4a45be | comment |
Ezel-zen-rez itself is represented by enormous swarm of insects instead of one solid entity like the other two Ancient Ones, likely being the hive mind rather than separate creature. Its main danger is that it constantly reinforces insects in the game at the cost of draining player cards. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad4a45be | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad4a45be | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ad4a45be | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad7b1b81 | type |
Experience Booster | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad7b1b81 | comment |
Experience Booster: Each Ancient item you manage to escape with goes into victory display, giving extra victory point (and thus, 1 extra exp); there are four of them in total. You don't have to keep them afterwards, however, so it's strictly one-time event. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad7b1b81 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad7b1b81 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ad7b1b81 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad9559e6 | type |
Arc Villain | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad9559e6 | comment |
Arc Villain: When played as part of The Scarlet Keys campaign, Abarran Arrigorriagakoa becomes just one of the several Coterie members you deal with, and has no further involvement beyond voting on the Congress (he votes to kill you if you meddled in his affairs, and abstains otherwise). | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad9559e6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad9559e6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ad9559e6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad982e04 | type |
Super-Persistent Predator | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad982e04 | comment |
Super-Persistent Predator: Dweller in the Pit would not stop pursuing Monterey until he and his teammates either kill it, or finish the scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad982e04 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ad982e04 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ad982e04 | |
Arkham Horror: The Card Game (Tabletop Game) / int_add931af | type |
I Choose to Stay | |
Arkham Horror: The Card Game (Tabletop Game) / int_add931af | comment |
I Choose to Stay: One of the endings for "The Dream Quest" campaign involves investigators from team A voluntarily staying in the Dreamlands forever instead of returning back home. Four (out of possible 16) epilogues deal with the consequences of this decision: In the Epilogue 9, after team B failed their mission, the Dreamlands remain the last and only "safe" place after the "Waking World's" demise. The Black Cat, realising that they can't understand its warnings, decides that it's better if they simply forget about their past lives altogether; "they would prefer this to the alternative". In the Epilogue 10, team B returns home, hoping to find their friends already awake, not knowing that they simply decided to stay. The Black Cat actually calls that a dick move, though immediately admits that it would've done the same in their situation: the temptation is just that strong. In the Epilogue 11, the investigators from team A learn about their Team B friends' demise, and are only stopped from rushing on their search by the Black Cat who warns them that there's no chance to save them now. In the Epilogue 12, the two teams reunite in the Dream Lands. The Black Cat tries to convince them to return home, but in rather lazy manner; whether team B actually stay after this remains ambiguous. | |
Arkham Horror: The Card Game (Tabletop Game) / int_add931af | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_add931af | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_add931af | |
Arkham Horror: The Card Game (Tabletop Game) / int_adeb19b9 | type |
Outlaw | |
Arkham Horror: The Card Game (Tabletop Game) / int_adeb19b9 | comment |
Outlaw: There are very few Rogue Investigators (and Allies) that do not have the "Criminal" trait. | |
Arkham Horror: The Card Game (Tabletop Game) / int_adeb19b9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_adeb19b9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_adeb19b9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ae303e0a | type |
Clashing Cousins | |
Arkham Horror: The Card Game (Tabletop Game) / int_ae303e0a | comment |
Clashing Cousins: Cousins William Hemlock and River Hawthorne are in very tense relationship to each other, due to having diametrically opposite plans for the Vale, and having no desire to do any compromises. You can make them come at peace, but that requires some work. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ae303e0a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ae303e0a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ae303e0a | |
Arkham Horror: The Card Game (Tabletop Game) / int_ae5ab58b | type |
Luck-Based Search Technique | |
Arkham Horror: The Card Game (Tabletop Game) / int_ae5ab58b | comment |
Luck-Based Search Technique: "Look what I found!" event allows you to find some clues... after failing the investigation. "Sharp Vision" skill lets to find extra clues while doing a basic investigation action — not because investigator is an expert at anything, or use some special tools or techniques, but just because they have sharp eye that lets them notice something unusual. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ae5ab58b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ae5ab58b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ae5ab58b | |
Arkham Horror: The Card Game (Tabletop Game) / int_aec63727 | type |
Pragmatic Hero | |
Arkham Horror: The Card Game (Tabletop Game) / int_aec63727 | comment |
Pragmatic Hero: Even the more benevolent and altruistic members of this class that are working with the police (and investigators representing them) to save Arkham are willing to get their hands dirty and break the law to do so. | |
Arkham Horror: The Card Game (Tabletop Game) / int_aec63727 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aec63727 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_aec63727 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aed65980 | type |
All for Nothing | |
Arkham Horror: The Card Game (Tabletop Game) / int_aed65980 | comment |
All for Nothing: If Skids gets defeated, all would be for nothing, as he would be forced to leave empty-handed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_aed65980 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_aed65980 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_aed65980 | |
Arkham Horror: The Card Game (Tabletop Game) / int_af3ea0e3 | type |
Face–Heel Turn | |
Arkham Horror: The Card Game (Tabletop Game) / int_af3ea0e3 | comment |
Face–Heel Turn: Everyone whose relationship is too low, would turn on you in the end, driven insane by the Colour's influence; everyone, except Mother Rachel, who was Evil All Along. This may also happen to Rosa's student and assistant, Bertie, if you let him fall under Mother Rachel's influence. | |
Arkham Horror: The Card Game (Tabletop Game) / int_af3ea0e3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_af3ea0e3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_af3ea0e3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_af8974a3 | type |
Breakable Weapons | |
Arkham Horror: The Card Game (Tabletop Game) / int_af8974a3 | comment |
Breakable Weapons: Recurring trait of Survivor assets. They either risk breaking at random, or can be put beyond their usual surviving capabilities and damaged beyond repair, removing them from the game (or from your deck, via so-called "exile" mechanic, requiring to re-purchase them), in order to achieve certain goals. "Baseball Bat" breaks if you reveal a Skull or Autofailure token, forcing you to discard it. Upgraded version instead lets you choose between returning it into your hand, or discard it anyway to deal extra damage. Upgrading "Cherished Keepsake" and "Leather Coat" doubles their durability (Sanity and Health, respectively) after upgrading, but gets an extra quirk: reaching limit of that durability "exiles" those cards, making you lose them. "Fire Extinguisher" asset can be used offensevely as relatively weak weapon, but you can also use it to shoot some foam, helping greatly with evading enemies... at the cost of rendering extinguisher unusable (making you discard or even "exile" it). Upgraded version can outright discard enemies engaged with you by exiling it. "Gravedigger's Shovel" can be used offensively as relatively weak weapon, but you can just use it for intended purpose and dig with it, finding more clues... but breaking the shovel, discarding it. Upgraded version lets you to find even more clues potentiallly, at the cost of outright removing the card from the game. "Lantern" is normally used for investigating (reducing location's shroud), but can be used offensively, causing instant damage to the enemy at the cost of breaking the lamp (you have to discard it); upgraded version lets you cause even more damage, at the cost of outright removing it from the game. | |
Arkham Horror: The Card Game (Tabletop Game) / int_af8974a3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_af8974a3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_af8974a3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_afc8ddc7 | type |
Armor-Piercing Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_afc8ddc7 | comment |
Armor-Piercing Attack: The "Light of Aforgomon" treachery makes all damage and horror direct, meaning that it's not possible to soak it with assets. | |
Arkham Horror: The Card Game (Tabletop Game) / int_afc8ddc7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_afc8ddc7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_afc8ddc7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b02f996a | type |
Town with a Dark Secret | |
Arkham Horror: The Card Game (Tabletop Game) / int_b02f996a | comment |
Town with a Dark Secret: At first, the Hemlock Vale seems like quite nice place, with only surrounding nature being quite nasty. Then you learn about local cult, which is doing human sacrifices... | |
Arkham Horror: The Card Game (Tabletop Game) / int_b02f996a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b02f996a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b02f996a | |
Arkham Horror: The Card Game (Tabletop Game) / int_b0e18b32 | type |
Unique Enemy | |
Arkham Horror: The Card Game (Tabletop Game) / int_b0e18b32 | comment |
Unique Enemy: Besides generic encounter sets that show up in multiple scenarios of the same campaign, most scenarios have some unique enemies and treacheries that only shows up once, in that particular scenario, and nowhere else in the game, in some cases also having exactly one copy in the encounter deck. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b0e18b32 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b0e18b32 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b0e18b32 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1346878 | type |
Fate Worse than Death | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1346878 | comment |
Fate Worse than Death: If you show Seth Bishop the pendant (the only thing remaining from Silas Bishop after you perform a ritual on him) and ask whether it's the future he wants for us all, he will be shocked, and stumble, falling onto altar and getting suck into the rift. Unless you play with Return to the Dunwich Legacy, it's the last time you would see Seth, otherwise you would later find him on the other side, in... not exactly pleasant state: his flesh got twisted into something truly monstrous, and he became completely insane, mindlessly attacking investigators on sight. If he comes into contact with Yog-Sothoth, he would be consumed, healing Yog-Sothoth if he was hurt. The players can put him out of his misery, earning some extra experience in process. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1346878 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1346878 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b1346878 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1428bc2 | type |
Furniture Blockade | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1428bc2 | comment |
Furniture Blockade: The art for "Barricade" event (which prevents non-Elite enemies from entering location) shows how the monster tries to enter the room through a door blocked by a pile of furniture, in vain. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1428bc2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1428bc2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b1428bc2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1a7cd14 | type |
Tap on the Head | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1a7cd14 | comment |
Tap on the Head: "Stunning Blow" allows to automatically evade an enemy you just attacked, with name and card's art implying that you just stunned the enemy with a heavy blow. It does nothing to affect attack's lethality, somehow. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1a7cd14 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1a7cd14 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b1a7cd14 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1ddb121 | type |
Remixed Level | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1ddb121 | comment |
Remixed Level: This scenario is based on "The Vanishing of Elina Harper" scenario from The Innsmouth Horror expansion (and is unplayable without it), and reuses most enemies and mechanics. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1ddb121 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1ddb121 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b1ddb121 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1f18adb | type |
Ray Gun | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1f18adb | comment |
Ray Gun: Amongst other possible rewards, investigators may obtain Mi-Go weapon, which fires "entropic energy". | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1f18adb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b1f18adb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b1f18adb | |
Arkham Horror: The Card Game (Tabletop Game) / int_b23fa790 | type |
Always Accurate Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_b23fa790 | comment |
"One-Two Punch" event lets you do a second attack (with boost to its accuracy and damage) if your first one lands. Upgraded version makes first attack always accurate, and further boost the second attack's effectiveness. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b23fa790 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b23fa790 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b23fa790 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b26e05d2 | type |
No Cure for Evil | |
Arkham Horror: The Card Game (Tabletop Game) / int_b26e05d2 | comment |
No Cure for Evil: Rogues are the black sheep in mostly-heroic cast, consisting primely of criminals, crooks and scoundrels of some kinds. Thus, they're the only class almost entirely lacking any healing options, and few cards that they do have having serious drawbacks, like risk of backfiring (Liquid Courage), or being extremely limited on what they can heal (Lonnie Ritter). | |
Arkham Horror: The Card Game (Tabletop Game) / int_b26e05d2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b26e05d2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b26e05d2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b37adf1 | type |
Multiple Life Bars | |
Arkham Horror: The Card Game (Tabletop Game) / int_b37adf1 | comment |
Multiple Life Bars: All investigators have two separate "life bars" — Health, and Sanity, representing how much damage/horror that particular investigator can handle before being defeated. Most investigators have 14 total Health/Sanity, with some maintaining balance, and others having leaning towards having more of the one at expense of the other. Some assets have their own Health and/or Sanity values (particularly, Allies), and can be used to soak up damage/horror intended for their owner, but depleting their durability forces the player to discard them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b37adf1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b37adf1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b37adf1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b475abfb | type |
Gut Feeling | |
Arkham Horror: The Card Game (Tabletop Game) / int_b475abfb | comment |
Gut Feeling: "Guided by Faith" event lets investigator to rely on their, well, faith rather than their wits when looking for clues, and thus, investigating using Willpower instead of Intellect. Revealing at least one blessed token (a couple of which it adds just before the test starts) gives you extra clue, which is also purely random. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b475abfb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b475abfb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b475abfb | |
Arkham Horror: The Card Game (Tabletop Game) / int_b4fae672 | type |
Heads I Win, Tails You Lose | |
Arkham Horror: The Card Game (Tabletop Game) / int_b4fae672 | comment |
Heads I Win, Tails You Lose: In "Union and Disillusion", no matter which side actually wins (and whether you supported victors or losers), they would betray you (loser would abandon you while Coven/Lodge battle itself would cause massive destruction and injure any investigator present there; winner would simply turn on you once you cease to become useful, albeit you at least leave unharmed), and whoever prevails in Coven/Lodge conflict, escalates the previous problems to near-apocalyptic level, either trough Mason's rituals, or through Sanford's incompetence, leading to the events of "In The Clutches of Chaos" scenario, only differing in which enemies you would face there. In "In the Clutches of Chaos", whether you stop Anette/Sanford or not, their ritual would disturb Azathoth's sleep, bringing Universe on the edge of destruction. Only thing which actually changes is whether they would survive this. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b4fae672 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b4fae672 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b4fae672 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b543bac4 | type |
Oxygen Meter | |
Arkham Horror: The Card Game (Tabletop Game) / int_b543bac4 | comment |
Oxygen Meter: Most scenarios(namely "The Pit of Despair", "Devil Reef", "The Lair of Dagon" and "Into the Maelstrom") have the drowning mechanic; if investigator ends their turn in the fully-drowned location, they start grasping for air, and have until the end of the next turn to reach less drowned location, or suffer massive direct damage due to asphyxia (enough to kill less durable investigator in one hit, and finish off anyone else if it repeats). | |
Arkham Horror: The Card Game (Tabletop Game) / int_b543bac4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b543bac4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b543bac4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b55e8979 | type |
Science Hero | |
Arkham Horror: The Card Game (Tabletop Game) / int_b55e8979 | comment |
Science Hero: A recurring theme of Seeker-class: Most Seeker-class investigators worked as scientists before joining the team (often at the Miskatonic University), and are now using their skills to support their teammates. Even those who weren't in its employ are often related to Miskatonic and its sciences in some other way. Many Seeker-class cards are science-related: scientific gear, special skills, science books, or actual scientists as the Allies. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b55e8979 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b55e8979 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b55e8979 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b58b4e3c | type |
Too Dumb to Live | |
Arkham Horror: The Card Game (Tabletop Game) / int_b58b4e3c | comment |
Too Dumb to Live: Simeon has a "great" idea to run to some abandoned mine all by alone. He gets lost there, and would never make it back alive without your help. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b58b4e3c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b58b4e3c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b58b4e3c | |
Arkham Horror: The Card Game (Tabletop Game) / int_b5b4b077 | type |
The Ace | |
Arkham Horror: The Card Game (Tabletop Game) / int_b5b4b077 | comment |
The Ace: Rogues are encouraged to be so, as many of their cards follow the template of "if you succeed by X you get this additional benefit" (this is also present in cards of other classes, but is especially prevalent in the Rogue card pool), meaning that a good Rogue doesn't just succeed in a task, they do so in the most amazing way possible. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b5b4b077 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b5b4b077 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b5b4b077 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b5e5d9e9 | type |
Uniqueness Rule | |
Arkham Horror: The Card Game (Tabletop Game) / int_b5e5d9e9 | comment |
Uniqueness Rule: If a card is "unique" (has a star printed before its title), only one copy of it is allowed to be in play at a time (even if their subtitles are different). Every investigator is "unique", meaning that every player must play a different investigator. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b5e5d9e9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b5e5d9e9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b5e5d9e9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b6060b7 | type |
Run or Die | |
Arkham Horror: The Card Game (Tabletop Game) / int_b6060b7 | comment |
Run or Die: Sooner or later, thugs would catch up with your schemes, and go against you. After you accumulate at least 15 resources, your task changes to evacuating with what you earned before they summon the reinforcements and kick you out with empty hands. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b6060b7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b6060b7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b6060b7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b61f1b2b | type |
Touché | |
Arkham Horror: The Card Game (Tabletop Game) / int_b61f1b2b | comment |
Touché: If your Key gets stolen by La Chica Roya, investigators would just steal it back, in similar style to her, and even leave their own calling card for extra irony. She actually likes it, and suggests to play again some time. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b61f1b2b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b61f1b2b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b61f1b2b | |
Arkham Horror: The Card Game (Tabletop Game) / int_b73379e4 | type |
Double-Edged Buff | |
Arkham Horror: The Card Game (Tabletop Game) / int_b73379e4 | comment |
Double-Edged Buff: Rougarou form sets your basic Combat and Agility to 5, but also sets Willpower and Intellect to 2. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b73379e4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b73379e4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b73379e4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b769b9df | type |
Ammo-Using Melee Weapon | |
Arkham Horror: The Card Game (Tabletop Game) / int_b769b9df | comment |
Ammo-Using Melee Weapon "Chainsaw", despite being Melee card, has limited number of supplies (3 by default), without which it can't attack. On the bright side, failed attack with it allows to either deal damage anyway (albeit much lower), or regain some lost supplies. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b769b9df | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b769b9df | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b769b9df | |
Arkham Horror: The Card Game (Tabletop Game) / int_b77a6d82 | type |
Evil Is Deathly Cold | |
Arkham Horror: The Card Game (Tabletop Game) / int_b77a6d82 | comment |
Evil Is Deathly Cold: Silenus's influence causes massive temperature drop, up to and including the levels incompatible with life. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b77a6d82 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b77a6d82 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b77a6d82 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b89d9f13 | type |
Assimilation Plot | |
Arkham Horror: The Card Game (Tabletop Game) / int_b89d9f13 | comment |
Assimilation Plot: Ezel-zen-rezl is the master of the swarm of insectoid monsters; its human cult's goal is to bring them on Earth in order to assimilate humanity, by consuming us and rebuilding as the part of the swarm. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b89d9f13 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b89d9f13 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b89d9f13 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b89ed08a | type |
Obvious Rule Patch | |
Arkham Horror: The Card Game (Tabletop Game) / int_b89ed08a | comment |
Obvious Rule Patch: As some cards introduced in later expansions let investigators survive otherwise-fatal damage/horror, it was clarified that "take 100 horror" should indeed be interpreted as "everyone is defeated, take 1 mental trauma" instead (as it was meant to be). Return to the Path to Carcosa fixes the potential softlock by making Corpse Dweller unable to target The Stranger (as removing it would break the victory conditions for either path). | |
Arkham Horror: The Card Game (Tabletop Game) / int_b89ed08a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b89ed08a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b89ed08a | |
Arkham Horror: The Card Game (Tabletop Game) / int_b8f8b892 | type |
Promoted to Playable | |
Arkham Horror: The Card Game (Tabletop Game) / int_b8f8b892 | comment |
Promoted to Playable: When campaign was originally released as a Mythos Cycle, Anna Kaslow (a soothsayer who shows up several times over the course of campaign, including intro for the first post-prologue scenario) was introduced as a Neutral-class Ally in penultimate pack. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b8f8b892 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b8f8b892 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b8f8b892 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b9e82f09 | type |
Playable Epilogue | |
Arkham Horror: The Card Game (Tabletop Game) / int_b9e82f09 | comment |
Playable Epilogue: Inverted, this game lets you safely walk around the Vale before your adventure even starts and talk to people, being not afraid of anything (there's no encounter deck, you're immune to any forms of damage/horror, or being defeated, your weaknesses are disabled, and there's no Autofailure token in the bag by default); all these dangers only starts when you leave the Vale for the first time. You'd similarly roam the Vale at second and third mornings, but they would be way less safe. | |
Arkham Horror: The Card Game (Tabletop Game) / int_b9e82f09 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_b9e82f09 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_b9e82f09 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ba0e3912 | type |
Power Nullifier | |
Arkham Horror: The Card Game (Tabletop Game) / int_ba0e3912 | comment |
Power Nullifier: Anomalies disable locations' abilities until cleared out. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ba0e3912 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ba0e3912 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ba0e3912 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ba46585b | type |
Adaptational Backstory Change | |
Arkham Horror: The Card Game (Tabletop Game) / int_ba46585b | comment |
Adaptational Backstory Change: Backstory behind the hybrids was changed to remove the infamous crossbreeding between the humans and the Deep Ones. The new explanation? The cursed artifacts. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ba46585b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ba46585b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ba46585b | |
Arkham Horror: The Card Game (Tabletop Game) / int_baaf641a | type |
King Mook | |
Arkham Horror: The Card Game (Tabletop Game) / int_baaf641a | comment |
King Mook: Spider of Leng gradually empowers the Spider Swarms by adding more and more "swarm" cards to them. No spiders around? Then it just spawns one in its location. Ancient Zoog hides in some safe locations, where it keeps generating more and more "swarm" cards for the other zoogs (who're often already annoying to dispatch). It's also Elite, which makes it much harder to kill. | |
Arkham Horror: The Card Game (Tabletop Game) / int_baaf641a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_baaf641a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_baaf641a | |
Arkham Horror: The Card Game (Tabletop Game) / int_babc974 | type |
Sadistic Choice | |
Arkham Horror: The Card Game (Tabletop Game) / int_babc974 | comment |
Sadistic Choice: The main gimmick of Silenus and its agents; almost every blue card forces investigators to choose between three options, with neither one being good (Doom increase is a universal one, while the other two usually involve either a huge amount of horror or permanently removing your cards from the game). The two exceptions amongst encounter cards are regular cultists (who have only one effect, shared with the other cultists), and one elite monster who amplifies the other cards by forcing investigators to choose two options out of three each time. | |
Arkham Horror: The Card Game (Tabletop Game) / int_babc974 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_babc974 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_babc974 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bafa1190 | type |
Unfinished Business | |
Arkham Horror: The Card Game (Tabletop Game) / int_bafa1190 | comment |
Unfinished Business: Scenario reuses "The Wages of Sin" scenario cards from The Circle Undone campaign (as the challenge scenario explicitly takes place in the same location), with Heretics serving as stand-in for the ghosts whom Jim must lay to rest; he must learn what burdens them and prevents them from finding rest, so they can go into afterlife with peace. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bafa1190 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bafa1190 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bafa1190 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bb18a227 | type |
It's All About Me | |
Arkham Horror: The Card Game (Tabletop Game) / int_bb18a227 | comment |
It's All About Me: "Self-Centered" basic weakness enforces you into a role of egoist, by making you unable to assist your teammates with cards or any effects, unless it's to cause them damage or horror. You can temporarily discard it by spending actions, but it would go back. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bb18a227 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bb18a227 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bb18a227 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bb48f8ba | type |
Timed Mission | |
Arkham Horror: The Card Game (Tabletop Game) / int_bb48f8ba | comment |
Timed Mission: Instead of conventional time limit, there's only single agenda card, which has 4 Doom limit by default, +2 per player; when it advances, it doesn't end the game right away, and instead just resets itself and all locations... but it can happen only up to 3 times, as on the fourth one, you would finally fail, with everyone getting defeated and suffering mental trauma. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bb48f8ba | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bb48f8ba | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bb48f8ba | |
Arkham Horror: The Card Game (Tabletop Game) / int_bba30aeb | type |
Late to the Tragedy | |
Arkham Horror: The Card Game (Tabletop Game) / int_bba30aeb | comment |
Late to the Tragedy: The Pearl Ridge is the place where the Colour originally emerged 20 years ago, killing the Pearl family in process and turning what was once green land full of flowers into what's now known as Silent Heath. You have to observe the ruins, and try to restore the picture of this event. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bba30aeb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bba30aeb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bba30aeb | |
Arkham Horror: The Card Game (Tabletop Game) / int_bbf11c0 | type |
Genius Bruiser | |
Arkham Horror: The Card Game (Tabletop Game) / int_bbf11c0 | comment |
Genius Bruiser: Michael Leigh belongs to both Guardian and Seeker classes, and is tailor-made for fighter/searcher combo, as he boosts both investigating (by giving extra Intellect) and fighting (by giving extra Combat, and giving extra damage if you previously did some research). On top of it, he's also one of the most durable Allies in the game, having 3 Health and 3 Sanity. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bbf11c0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bbf11c0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bbf11c0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc37d80d | type |
So Proud of You | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc37d80d | comment |
So Proud of You: In the Epilogue 15, after team A travels into the Underworld to save their friends, who are still trapped there, the Black Cat breaks its usual cold demeanour and states that their bravery shows that not all is lost for humanity, and instead of the usual mean "so long, humans", asks the investigators to keep protecting the two worlds. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc37d80d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc37d80d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bc37d80d | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc3cb7ff | type |
Clear My Name | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc3cb7ff | comment |
Clear My Name: Whole point of the scenario is to prove your innocence in murder that happened that night. Lead investigator did commit that crime, but it was done under evil influence. If you manage to prove it, police would leave you alone. If you don't, you would be released before they manage to charge you with anything, and receive another chance to solve this case... or give up, and choose to run (which means, receiving new weaknesses, either Detective or Madness ones, without any benefits). | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc3cb7ff | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc3cb7ff | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bc3cb7ff | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc74ef27 | type |
Berserk Button | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc74ef27 | comment |
Berserk Button: Killing the young Deep Ones in "A Light in the Fog" would alert the other Deep Ones to your position, and make them drop whatever they're doing and rush to kill you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc74ef27 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bc74ef27 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bc74ef27 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bcd0b49b | type |
UnfortunateName | |
Arkham Horror: The Card Game (Tabletop Game) / int_bcd0b49b | comment |
Unfortunate Name: According to Cookie, it was a bad idea to name the expedition's ship "Theodosia", as naming a ship after someone who's died at sea brings bad luck. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bcd0b49b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bcd0b49b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bcd0b49b | |
Arkham Horror: The Card Game (Tabletop Game) / int_bd2812b5 | type |
Ascend to a Higher Plane of Existence | |
Arkham Horror: The Card Game (Tabletop Game) / int_bd2812b5 | comment |
Carl Sanford wished to Ascend to a Higher Plane of Existence, but vastly overestimated his ability to control the forces he used for this. Ultimately this may result in him bringing humanity and the whole Universe at the edge of destruction, and quite possibly causing his own death before the story would even conclude. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bd2812b5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bd2812b5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bd2812b5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bec0417c | type |
Happily Married | |
Arkham Horror: The Card Game (Tabletop Game) / int_bec0417c | comment |
Happily Married: One of events which must be triggered to restore timeline is Thomas Corrigan's and Mary Zielinski's marriage. Visiting Corrigan Industries building in the future reveals that they've children, who inherited the company. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bec0417c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bec0417c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bec0417c | |
Arkham Horror: The Card Game (Tabletop Game) / int_bed5b40d | type |
Reduced Mana Cost | |
Arkham Horror: The Card Game (Tabletop Game) / int_bed5b40d | comment |
Reduced Mana Cost: "The Fool • 0" Neutral Tarot assets lets you play a card of your choice with reduced price once per round. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bed5b40d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bed5b40d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bed5b40d | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf414570 | type |
Cunning Like a Fox | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf414570 | comment |
"Fox Mask" boosts investigator's Intellect or Agility for one test at the cost of spending offerings; to gain more offerings, you must leave location with at least one enemy — basically, trick the enemy and leave them behind, in a true foxy manner. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf414570 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf414570 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bf414570 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf5fc089 | type |
Tarot Motifs | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf5fc089 | comment |
Tarot Motifs: The first agenda in any scenario's agenda deck is named after different Tarot cards. Also, every agenda deck uses Tarot cards as card image. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf5fc089 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf5fc089 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bf5fc089 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf7cad7d | type |
Locked Door | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf7cad7d | comment |
Locked Door: Major part of "For the Greater Good" scenario involves obtaining different keys to enter restricted section of Silver Twilight Lodge's headquarters. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf7cad7d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bf7cad7d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bf7cad7d | |
Arkham Horror: The Card Game (Tabletop Game) / int_bffb777a | type |
Sawed-Off Shotgun | |
Arkham Horror: The Card Game (Tabletop Game) / int_bffb777a | comment |
Sawed-Off Shotgun: Rogues use shortened versions of shotgun, compared to Guardian-class versions. As result, they take only one hand. They comes in the following variants: "Lupara" isn't particularly strong, but can be put in play without provoking attacks of opportunity, and provides double Combat and damage bonus when used on the same turn it was put in play, most likely due to surprise effect. "Sawed Off Shotgun" scales its damage depending on amount you succeed by. It has better maximum damage than Guardian version (which has very similar effects and statline), but it's harder to achieve without spending additional cards, and costs more experience to purchase (as it's a level 5 card instead of level 4 like "Shotgun"). At least, it's cheaper to put in play. | |
Arkham Horror: The Card Game (Tabletop Game) / int_bffb777a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_bffb777a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_bffb777a | |
Arkham Horror: The Card Game (Tabletop Game) / int_c03fec8b | type |
Non-Standard Game Over | |
Arkham Horror: The Card Game (Tabletop Game) / int_c03fec8b | comment |
Nonstandard Game Over: If scenario is played as a part of the campaign, losing it results in immediately losing the entire campaign as well, as allowing either of the Eldritch Abominations to win means the apocalypse. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c03fec8b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c03fec8b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c03fec8b | |
Arkham Horror: The Card Game (Tabletop Game) / int_c053f1fc | type |
Required Party Member | |
Arkham Horror: The Card Game (Tabletop Game) / int_c053f1fc | comment |
Required Party Member: Challenge scenarios can't be played unless specific investigator is presented — both because this is their story, and because many of them are entirely built around their abilities. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c053f1fc | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c053f1fc | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c053f1fc | |
Arkham Horror: The Card Game (Tabletop Game) / int_c09dbbbb | type |
Weaksauce Weakness | |
Arkham Horror: The Card Game (Tabletop Game) / int_c09dbbbb | comment |
Weaksauce Weakness: The Brood of Yog-Sothoth in "Undimensioned and Unseen" are not Elite, and are vulnerable to card effects which similarly threatening enemies are immune to—being blanked, insta-killed, and so on. This can be used to bypass their Puzzle Boss nature. Return to the Dunwich Legacy, however, took this into account, by introducing "Imperceptible Creature" treachery, which takes away this vulnerability. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c09dbbbb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c09dbbbb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c09dbbbb | |
Arkham Horror: The Card Game (Tabletop Game) / int_c1105f41 | type |
Hold the Line | |
Arkham Horror: The Card Game (Tabletop Game) / int_c1105f41 | comment |
Hold the Line: The main goal of "The Longest Night" scenario is to survive till the morning, while protecting the would-be sacrifices. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c1105f41 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c1105f41 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c1105f41 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c145f69b | type |
Subverted Trope | |
Arkham Horror: The Card Game (Tabletop Game) / int_c145f69b | comment |
Subverted with the first conflict between Hemlock and River you can see on second morning; witnessing their argument, but refusing to pick sides only makes both angry at you, lowering their relationship, with no benefits whatsoever. Though, if you didn't build up your relationship with either of them, it would be your only option. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c145f69b | featureApplicability |
-0.3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c145f69b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c145f69b | |
Arkham Horror: The Card Game (Tabletop Game) / int_c256bad3 | type |
Weapons of Their Trade | |
Arkham Horror: The Card Game (Tabletop Game) / int_c256bad3 | comment |
Weapons of Their Trade: Almost all Survivor-class weapons are instruments created for different purposes than slashing monsters, like baseball bats, kerosene lamps, meat cleavers, fire axes and others; just like their users, who used to be the normal civilians until they were forced to go on this adventure. Because they are not intended to be used that way, there are often some downsides, like possibility of breaking them. Out of two firearms available, one is an old hunting rifle (prone to jam at worst moments), while the other is a small, self-defence pistol with lower punching power than the rifle and even worse ammo capacity. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c256bad3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c256bad3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c256bad3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c2dbd1f8 | type |
Interchangeable Antimatter Keys | |
Arkham Horror: The Card Game (Tabletop Game) / int_c2dbd1f8 | comment |
Interchangeable Antimatter Keys: "Old Keyring" contains several keys which, somehow, fit every lock (reducing shroud by 2), but you have limited number of keys which can't be easily resupplied unless you find another keyring, but at least you won't lose a key if you failed an investigation. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c2dbd1f8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c2dbd1f8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c2dbd1f8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c32ff95d | type |
Playing Card Motifs | |
Arkham Horror: The Card Game (Tabletop Game) / int_c32ff95d | comment |
Playing Card Motifs: As befits casino-themed scenario, many things are themed after playing cards. All encounter cards have suit and rank, with many game effects using those for randomisation. Cards' rank generally corresponds to their danger level, with avoidable "Aloof" enemies having low rank, while stronger enemies with dangerous gimmicks have higher levels, and bosses have Ace rank (which also makes them immune to certain effects related to this mechanic). One of the possible rewards is a magic card deck, "Deck of Possibilities", which works on the same suit/rank system as the scenario itself, to determine random (positive) effect. It uses the encounter cards from the scenario by default, but it's explicitly allowed to just use the normal playing cards instead. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c32ff95d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c32ff95d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c32ff95d | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3478f1d | type |
Badass Bookworm | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3478f1d | comment |
Badass Bookworm: Downplayed, Seekers are generally speaking not people of action, but the fact that they are willing to put their lives in danger to save Arkham from otherworldly threats speak volumes of how badass they are. They have enough understanding of the Mythos to be vital in foiling the plans of cults and stop eldritch monsters from invading our world and they have the second highest amount of Spell cards and Arcane-slot Assets in their class (after Mystics) through their research on the unknown alone. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3478f1d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3478f1d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c3478f1d | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3648b87 | type |
Teeth-Clenched Teamwork | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3648b87 | comment |
Teeth-Clenched Teamwork: Some Coterie members despise each other. Claret Knight and the Beast are always in disagreement, with Claret Knight outright admitting that he was against the Beast being induced into organisation to begin with; during campaign, they finally comes into open conflict. La Chica Roya openly hates Sanguine Watcher as well, and it's mutual. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3648b87 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3648b87 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c3648b87 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c37feace | type |
Convenient Decoy Cat | |
Arkham Horror: The Card Game (Tabletop Game) / int_c37feace | comment |
"Stray Cat" can be discarded to automatically evade an enemy. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c37feace | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c37feace | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c37feace | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3a1e89b | type |
Cats Are Magic | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3a1e89b | comment |
The Black Cat Neutral Ally lets you treat modifiers of Tablet and Elder Sign tokens as "-1", albeit he takes direct damage/horror (respectively) when doing so. And if you draw an Elder Sign, you may count it as whooping "+5", fully healing the Black Cat on top of it (it overwrites investigator's default effect, however). | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3a1e89b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3a1e89b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c3a1e89b | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3bc970f | type |
Seers | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3bc970f | comment |
Seers: Various Mystic-class cards are related to ability to see the future or something hidden, in one way or another, with the name often reflecting it; it's used as justification for them manipulating game mechanics. "Scrying" asset allows see the top 3 cards of player or encounter decks and change their order. Alyssa Graham (beside boosting your Intellect) allows to not only look at the top of either the player or encounter decks, but also put that card on the bottom of the deck if the player wishes so (at the cost of putting Doom on her). "Rite of Seeking" asset allows to investigate while using Willpower instead of Intellect, by discovering the hidden clues via magic. Like many Spells, it has a chance to backfire on user, ending their turn prematurely. "Premonition" event "predicts" which chaos token would be drawn, by sealing a random token from the bag and enforcing its usage on the next skill test. "Sixth Sense" asset allows to not just investigate using Willpower instead of Intellect, but also to investigate connected location instead of your own (without actually going there) if you reveal certain tokens during the test. Upgraded version allows to pick location up to two connections away. "Parallel Fates" event allows to look up to 4 cards in the encounter deck and put them back in any order, but it has a chance to backfire as it forces to reveal a chaos token when you play it, and if you reveal certain ones the cards will get shuffled back instead (randomising the encounter deck once more). Upgraded version gets rid of this clause and lets you return encounter cards in any order or reshuffle them according to player's choice instead, on top of increasing the cards you can look at to 6 and letting you draw a card once this event is played. "Scrying Mirror" asset allows to reveal a chaos token before committing any cards, so the player knows what they must do to pass a test, or, if they know that it's a certain failure, to not invest any cards. "Foresight" event allows to name a card before investigator draws from either their deck or encounter deck; on right guess, investigator may either play the card with reduced price, or immediately discard it without any effects. "Recall the Future" asset allows to guess a chaos token which would be revealed; on right guess, it gives stat boost until the test ends. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3bc970f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3bc970f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c3bc970f | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3c18143 | type |
Hope Spot | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3c18143 | comment |
Hope Spot: Inverted in the good ending; when Wendy seemingly fails to achieve anything, she spots the man who originally gave her the photo, and he, when asked, reveals that father is still alive, even if he can't return to Wendy to not endanger her. This gives Wendy new resolve. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3c18143 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3c18143 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c3c18143 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3d60914 | type |
Continuing is Painful | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3d60914 | comment |
Continuing is Painful: Getting Defeated means, most of the time, suffering either Physical or Mental Trauma, which makes you start each following scenario with damage and/or horror (respectively) already on your investigator, making it easier for you to be defeated yet again. On top of that, some scenarios reserve a special punishment for any investigators who were defeated, which triggers even if their teammates ultimately won the scenario; actual effects range from extra weakness that are added to the investigator's deck for the rest of the campaign, to dying or going insane. If an Investigator perishes or goes mad, whether from trauma or a scenario resolution, you will have to pick another Investigator to continue playing, which means losing your deck, all the experience stored and all cards upgraded. Good luck recovering from that. In the scenarios themselves, being Defeated means you cannot continue playing, and must sit out until the scenario ends. Also, Defeated Investigators drop all their clues in their location, which can range from a completely inconsequential penalty, to more or less dooming the team into losing the scenario, if the Defeated player was the one dedicated at vacuuming up clues. Also, while only surviving Investigators still draw encounter cards, the scaling health and clue values only check the amount of players present at the start of the scenario, and do not change if someone is Defeated or Resigns, which leads to a Difficulty Spike for the remaining players, as they need to do work balanced around a bigger group of players. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3d60914 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3d60914 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c3d60914 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3db1619 | type |
ZigZagged | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3db1619 | comment |
Zig-Zagged regarding William Hemlock and River Hawthorne. They have extremely uneasy relationship, and fundamentally incompatible views on what should be done to the island and the Hemlock Vale. During first two days, both visit different locations, making meeting them together impossible. This also means that going to explore location where they are cuts off the option to get relationship boost with the other one, by exploring their location. During "The Longest Night", it is possible to summon both at your side, but you must either know their schedule and plan ahead very carefully to get both to at least 3 points by the second evening, or sacrifice hard-earned story Item, so they would both agree to share the dance (otherwise, you'd likely have one of them at relationship 2 or below). There's no unique interactions between them, so it's less them working together and more them working against Mother Rachel, however. During the final evening, you can convince Hemlock and River to make a truce, but only one of them would spawn afterwards. Triggering codex on the one who spawns further boosts their relationship, but permanently ruins your standing with whomever you didn't choose. During the final scenario, you can summon by your side anyone whose relationship is at 4 or above, which means it's possible to have both Hemlock and River simultaneously if you have thoroughly prepared; there's no unique interactions if you do so. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3db1619 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c3db1619 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c3db1619 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c40ac4d9 | type |
Weaponized Teleportation | |
Arkham Horror: The Card Game (Tabletop Game) / int_c40ac4d9 | comment |
Weaponized Teleportation: "Banish" event allows to teleport just-evaded enemy somewhere else. If you're lucky with drawing right tokens, just-teleported enemy would also be stunned. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c40ac4d9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c40ac4d9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c40ac4d9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c4fd76e0 | type |
Kryptonite Is Everywhere | |
Arkham Horror: The Card Game (Tabletop Game) / int_c4fd76e0 | comment |
Kryptonite Is Everywhere: Patrice Hathaway, due to her unique mechanics, gets hit particularly hard by this campaign, both because she has no means to benefit from its preludes' unique setup mechanic, and because so many encounter cards gets triggered by drawing cards, emptying hand, etc, which she automatically does every turn. Designers acknowledged this, as they added special achievement for starting the campaign as Patrice, and making it till the end. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c4fd76e0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c4fd76e0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c4fd76e0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c547cd6d | type |
Bulletproof Vest | |
Arkham Horror: The Card Game (Tabletop Game) / int_c547cd6d | comment |
Bulletproof Vest: "Bulletproof Vest" is a Neutral asset which can protect its wielder from up to 4 points of damage before breaking up. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c547cd6d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c547cd6d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c547cd6d | |
Arkham Horror: The Card Game (Tabletop Game) / int_c5b47b36 | type |
Offscreen Moment of Awesome | |
Arkham Horror: The Card Game (Tabletop Game) / int_c5b47b36 | comment |
Offscreen Moment of Awesome: Even if you never visit Akwan and don't help to save Lizzie from lobstrosity, or do visit it, but get your ass kicked, Helen somehow deals with the problem offscreen, as Lizzie is alive and well by the first evening regardless of what you do. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c5b47b36 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c5b47b36 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c5b47b36 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c601fc37 | type |
Professional Killer | |
Arkham Horror: The Card Game (Tabletop Game) / int_c601fc37 | comment |
Professional Killer: Delilah O'Rourke lets you easily damage an enemy without fighting it yourself, but has to be paid every time. "Small Favor" event lets to damage an enemy without fighting — by just hiring someone else to do it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c601fc37 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c601fc37 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c601fc37 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6695a49 | type |
Mêlée à Trois | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6695a49 | comment |
Mêlée à Trois: The three antagonistic Eldritch Abominations and their minions are so busy fighting each other (their agents actually actively attack each other, thanks with the new "warring" keyword), they would mostly ignore investigators unless attacked first (though some elite monsters would target the investigators). That being said, stepping aside and just allowing them to wipe out each other is not an option, since monsters' infighting directly advances their masters' agendas: their masters accumulate Doom either when their enemies gets slain by their minions, or when there are no enemies to fight. And if one faction defeats the other two, it would dedicate all its attention to investigators. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6695a49 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6695a49 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c6695a49 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c66cb5a9 | type |
Human Sacrifice | |
Arkham Horror: The Card Game (Tabletop Game) / int_c66cb5a9 | comment |
Human Sacrifice: The plot gets kickstarted by Roland investigating some recent human sacrifices by a new local cult. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c66cb5a9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c66cb5a9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c66cb5a9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6ae4c86 | type |
Difficulty Spike | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6ae4c86 | comment |
In the scenarios themselves, being Defeated means you cannot continue playing, and must sit out until the scenario ends. Also, Defeated Investigators drop all their clues in their location, which can range from a completely inconsequential penalty, to more or less dooming the team into losing the scenario, if the Defeated player was the one dedicated at vacuuming up clues. Also, while only surviving Investigators still draw encounter cards, the scaling health and clue values only check the amount of players present at the start of the scenario, and do not change if someone is Defeated or Resigns, which leads to a Difficulty Spike for the remaining players, as they need to do work balanced around a bigger group of players. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6ae4c86 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6ae4c86 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c6ae4c86 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c5ce4 | type |
Bedlam House | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c5ce4 | comment |
Bedlam House: "The Unspeakable Oath" is set in Arkham Asylum, with plenty of hostile patients (and several monsters mixed in). While infiltrating it is relatively easy, escape is much harder. Any investigators who fails to escape would become irrevocably insane. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c5ce4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c5ce4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c5ce4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c86cd | type |
Collapsing Lair | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c86cd | comment |
Collapsing Lair: Once the Relic gets removed from the temple, the temple collapses. It gets assumed that perhaps the Relic was the only thing keeping it intact in some way. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c86cd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c86cd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c6c86cd | |
Arkham Horror: The Card Game (Tabletop Game) / int_c75df49a | type |
Shout-Out | |
Arkham Horror: The Card Game (Tabletop Game) / int_c75df49a | comment |
Shout-Out: The achievement for siding with Mother Rachel and being sacrificed is called "Let's Do the Time Warp Again", because campaign rewinds time to let you pick some less suicidal options. | |
Arkham Horror: The Card Game (Tabletop Game) / int_c75df49a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_c75df49a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_c75df49a | |
Arkham Horror: The Card Game (Tabletop Game) / int_ca7ec334 | type |
Two Lines, No Waiting | |
Arkham Horror: The Card Game (Tabletop Game) / int_ca7ec334 | comment |
Two Lines, No Waiting: The expansion was designed in a way which allows you to either play the two stories separately, or combine them together into one big campaign (plus epilogues) which alternates between two storylines, occasionally allowing investigators to interact with each other. If you play the campaigns together, each part has their own separate campaign log, chaos bag and pool of available investigators; the game refers to two teams by marking them with letters "A" (The Dream Quest campaign) and "B" (The Web of Dreams campaign). Despite being "separated", during interludes, the two teams contact each other through the messenger and their interactions can alter the chaos bag for both campaigns; certain events, once they occur in one campaign, affect both, and the only way to achieve the Golden Ending is to fulfil certain conditions in both campaigns. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ca7ec334 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ca7ec334 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ca7ec334 | |
Arkham Horror: The Card Game (Tabletop Game) / int_caf89e54 | type |
Taking You with Me | |
Arkham Horror: The Card Game (Tabletop Game) / int_caf89e54 | comment |
Taking You with Me: "Devil" Ally (a black demonic-looking goat) slowly syphons damage from its owner, taking it on itself... until it finally runs out of own health, at which point it gets defeated, and deals 2 damage to everyone at its location, enemies and investigators alike. | |
Arkham Horror: The Card Game (Tabletop Game) / int_caf89e54 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_caf89e54 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_caf89e54 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cb42ed9f | type |
Counter-Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_cb42ed9f | comment |
"Dodge" is a level 0 event that allows to outright cancel enemy's attack directed at an investigator in your location. The level 2 upgrade reduces the resource cost of the card from one to zero and also allows you to do an agility test to deal 1 damage to the attacking enemy, making it even easier to use. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cb42ed9f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cb42ed9f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cb42ed9f | |
Arkham Horror: The Card Game (Tabletop Game) / int_cc1bd54d | type |
Non-Action Guy | |
Arkham Horror: The Card Game (Tabletop Game) / int_cc1bd54d | comment |
Non-Action Guy: While Seekers do have (limited) combat options, they are not combat-oriented and often have poor basic Combat (1-2), Agility (around 2), and Health (6-7) stats. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cc1bd54d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cc1bd54d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cc1bd54d | |
Arkham Horror: The Card Game (Tabletop Game) / int_cd170d22 | type |
Space Is Magic | |
Arkham Horror: The Card Game (Tabletop Game) / int_cd170d22 | comment |
Space Is Magic: Silenus is associated with space, and (along with its cultists) takes its power from there. It even resembles some space nebula. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cd170d22 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cd170d22 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cd170d22 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cda501da | type |
Killed Off for Real | |
Arkham Horror: The Card Game (Tabletop Game) / int_cda501da | comment |
Killed Off for Real: Everything which gets "devoured" is destroyed until the end of scenario; if Blob devours investigator, investigator dies. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cda501da | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cda501da | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cda501da | |
Arkham Horror: The Card Game (Tabletop Game) / int_cde51255 | type |
Antagonist Title | |
Arkham Horror: The Card Game (Tabletop Game) / int_cde51255 | comment |
Antagonist Title: In the "Weaver of the Cosmos", titular Weaver is no one else but Atlach-Nacha herself. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cde51255 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cde51255 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cde51255 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cdfe12c3 | type |
Nothing Is Scarier | |
Arkham Horror: The Card Game (Tabletop Game) / int_cdfe12c3 | comment |
Nothing Is Scarier: We're spared the details of Sanford's demise if he "succeeds" at his ritual, only getting a mentioned of the signature demonic flutes. It's the last time you'd hear of any of the Lodge members, indicating that they suffered some horrible fate. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cdfe12c3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cdfe12c3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cdfe12c3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ce104b8e | type |
Serial Escalation | |
Arkham Horror: The Card Game (Tabletop Game) / int_ce104b8e | comment |
Serial Escalation: First expansion to add possibility for multiple teams in the same game, The Labyrinths of Lunacy, was able to sustain up to 3 four-investigators teams. This scenario can sustain up to 96 investigators total. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ce104b8e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ce104b8e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ce104b8e | |
Arkham Horror: The Card Game (Tabletop Game) / int_ce1b6f32 | type |
Temple of Doom | |
Arkham Horror: The Card Game (Tabletop Game) / int_ce1b6f32 | comment |
Temple of Doom: "The Temple of Unattainable Desires". King Kuranes specifically warns investigators that once they enter, they risk never leaving; while temple itself bears no particular danger, (at least in gameplay terms); it's home for some of more dangerous enemies in this scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ce1b6f32 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ce1b6f32 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ce1b6f32 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cedccc54 | type |
Slide Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_cedccc54 | comment |
Slide Attack: "Sweeping Kick" event gets extra accuracy from investigator's Agility, and immediately exhaust a targeted enemy if attack is successful, giving even generally-slow Guardians the means to get out of ambushes. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cedccc54 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cedccc54 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cedccc54 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cf1b404b | type |
Monster Allies | |
Arkham Horror: The Card Game (Tabletop Game) / int_cf1b404b | comment |
Monster Allies: "Summoned Hound" is a Hound of Tindalos made to fight for investigator. However, sooner or later, it would break free... | |
Arkham Horror: The Card Game (Tabletop Game) / int_cf1b404b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cf1b404b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cf1b404b | |
Arkham Horror: The Card Game (Tabletop Game) / int_cf496044 | type |
Smoke Out | |
Arkham Horror: The Card Game (Tabletop Game) / int_cf496044 | comment |
Smoke Out: Mystics can use "Mists of R'lyeh" Spell to help them evade an enemy and then escape into another location. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cf496044 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cf496044 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cf496044 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cfd569ac | type |
Take Your Time | |
Arkham Horror: The Card Game (Tabletop Game) / int_cfd569ac | comment |
Take Your Time: Zigzagged. Some scenarios gives you luxury of coming back later, when you're prepared (at most giving you extra starting Doom). Others punishes you badly if you spend too much time adventuring: "Dead Heat" is about stopping civilians of Marrakesh from being slaughtered. It has three thresholds; first two, on 11 and 18 "Time", results in some being killed before you arrive, while on 25 "Time", you would arrive too late to stop the massacre, or prevent the villain from escaping with her goal completed. "On Thin Ice" has you starting with some Doom already on the first Agenda (up to the point that it would progress on the first turn). If first agenda advances, Thorne would get the Key first, forcing you to either kill them (which would have severe consequences later) or accept them taking the Key. "Dogs of War" scenario would give you different setup if you arrive later, as the conflict between Claret Knight and the Beast doesn't stop just because you're busy elsewhere. "Shades of Suffering" makes its main enemy, Tzu San Niang, more dangerous if too much time passes. If at least 27 "time" has passed, you also start with extra Doom. Several characters gets hollowed if you don't meet them under certain time limit. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cfd569ac | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cfd569ac | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cfd569ac | |
Arkham Horror: The Card Game (Tabletop Game) / int_cfda0ecb | type |
Escort Mission | |
Arkham Horror: The Card Game (Tabletop Game) / int_cfda0ecb | comment |
Escort Mission: Throughout the entirety of scenario, you must escort Jean Devereux, the medium assisting Jim. The ghosts would target him, making him possessed if they manage to defeat him. Once possessed, he becomes actively hostile to Jim (and only Jim), but you can't afford to fight back, as if he gets defeated again, it's game over; instead, you're supposed to help him break free — while the ghosts keep targeting him. | |
Arkham Horror: The Card Game (Tabletop Game) / int_cfda0ecb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_cfda0ecb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_cfda0ecb | |
Arkham Horror: The Card Game (Tabletop Game) / int_d013cd12 | type |
Lovable Rogue | |
Arkham Horror: The Card Game (Tabletop Game) / int_d013cd12 | comment |
Lovable Rogue: The general archetype of the class is of a showy, opportunistic, wisecracking scoundrel who succeeds in their tasks effortlessly, use their money and connections to get far and that you cannot help but root for because they are still going against doomsday cults and eldritch horrors. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d013cd12 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d013cd12 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d013cd12 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d01cffbc | type |
Badass Longcoat | |
Arkham Horror: The Card Game (Tabletop Game) / int_d01cffbc | comment |
Badass Longcoat: The "Trench Coat" Neutral asset. It not only can absorb some damage but also boosts Agility when evading an enemy. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d01cffbc | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d01cffbc | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d01cffbc | |
Arkham Horror: The Card Game (Tabletop Game) / int_d0447c7b | type |
Lightning Gun | |
Arkham Horror: The Card Game (Tabletop Game) / int_d0447c7b | comment |
Lightning Gun: "Lightning Gun" Weapon asset is extremely powerful, providing massive bonus to Combat and damage on each attack, allowing to zap nearly any enemy to bits, be they cultists or Eldritch Abominations. On the downside, it costs whopping 6 resources to put in use, takes both hands and only has 3 charges, not to mention that it's level 5 card, with experience not being that easy to get either. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d0447c7b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d0447c7b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d0447c7b | |
Arkham Horror: The Card Game (Tabletop Game) / int_d145f654 | type |
Multiplayer-Only Item | |
Arkham Horror: The Card Game (Tabletop Game) / int_d145f654 | comment |
Multiplayer-Only Item: Replicating Aberrations only shows up when playing in Epic Multiplayer mode (which involves several groups cooperating together). | |
Arkham Horror: The Card Game (Tabletop Game) / int_d145f654 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d145f654 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d145f654 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d15c1086 | type |
Boss-Only Level | |
Arkham Horror: The Card Game (Tabletop Game) / int_d15c1086 | comment |
Boss-Only Level: "The Miskatonic Museum" has only one enemy — the Hunting Horror, which keeps pursuing investigators and never stays "dead" for long. There are no enemies in the entire encounter deck, and many of the treacheries in it are related to supporting Hunting Horror in killing you. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d15c1086 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d15c1086 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d15c1086 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d1affec1 | type |
That Came Out Wrong | |
Arkham Horror: The Card Game (Tabletop Game) / int_d1affec1 | comment |
That Came Out Wrong: During the final scenario, if Theo gets talked to during act 2, he comments on how beautiful the Colour is, and says that he wishes that his sister Lizzie can see that. Then he realises that it means bringing Lizzie here, in the Vale amongst the massacre, and says that he's glad that she can't. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d1affec1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d1affec1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d1affec1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d251db87 | type |
Alchemy Is Magic | |
Arkham Horror: The Card Game (Tabletop Game) / int_d251db87 | comment |
Alchemy Is Magic: Mystics have "Alchemical Transmutation" as a Spell option, which allows them to make some "free" resources. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d251db87 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d251db87 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d251db87 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2c0e2ed | type |
Schmuck Bait | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2c0e2ed | comment |
Schmuck Bait: While preludes do have an Act card, they lack instructions to flip them up. If you try to flip them up anyway... on day one, it would actually reward you, giving you (and only you) 1 bonus exp. On day two, it throws a story weakness on you (or, if you previously earned it, makes you start with it in your opening hand for next scenario). On day three, it gives you either 1 mental trauma or a random Madness weakness... but also gives you 2 exp. Defeating the Emissary (the Abyss version only; three others are safe to kill) forces everyone to pass Willpower test with a difficulty of 100, killing them on (inevitable) failure. As this doesn't progress any of your objectives, it just means that your party dies, and you lose the scenario by elimination, unless you're going for escape ending and someone already resigned (in that case, they would actually receive the promised reward), or you found some cheesy methods to achieve automatic success. It's likely intended as a trap, as the rule "do not spend more than 15 seconds looking at the Emissary, or you die" makes this quirk easy to miss until it's too late. It is possible to get your 5 victory points and live to spend them (there's even an achievement for defeating all four Emissaries), but all such methods are impractical, and don't help to actually win the scenario. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2c0e2ed | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2c0e2ed | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d2c0e2ed | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2ccb43e | type |
Delicious Distraction | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2ccb43e | comment |
Delicious Distraction: The art for "Cunning Distraction" event shows how a group of monsters gets distracted by a chicken; in gameplay terms, it allows to automatically evade all non-Elite enemies in your location, likely due to them being distracted. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2ccb43e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2ccb43e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d2ccb43e | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2d520f4 | type |
Our Ghouls Are Creepier | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2d520f4 | comment |
Our Ghouls Are Creepier: "Thousand Shapes of Horror" and "The Point of No Return" both feature not only the already-familiar ghouls, but also another species of flesh-eating humanoids, named ghasts, who're slightly more agile, and more active in pursuing their prey, specifically picking the most vulnerable targets. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2d520f4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d2d520f4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d2d520f4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d3540d32 | type |
Life Imitates Art | |
Arkham Horror: The Card Game (Tabletop Game) / int_d3540d32 | comment |
Life Imitates Art: In-Universe; this is what kickstarts the whole plot. When things described by Virgil starts occurring to other people, the team of investigators decides that there might be some truth behind this after all. One group enters the Dreamlands to investigate this, while the other stays in the "Waking World" to guard them and control the experiment. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d3540d32 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d3540d32 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d3540d32 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d39771a4 | type |
Long Bus Trip | |
Arkham Horror: The Card Game (Tabletop Game) / int_d39771a4 | comment |
Long Bus Trip: Michael McGlen, Agatha Crane and George Barnaby, recurring investigators in other Arkham Files games, have yet to be reintroduced in LCG. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d39771a4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d39771a4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d39771a4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d3b02ffb | type |
I Know Your True Name | |
Arkham Horror: The Card Game (Tabletop Game) / int_d3b02ffb | comment |
I Know Your True Name: Learning Amaranth's true name — Eryn Cochwyn — may help to restore her memory. She would quit the Coterie after that. Otherwise, Amaranth would take over permanently. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d3b02ffb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d3b02ffb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d3b02ffb | |
Arkham Horror: The Card Game (Tabletop Game) / int_d410d120 | type |
Joke Level | |
Arkham Horror: The Card Game (Tabletop Game) / int_d410d120 | comment |
Joke Level: Instead of the team of investigators fighting some eldritch horrors, this expansions is centred around the team of dogs fighting some evil eldritch cats (aside from "this is alternate universe", there's no explanation, why; and do you really need it, anyway?). Originally just the April Fool's Day joke in 2019, due to the fans' demands, the real expansion was developed and announced later same year, with actually playable "investigators" and working (yet not without some humour in their description) mechanics. This expansion may only played in standalone mode and only with dog characters provided with this expansion (this expansion's player cards also can't be transferred to non-dog scenarios; but, unless otherwise specified, you may use "normal" player cards when creating decks for dog investigators. Of course, developers are aware that players would try and use their favourite investigators anyway, which was directly acknowledged in the announcement. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d410d120 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d410d120 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d410d120 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d46bae01 | type |
Tarot Troubles | |
Arkham Horror: The Card Game (Tabletop Game) / int_d46bae01 | comment |
Tarot Troubles: The Circle Undone expansion, as befits expansion built around the topics of fate and Tarot, introduced bunch of player cards with that topic in mind, both good and bad, with more being added in Return to the Circle Undone (along with bunch of cards dedicated to make using those cards easier and more efficient): 12 cards were introduced as assets (2 per class, plus 2 Neutral), each having their effect thematically linked to associated Tarot, and subtitle hinting at what logic was used to give this card to specific class. Class-specific cards from main expansion are generic stat boosters, while those introduced in Return to... got more unique effects. All of them cost 3 resources to play, but have the special effect to let you play them for free when the scenario begins if they are in your starting hand. Two basic weaknesses have their effects tied to negative meaning of the associated Tarots. Return to the Circle Undone added actual Tarot cards, with an option to use them for "reading" your fate, thus determining the optional rules for scenario you're about to play, both good and bad ones. Two new cards, "Observed" asset and "Damned" basic weakness, are tied to this mechanic, letting you (and only you) to play with extra beneficial Tarot effect, or forcing you to play with extra negative one, respectively. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d46bae01 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d46bae01 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d46bae01 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d4d98674 | type |
We Cannot Go On Without You | |
Arkham Horror: The Card Game (Tabletop Game) / int_d4d98674 | comment |
We Cannot Go On Without You: If investigator whose story it is gets defeated, the entire scenario ends in defeat. In some cases, they're also the only investigator who's allowed to perform required tasks, meaning that the other players act solely as backup. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d4d98674 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d4d98674 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d4d98674 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d514d688 | type |
Optional Character Scene | |
Arkham Horror: The Card Game (Tabletop Game) / int_d514d688 | comment |
Optional Character Scene: There are lots of scenes that only triggers if specific Partners are dead/alive/missing at specific moments of the story: Campaign always opens with randomly-chosen Partner dying. Most such scenes follow this pattern: someone mourns the fallen character, another character tries to comfort them, and yet another says that they're gotta go, as they only have until night to find the shelter if they want to stay alive. Once the expedition finally finds the shelter, Kensler, Dyer, Claypool and Cookie each says something if they've made it to the shelter, with extra line if the other Partner, associated with them (Sinha, Danforth, Ellsworth and Takada, respectively) is alive, but missing; if the latter triggers, you're forced to take them along on the rescue mission. Between scenarios (multipart scenarios count as one), the expedition makes a stay for rest; during those stays, the players have opportunity to talk with three different Partners, and/or check belongings of deceased ones; you get different scenes in each case, as well as different rewards. If you keep both Claypool and Ellsworth alive, you may gradually observe them mending their friendship if you talk to Ellsworth (who's the one who originally invited Claypool to the team); if you don't, they would just do that offscreen. "Fatal Mirage" scenario gives a short scene, depending on who died in the crash, when you play it the first time. The epilogue shows extra scenes if specific duos (Dyer and Danforth; Takada and Cookie; Kensler and Sinha) lives till the end. Eliyah, the one without a pair (if you don't count his dog), has his segment trigger only if he's the Sole Survivor. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d514d688 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d514d688 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d514d688 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d52d28b6 | type |
Hypocrite | |
Arkham Horror: The Card Game (Tabletop Game) / int_d52d28b6 | comment |
Hypocrite: If you play "The Longest Night" scenario, you'd learn that while Mother Rachel was supposed to use her own daughter Rebecca as a sacrifice, but she didn't, only tricking the other victims into thinking that she did, to make them more obedient. If accused, she would claim that her daughter was "returned to her", as a reward for her faith, omitting that Rebecca wasn't in actual danger to begin with. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d52d28b6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d52d28b6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d52d28b6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d53d0080 | type |
Vampiric Draining | |
Arkham Horror: The Card Game (Tabletop Game) / int_d53d0080 | comment |
Vampiric Draining: During the day, Crystal Parasites (from "Horrors in the Rock" set) gain ability to heal 1 damage each time they attack you. During "The Longest Night" scenario, Lupine Hybrids heal 1 damage after their attack. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d53d0080 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d53d0080 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d53d0080 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d5656fbe | type |
The Unpronounceable | |
Arkham Horror: The Card Game (Tabletop Game) / int_d5656fbe | comment |
The Unpronounceable: Casino owner's name is Abarran Arrigorriagakoa; try to pronounce that on first try. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d5656fbe | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d5656fbe | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d5656fbe | |
Arkham Horror: The Card Game (Tabletop Game) / int_d565da4 | type |
Starter Equipment | |
Arkham Horror: The Card Game (Tabletop Game) / int_d565da4 | comment |
Starter Equipment: Generally, at the start of the game, investigators can only afford level 0 cards, as they cost no experience to purchase. Such cards are balanced around the fact that it's what the player would use at the very beginning of a campaign, and generally don't offer much beyond simply letting you not die and finish your task (albeit exceptions do exist). Many such cards gains upgrades later on. Every investigator has a recommended pre-made deck, which allows new players, who don't know how to play a particular investigator, to jump into the game right away. Instructions for these decks explain why specific cards were chosen, to hint what to upgrade first. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d565da4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d565da4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d565da4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d583df82 | type |
Nurse with Good Intentions | |
Arkham Horror: The Card Game (Tabletop Game) / int_d583df82 | comment |
Nurse with Good Intentions: "Medical Texts", a Tome asset, allows to heal yourself or another investigator... or damage them even further, depending on how well you deal with Intellect test. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d583df82 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d583df82 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d583df82 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d5c04240 | type |
Starts Stealthily, Ends Loudly | |
Arkham Horror: The Card Game (Tabletop Game) / int_d5c04240 | comment |
Starts Stealthily, Ends Loudly: If you obtain the Wellspring during part two, casino stuff loses Aloof and Patro keywordsl, and starts actively pursuing whomever is bearing it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d5c04240 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d5c04240 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d5c04240 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d6f284a3 | type |
Anti-Frustration Features | |
Arkham Horror: The Card Game (Tabletop Game) / int_d6f284a3 | comment |
Anti-Frustration Features: In "Single Group" mode, since first two acts can't be advanced until corresponding agenda advances too, rules specifically allows to manually advance Doom on current agenda in case the players feel that they completed what they wanted and just need to finish everything quickly. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d6f284a3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d6f284a3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d6f284a3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d71af7a | type |
Rescue Arc | |
Arkham Horror: The Card Game (Tabletop Game) / int_d71af7a | comment |
Rescue Arc: The whole point of "Dark Side of the Moon" is to rescue Virgil (and Randolph Carter, if he was abducted too), who was abducted by the Corsairs in the previous scenario's resolution, from imprisonment in the city of Moon-Beasts. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d71af7a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d71af7a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d71af7a | |
Arkham Horror: The Card Game (Tabletop Game) / int_d71d51fd | type |
The End of the World as We Know It | |
Arkham Horror: The Card Game (Tabletop Game) / int_d71d51fd | comment |
In The Web of Dreams, Atlach-Nacha, as usually, tries to create the bridge between the Dreamlands and Waking World, and if she succeeds, both worlds would be destroyed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d71d51fd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d71d51fd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d71d51fd | |
Arkham Horror: The Card Game (Tabletop Game) / int_d7fc9fd0 | type |
Vitriolic Best Buds | |
Arkham Horror: The Card Game (Tabletop Game) / int_d7fc9fd0 | comment |
Vitriolic Best Buds: If both Cookie and Takada survives to the epilogue, they starts planning another expedition — for just two of them — to either find Takada's father, or confirm that he's indeed dead... all while never ending arguing over some minor things. But the investigators who busts them doing so notices that they always stick together, and comments that as long as they stick together, there's nothing impossible for them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d7fc9fd0 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d7fc9fd0 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d7fc9fd0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8573ef9 | type |
Screw the Rules, I Have Connections! | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8573ef9 | comment |
Screw the Rules, I Have Connections!: All but two Favor cards in the game belongs to Rogue class (excluding two Neutral ones, which don't follow the theme), and lets them break some of established in-game rules; all such cards involve getting, well, favors from either the other players, or some shady people Rogues are connected to. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8573ef9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8573ef9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d8573ef9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8b643dd | type |
Meditation Powerup | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8b643dd | comment |
Meditation Powerup: "Spiritual Resolve" is a ritual asset that gives you extra protection against damage and horror, which can be further prolonged by discarding other copies of it from hand to heal it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8b643dd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8b643dd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d8b643dd | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8e0e9f7 | type |
Daddy Had a Good Reason for Abandoning You | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8e0e9f7 | comment |
Daddy Had a Good Reason for Abandoning You: In the good ending, Wendy finds a man who knows her father; he tells her that he made a mistake of dealing with some really bad people, and can't go back home for both his and Wendy's safety, but he's still alive. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8e0e9f7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d8e0e9f7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d8e0e9f7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d94f81a | type |
The Sneaky Guy | |
Arkham Horror: The Card Game (Tabletop Game) / int_d94f81a | comment |
The Sneaky Guy: Gené Beauregard belongs to both Seeker and Rogue classes, and is tailor-made for sneaky researcher combo, as she boosts both investigating (by giving extra Intellect) and evading (by giving extra Agility) and can move a clue or non-Elite enemy into or out of her location after moving, which allows for some creative combinations for either class. "Pocket Telescope" asset belongs to both Seeker and Rogue classes, and takes best from both classes, creating a tool to make a sneak peak on unrevealed location, or investigate some remote area without going there yourself (reducing the risks). | |
Arkham Horror: The Card Game (Tabletop Game) / int_d94f81a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d94f81a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d94f81a | |
Arkham Horror: The Card Game (Tabletop Game) / int_d9cf40fa | type |
Screw This, I'm Outta Here | |
Arkham Horror: The Card Game (Tabletop Game) / int_d9cf40fa | comment |
Screw This, I'm Outta Here: If Theo Peters reconciles with his sister, once the giant crab attacks, he decides to avenge the eaten dog, Bruce. Otherwise, he says that he forgot something in the track, and runs for his life. If your standing with Theo is good enough, he would start doubting Mother Rachel, and asks her some questions offscreen. Whatever her replies were, it makes him decide that he would rather pack up and flee the Vale. He doesn't actually flee, though. One of the endings for campaign is to just abandon everyone to their doom, and run, saving only those who're directly following you. It's the only ending which is available regardless of your actions, but it's the worst ending you can get. If talked to on the final evening, Judith points that it's the last day of her contract, and tomorrow, she would leave this damned island for good. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d9cf40fa | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d9cf40fa | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d9cf40fa | |
Arkham Horror: The Card Game (Tabletop Game) / int_d9e9ad7e | type |
The Cavalry | |
Arkham Horror: The Card Game (Tabletop Game) / int_d9e9ad7e | comment |
The Cavalry: During "The Twisted Hollow" scenario, either Theo or Judith can come at your help if you managed to get their relationship rating to 2 points (which requires helping them on day one). The circumstances behind their arrival leads to them immediately being defeated, however. The Residents (up to 4, one per investigators) with whom you have good enough standing (4+ relationship), may join your side in the final scenario once you finish first objective, and fight alongside you to the bitter end. Bertie can join you on the final night if he survives till this moment with his sanity intact. | |
Arkham Horror: The Card Game (Tabletop Game) / int_d9e9ad7e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_d9e9ad7e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_d9e9ad7e | |
Arkham Horror: The Card Game (Tabletop Game) / int_da4d59ae | type |
Memento MacGuffin | |
Arkham Horror: The Card Game (Tabletop Game) / int_da4d59ae | comment |
Memento MacGuffin: The reason why Hemlock is looking for "Little Sylvie" doll isn't just sentimentality over his childhood: it was his mother's beloved doll, and he hopes that it may trigger her memory to return. It doesn't, and Hemlock lets investigators keep it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_da4d59ae | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_da4d59ae | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_da4d59ae | |
Arkham Horror: The Card Game (Tabletop Game) / int_da6264c7 | type |
Action Initiative | |
Arkham Horror: The Card Game (Tabletop Game) / int_da6264c7 | comment |
"Survival Knife" asset allows to stab the enemy who just damage you, with extra damage and accuracy. Upgraded version can trigger even ''before'' the enemy attacks you, and is more powerful. | |
Arkham Horror: The Card Game (Tabletop Game) / int_da6264c7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_da6264c7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_da6264c7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_da92a6d9 | type |
Item Amplifier | |
Arkham Horror: The Card Game (Tabletop Game) / int_da92a6d9 | comment |
Item Amplifier: Anna Kaslow gives you extra Tarots slots. "Moon Pendant" asset, besides giving you an extra Tarot slot at expense of Accessory, also gives them skill icons (absent by default), letting you commit them to skill tests. "Lucid Dreaming" event allows to pick a card in your hand, and instantly find a copy of it in your deck. While it can have many uses, the prime idea is to make using "Myriad" cards introduced in the same expansion easier to handle (as they tend to have effects tied to having more than one copy of them). "Refine" Neutral event has sole purpose: upgrading "Customisable" cards mid-game, instead of between scenarios. Every investigator can use it only once per game. "Charisma" and "Relic Hunter" Neutral permanents solves the main issue with Allies and accessory-slot assets: you only having 1 slot to use them; these cards provide more slots. "Rod of Animalism" Neutral accessory asset lets you trade accessory slot for two more ally slots, albeit limited to the Creatures. On top of it, it lets to play such assets cheaper. "Tool Belt" Neutral body asset lets you stockpile your Tools for further use, as well as easily swap them on demand, all without spending actions or extra resources. "Eldritch Tongue" Ritual arcane asset lets to use parley-based events from discard pile, albeit it also removes them from the game after use. "Occult Reliquary" permanent gives you extra slot to hold Blessed or Cursed cards; the slot can be either a hand, accessory or arcane, depending on what you need at the moment. Several assets introduced in the Edge of the Earth expansion are made to boost specific types of cards by making them cheaper and more efficient; they are : "Bruiser" (Armor, Firearm, Melee), "Prophetic" (Fortune, Spell, Spirit), "Sleuth" (Charm, Tactic, Tome), "Antiquary" (Favor, Relic, Ritual) and "Crafty" (Insight, Tool, Trick). All such cards belong to three classes at once, instead of just two like other multiclass cards: Bruiser belongs to Guardians, Rogues and Survivors; Prophetic to Guardians, Mystics and Survivors; Sleuth to Guardians, Seekers and Mystics; Antiquary to Seekers, Rogues and Mystics and Crafty to Seekers, Rogues and Survivors. "Quickdraw Holster" Guardian/Rogue body asset lets you store one-handed Firearms asset without taking slot (albeit the holster itself takes a body slot), and lets, once per turn, use it without spending actions to activate. This makes using all those pistols much easier to use. Professor William Webb, an ally available to Seekers and Survivors, lets you, when investigating, instead of finding a clue, draw an Item card from your discard pile (effect common for Survivors, but way less common for Seekers); alternatively, you may just find a clue in a connected location intsead of yours. His upgraded version let's you get back an Item and discover a clue at the same time. "Protecting the Anirniq" Seeker/Mystic event lets you return just-defeated Ally into owner's hand (so it can be reused), instead of letting it be discarded. Alternatively, it lets the owner of the just-discarded Ally draw 3 other cards to compensate for losing one. | |
Arkham Horror: The Card Game (Tabletop Game) / int_da92a6d9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_da92a6d9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_da92a6d9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dabda72b | type |
Only the Worthy May Pass | |
Arkham Horror: The Card Game (Tabletop Game) / int_dabda72b | comment |
Only the Worthy May Pass: In "Beyond the Gates of Sleep", in order to enter the Dreamlands, investigators must pass Nasht and Kaman-Tah's trials. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dabda72b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dabda72b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dabda72b | |
Arkham Horror: The Card Game (Tabletop Game) / int_dae62ef5 | type |
Action Hero | |
Arkham Horror: The Card Game (Tabletop Game) / int_dae62ef5 | comment |
Action Hero: The average Guardian represent a gun-toting badass that can mow down droves of Eldritch Abominations with enough bullets or weaponry. This is not universal however, as some Guardians do break the mold being instead support party members that "defend" their fellow investigators in other ways beside fighting (like Carolyn and Carson). | |
Arkham Horror: The Card Game (Tabletop Game) / int_dae62ef5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dae62ef5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dae62ef5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_db1260c5 | type |
World Tour | |
Arkham Horror: The Card Game (Tabletop Game) / int_db1260c5 | comment |
World Tour: Unlike the previous campaigns, investigators travel around the world, visiting different places on different continents, with stops including places like London, Buenos Aires, Alexandria and even Tunguska. | |
Arkham Horror: The Card Game (Tabletop Game) / int_db1260c5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_db1260c5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_db1260c5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_db2022bb | type |
Episodic Game | |
Arkham Horror: The Card Game (Tabletop Game) / int_db2022bb | comment |
Prior to release of the Edge of the Earth expansion in 2021, the "mythos pack cycle" system was used, with each campaign consisting of one big "deluxe expansion" (containing new investigators, new player cards and the first two scenarios) followed by six "mythos packs" (containing the next scenarios and more player cards). | |
Arkham Horror: The Card Game (Tabletop Game) / int_db2022bb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_db2022bb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_db2022bb | |
Arkham Horror: The Card Game (Tabletop Game) / int_db6230b7 | type |
Lightning Bruiser | |
Arkham Horror: The Card Game (Tabletop Game) / int_db6230b7 | comment |
Lightning Bruiser: Downplayed, Rogues not only have usually high Agility (4 Agility on average, some have 5), but also have the second highest Health after Guardians (around the 7 to 8 mark). On top of that, because Agility-testing treacheries are more likely to deal Health damage, they are harder to wound than Guardians (who have usually bad Agility), but they have just as low Sanity as them (usually 5 to 6) and even worse willpower too (around 1 to 2), which make Rogues very vulnerable to horror and other nasty treacheries effects. They also have poor-to-average Combat across the board (mostly around 2 to 3), requiring them to fight dirty to compensate. | |
Arkham Horror: The Card Game (Tabletop Game) / int_db6230b7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_db6230b7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_db6230b7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_db9dd05 | type |
Magic Misfire | |
Arkham Horror: The Card Game (Tabletop Game) / int_db9dd05 | comment |
Magic Misfire: Several milticlass Spells introduced in the Edge of the Earth expansion ("Blur", "Brand of Cthugha", "Divination" and "Earthly Serenity") backfires if you succeed exactly by 0 (causing damage, loss of actions, loss of cards, or loss of resources, respectively). | |
Arkham Horror: The Card Game (Tabletop Game) / int_db9dd05 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_db9dd05 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_db9dd05 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dbca2c99 | type |
Red Herring | |
Arkham Horror: The Card Game (Tabletop Game) / int_dbca2c99 | comment |
Red Herring: The campaign log tracks whether the investigators "strayed from the path" in "'Beyond the Gates of Sleep", and never uses this in any way. There are no benefits from not straying, either; conversely, players miss most of the experience points this scenario provides if they abide the laws. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dbca2c99 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dbca2c99 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dbca2c99 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dc167d72 | type |
Knowledge Broker | |
Arkham Horror: The Card Game (Tabletop Game) / int_dc167d72 | comment |
Knowledge Broker: It's implied that Mr. "Rook" is trading dark secrets, hence why he provides investigators with ability to search for stuff (searching top 3, 6 or 9 cards)... and why sometimes it backfires (if you reveal a weakness, you must draw it). | |
Arkham Horror: The Card Game (Tabletop Game) / int_dc167d72 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dc167d72 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dc167d72 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dc8ba6d5 | type |
The Scapegoat | |
Arkham Horror: The Card Game (Tabletop Game) / int_dc8ba6d5 | comment |
The Scapegoat: If Claypool dies in the crash, Cookie blames his death on Takada (who's built the plane), who "built this damned plane as a deathtrap". The others are forced to calm him down. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dc8ba6d5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dc8ba6d5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dc8ba6d5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dca70c44 | type |
Reasonable Authority Figure | |
Arkham Horror: The Card Game (Tabletop Game) / int_dca70c44 | comment |
Reasonable Authority Figure: While sceptical initially, Sergeant Monroe would believe in your story and side with you, if you collect enough evidences of anomalous activities (including most recent murder which was done by you), or, conversely, hide anything pointing this murder to you (in which case he would ask you for help instead, but otherwise outcome would be the same). You also must avoid spilling any more innocent blood, including, of course, other cops. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dca70c44 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dca70c44 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dca70c44 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd3d1f69 | type |
Wicked Witch | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd3d1f69 | comment |
Wicked Witch: Besides Anette Mason and her Coven, there are ghosts of victims of Salem Trials, and Keziah Mason herself, who are very hostile to the descendants of their prosecutors. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd3d1f69 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd3d1f69 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dd3d1f69 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd43121c | type |
Money Multiplier | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd43121c | comment |
Money Multiplier: Downplayed with Guardian upgrade to ".45 Thompson". Any ammo spent from this card converts into your resources, almost fully refunding this card's price by the time when it runs out, letting you swap it with something else. "Unscrupulous Loan", a Rogue/Survivor asset, gives you 10 resources right away. The downside is that if you end scenario with less than 10 resources (basically, can't pay the loan back), the card gets "exiled", requiring repurchasing it to get another loan. "Supply Cache" Neutral event gives you free resources, with no drawbacks. Upgraded versions gets extra functionality, like drawing cards or providing assets with supplies. Inverted with "Indebted" basic weakness, which makes you start every scenario with 2 fewer resources. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd43121c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd43121c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dd43121c | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd963bd3 | type |
Our Giants Are Bigger | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd963bd3 | comment |
Our Giants Are Bigger: Gugs appear in certain scenarios in both campaigns. They are big, four-armed beasts with vertical slit-like mouth. They kill and eat anything too weak to fight back and too slow to run, up to and including humans. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd963bd3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dd963bd3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dd963bd3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dda99fa8 | type |
Despair Event Horizon | |
Arkham Horror: The Card Game (Tabletop Game) / int_dda99fa8 | comment |
Despair Event Horizon: In the "Weaver of the Cosmos", if investigators becomes trapped in Atlach-Nacha's domain, story ends with them realising that they have next to zero chances to escape from the Underworld on their own, without any sort of direction. They goes insane. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dda99fa8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dda99fa8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dda99fa8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ddc4f035 | type |
Heroic Second Wind | |
Arkham Horror: The Card Game (Tabletop Game) / int_ddc4f035 | comment |
Heroic Second Wind: "Talisman of Protection" Mystic/Survivor arcane asset lets you cancel up to 2 damage/horror that would otherwise defeat you, thus staying alive. However, Talisman only protects you once, and gets discarded afterwards. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ddc4f035 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ddc4f035 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ddc4f035 | |
Arkham Horror: The Card Game (Tabletop Game) / int_deb39de3 | type |
Bad Future | |
Arkham Horror: The Card Game (Tabletop Game) / int_deb39de3 | comment |
Bad Future: During "The Boundaries Beyond", investigators gets a brief glimpse of the distant future where human cities are in ruins, and only creepy polyp-like creatures are inhabiting Earth. According to Ichtaca, so would be our future unless she and her allies prevents it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_deb39de3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_deb39de3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_deb39de3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_decf72f1 | type |
Control Room Puzzle | |
Arkham Horror: The Card Game (Tabletop Game) / int_decf72f1 | comment |
Control Room Puzzle: First task of "Group C" is to find which one of three levers would open the door, then one of them must pull the lever. If they pull the wrong one, they die. If no one pulls the lever in time, investigator closest to the levers would die (and if there is more than one candidate, they must choose who would die). Either way, surviving members would proceed to Act 2. | |
Arkham Horror: The Card Game (Tabletop Game) / int_decf72f1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_decf72f1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_decf72f1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dee6ef31 | type |
Enemy Summoner | |
Arkham Horror: The Card Game (Tabletop Game) / int_dee6ef31 | comment |
Enemy Summoner: Ancient Zoog can continuously add more "swarm" cards to the other zoog enemies, and thus should be dispatched quickly... which can be problematic, due to it being considered "Elite", and thus immune to many card effects. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dee6ef31 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dee6ef31 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dee6ef31 | |
Arkham Horror: The Card Game (Tabletop Game) / int_df02a97f | type |
City of Canals | |
Arkham Horror: The Card Game (Tabletop Game) / int_df02a97f | comment |
City of Canals: The story is set in Venice. Once the first part ends, you actually end up in the boat, now fighting the massive aquatic monstrosity attacking you from the canals. | |
Arkham Horror: The Card Game (Tabletop Game) / int_df02a97f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_df02a97f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_df02a97f | |
Arkham Horror: The Card Game (Tabletop Game) / int_df410b77 | type |
Decoy Protagonist | |
Arkham Horror: The Card Game (Tabletop Game) / int_df410b77 | comment |
Decoy Protagonist: In the prologue scenario, you get introduced to four new characters, who would be your Player Characters for this scenario. Then they all gets kidnapped and/or killed, after which the actual team of investigators arrives, to investigate what happened to them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_df410b77 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_df410b77 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_df410b77 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dfbf8667 | type |
Right Under Their Noses | |
Arkham Horror: The Card Game (Tabletop Game) / int_dfbf8667 | comment |
Right Under Their Noses: "Hiding Spot" event gets attached to your location, making any enemies there "Aloof" (so they wouldn't attack you on their own). By the end of enemy phase, if any ready enemy is still at this card's location, that card gets discarded. | |
Arkham Horror: The Card Game (Tabletop Game) / int_dfbf8667 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_dfbf8667 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_dfbf8667 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e003c829 | type |
History Repeats | |
Arkham Horror: The Card Game (Tabletop Game) / int_e003c829 | comment |
If Eliyah Ashevak is the only Partner to make it back from the expedition, he has the special scene in the epilogue, where he comments on him and Anyu being the only ones to live yet again, as if they are cursed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e003c829 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e003c829 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e003c829 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e00b1dc1 | type |
Unluckily Lucky | |
Arkham Horror: The Card Game (Tabletop Game) / int_e00b1dc1 | comment |
Unluckily Lucky: Many of their card effects represent good luck getting them out of the horrible mythos-tinged situations they stumble into, including some cards which only work when failing skill tests, essentially serving to provide comeback from an otherwise hopeless situation. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e00b1dc1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e00b1dc1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e00b1dc1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e01c3d03 | type |
Black Comedy Animal Cruelty | |
Arkham Horror: The Card Game (Tabletop Game) / int_e01c3d03 | comment |
Black Comedy Animal Cruelty: There's an achievement for killing two Giant Albino Penguins simultaneously with a single use of Dynamite asset. The name of it? "Wuk Wuk Boom". | |
Arkham Horror: The Card Game (Tabletop Game) / int_e01c3d03 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e01c3d03 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e01c3d03 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0309d03 | type |
Slave Race | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0309d03 | comment |
Slave Race: It seems that most surviving Elder Things are now serving the Nameless Madness, as its puppets. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0309d03 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0309d03 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e0309d03 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c3f8bf | type |
Punch-Clock Hero | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c3f8bf | comment |
Punch-Clock Hero: Joe Sargeant in "In Too Deep" is the sole local to be on investigators' side... because they promised him money. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c3f8bf | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c3f8bf | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c3f8bf | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c470a1 | type |
The Fourth Wall Will Not Protect You | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c470a1 | comment |
What Blob would "devour" depends on tokens revealed; some options are actually benevolent, some are outright non-sensual, but most are malevolent, and some are nearly game-ending. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c470a1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c470a1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e0c470a1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0dc6390 | type |
Go Among Mad People | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0dc6390 | comment |
Go Among Mad People: Your main mission during "The Unspeakable Oath" scenario is to infiltrate Arkham Asylum by pretending to be new patients, in order to find one of the last persons who knows what's going on. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0dc6390 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0dc6390 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e0dc6390 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0f8cebc | type |
Draw Extra Cards | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0f8cebc | comment |
"Prismatic Shard", a story asset you can obtain in " Written in Rock" scenario, lets you ignore effects that threaten to discard cards from your hand, letting you draw extra cards instead. Sadly, it uses unconventional resources ("brilliance"), making it impossible to recharge in field conditions. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0f8cebc | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e0f8cebc | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e0f8cebc | |
Arkham Horror: The Card Game (Tabletop Game) / int_e154ff08 | type |
Jack Bauer Interrogation Technique | |
Arkham Horror: The Card Game (Tabletop Game) / int_e154ff08 | comment |
Jack Bauer Interrogation Technique: "Interrogate" event allows to pass Combat check on an enemy to discover clues, with obvious implications that the information just gets beaten out of them. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e154ff08 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e154ff08 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e154ff08 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e1645c04 | type |
Set a Mook to Kill a Mook | |
Arkham Horror: The Card Game (Tabletop Game) / int_e1645c04 | comment |
Set a Mook to Kill a Mook: "Stir the Pot" event lets you, when in location with multiple enemies, pass Intellect test to make one of them to attack all the others (potentially killing), while you disengage from them all and escape. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e1645c04 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e1645c04 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e1645c04 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e16cd24e | type |
Know When to Fold 'Em | |
Arkham Horror: The Card Game (Tabletop Game) / int_e16cd24e | comment |
Know When to Fold 'Em: Even after finishing first half of the scenario, you can stay for a bit longer to get more resources. But, you're still on harsh time limit, and not only you would only get rewards if you actually deliver the resources to the exit, but you would lost if Skids wouldn't make it out. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e16cd24e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e16cd24e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e16cd24e | |
Arkham Horror: The Card Game (Tabletop Game) / int_e16fb8ca | type |
Hero Killer | |
Arkham Horror: The Card Game (Tabletop Game) / int_e16fb8ca | comment |
Hero Killer: The Terror from the Stars directly or indirectly causes at least one death amongst the Expedition members: Terror from the Stars is the monster which caused the crash, and thus the first death. It would attack the investigators directly later in the first scenario. It shows up during the mountain climb in "To the Forbidden Peaks", and, unless specific conditions are met, kills another random Partner, even if they don't follow an investigator. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e16fb8ca | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e16fb8ca | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e16fb8ca | |
Arkham Horror: The Card Game (Tabletop Game) / int_e2de05e8 | type |
Throw the Book at Them | |
Arkham Horror: The Card Game (Tabletop Game) / int_e2de05e8 | comment |
Throw the Book at Them: Appropriately-named "Throw the Book at Them!" event lets you pick a Tome under your control, and get a boost to Combat for one attack, equal to card's printed cost; implications being that the bigger the book, the more painfully it smacks. Card's image also shows a girl smacking huge spider with a book. As an added bonus, this attack lets you either stun an enemy (thus, automatically evade it), or immediately use the chosen Tome's ability (ignoring action cost). | |
Arkham Horror: The Card Game (Tabletop Game) / int_e2de05e8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e2de05e8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e2de05e8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e2e66d9b | type |
Mana Burn | |
Arkham Horror: The Card Game (Tabletop Game) / int_e2e66d9b | comment |
Mana Burn: "Offer You Cannot Refuse" and its advanced "variants" syphon the resources you currently have the moment you draw it. Of course, there is a far nastier effect if you are unable to pay... "Reckless" saps 2 resources at the end of the round until you get rid of it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e2e66d9b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e2e66d9b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e2e66d9b | |
Arkham Horror: The Card Game (Tabletop Game) / int_e34400ab | type |
Ambiguously Gay | |
Arkham Horror: The Card Game (Tabletop Game) / int_e34400ab | comment |
Claypool and Ellsworth used to be friends (or perhaps closer than just friends, it's unclear), but their friendship took a heavy hit sometime prior to the expedition, to the point that they barely can stand each other now. If they both survives to the epilogue, they mends their friendship. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e34400ab | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e34400ab | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e34400ab | |
Arkham Horror: The Card Game (Tabletop Game) / int_e3613529 | type |
Protective Charm | |
Arkham Horror: The Card Game (Tabletop Game) / int_e3613529 | comment |
Protective Charm: "Elder Sign" is a Neutral asset which can protect its wielder from up to 4 points of horror before breaking up. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e3613529 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e3613529 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e3613529 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e38268b5 | type |
Helpful Mook | |
Arkham Horror: The Card Game (Tabletop Game) / int_e38268b5 | comment |
Helpful Mook: Zig-zagged with the police officers: they will attack you if you try to tamper with the scene of the crime by finding clues or deal damage to humanoid enemies (regardless if they are innocent or an openly aggresive staff member), and they also pick up clues on their own and turn them into Doom. However you can take control of the Doom tokens and turn them back into clues with a not-too-difficult Willpower test without any ill effect, meaning that if your Investigator has high Will but poor Intellect, it just better to let the police pick clues up for you then talk to them to gather leads. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e38268b5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e38268b5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e38268b5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e43b42ea | type |
We Need a Distraction | |
Arkham Horror: The Card Game (Tabletop Game) / int_e43b42ea | comment |
We Need a Distraction: Survivors have several cards which in one way or another distract an enemy, giving some breathing space to the player(s): "Cunning Distraction" event allows to distract all enemies at your location, automatically evading them. "Bait and Switch" event makes an enemy you just evaded move to a connected location. "Lure" event sets a lure at a specific location which makes all roaming enemies move there instead of their intended targets, allowing to either get rid of dangerous enemies, move into previously-protected areas, or set up an ambush. Basic version can only dropped in your location, while upgraded version lets to set a lure in a connected location. "Stray Cat" can be discarded to automatically evade an enemy. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e43b42ea | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e43b42ea | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e43b42ea | |
Arkham Horror: The Card Game (Tabletop Game) / int_e50fa775 | type |
Damage Over Time | |
Arkham Horror: The Card Game (Tabletop Game) / int_e50fa775 | comment |
Damage Over Time: The Crystal Remains (from "The Silent Health" scenario) constantly cause damage or horror to their bearer, with the option to just throw them away to save yourself, but your objective requires actually evacuating with them (with best ending for scenario requiring reclaiming all three). | |
Arkham Horror: The Card Game (Tabletop Game) / int_e50fa775 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e50fa775 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e50fa775 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e5411cdf | type |
Cult | |
Arkham Horror: The Card Game (Tabletop Game) / int_e5411cdf | comment |
Cult: The story is about Roland investigating activities of the local cult (judging from monsters presented, one of Shub-Niggurath). | |
Arkham Horror: The Card Game (Tabletop Game) / int_e5411cdf | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e5411cdf | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e5411cdf | |
Arkham Horror: The Card Game (Tabletop Game) / int_e542b0f5 | type |
Geas | |
Arkham Horror: The Card Game (Tabletop Game) / int_e542b0f5 | comment |
Geas: The "Geas" asset gives you permanent stat bonus, on condition that you would abstain from doing certain things (either drawing, playing or committing any cards during your turns, with the Investigator choosing and swearing what they will avoid doing every time they play the card); failing this obligation makes you add whopping 10 cursed tokens into bag, as well as making you discard it, losing access to its benefits. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e542b0f5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e542b0f5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e542b0f5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e543a655 | type |
Light Is Not Good | |
Arkham Horror: The Card Game (Tabletop Game) / int_e543a655 | comment |
Light Is Not Good: While the darkness is indeed the home to dangers, light isn't your friend either: anything related to the Colour emits bright turquoise light, but you definitely don't want to be anywhere close to it, if you value your life and sanity. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e543a655 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e543a655 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e543a655 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e545e190 | type |
Nerf | |
Arkham Horror: The Card Game (Tabletop Game) / int_e545e190 | comment |
"Elusive" event disengages every enemy from you, and lets you to escape into any revealed location as long as it doesn't have enemies. It later got a Nerf with Taboos to only let you move to a connecting location, to prevent players from using it to warp from one side of the map to the other. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e545e190 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e545e190 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e545e190 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e567510d | type |
Determinator | |
Arkham Horror: The Card Game (Tabletop Game) / int_e567510d | comment |
Determinator: Survivors have cards that allow them to shrug off large amounts of damage, turn failure into success, and keep going when everything else seems lost. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e567510d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e567510d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e567510d | |
Arkham Horror: The Card Game (Tabletop Game) / int_e57198a4 | type |
Advancing Wall of Doom | |
Arkham Horror: The Card Game (Tabletop Game) / int_e57198a4 | comment |
Advancing Wall of Doom: In "The Essex County Express", the train is gradually consumed by a transdimensional portal; your task is to reach the train engine and restart the train before it consumes you as well. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e57198a4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e57198a4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e57198a4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e58dd5 | type |
The Jinx | |
Arkham Horror: The Card Game (Tabletop Game) / int_e58dd5 | comment |
The Jinx: "The 13th Vision" basic weakness makes you and any other investigator at your location count ties during skill tests as failures (they normally counts as success). | |
Arkham Horror: The Card Game (Tabletop Game) / int_e58dd5 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e58dd5 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e58dd5 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e5fbedc6 | type |
Rivals Team Up | |
Arkham Horror: The Card Game (Tabletop Game) / int_e5fbedc6 | comment |
Rivals Team Up: In one of the possible variants of the story, Edwin Bennet may join the efforts to restore original timeflow. In this version, he himself becomes a target for the forces he set in motion. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e5fbedc6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e5fbedc6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e5fbedc6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e6630c8b | type |
GameplayAndStoryIntegration | |
Arkham Horror: The Card Game (Tabletop Game) / int_e6630c8b | comment |
Gameplay and Story Integration: Older versions of Thomas and Mary have stronger abilities than their younger versions, representing them developing their kills over years. Their future versions also have only 1 health (instead of 2 like their younger selves), since both of them are 79 years-old by then. Edwin Bennet is specifically mentioned as unstable and unreliable, even as an ally. His multiplayer version's special ability may be either helpful, or harmful; you can exhaust him when drawing encounter card to cancel it, but whenever he gets exhausted, you have to draw encounter card (which, in this scenario, can happen due to the other cards' effects). When starting the game, you never know what to expect from him until you finish the setup: he may be friendly (but unreliable), he may be hostile, but not without a chance for redemption, or he may be completely insane and ultimately attract attention of the Hounds of Tindalos who would take him away, seemingly getting rid of him. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e6630c8b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e6630c8b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e6630c8b | |
Arkham Horror: The Card Game (Tabletop Game) / int_e69173b6 | type |
Time-Limit Boss | |
Arkham Horror: The Card Game (Tabletop Game) / int_e69173b6 | comment |
Time-Limit Boss: If Ancient One actually awakens, all the other tasks and agendas gets replaced by one final goal — defeat the Ancient One within the time limit of 9 Doom points, or perish alongside the rest of humanity. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e69173b6 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e69173b6 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e69173b6 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e70127 | type |
The Mole | |
Arkham Horror: The Card Game (Tabletop Game) / int_e70127 | comment |
The Mole: If investigators learns the true nature of the Coterie, they finds out that the Outsiders managed to snatch the Red-Gloved Man and replace him with their impostor. This allows them to reveal the infiltrator and team up with survivors of the Coterie to stop the Outsiders. Otherwise, those who're not on the side of investigators would back up the impostor. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e70127 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e70127 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e70127 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e7022a49 | type |
Talking to the Dead | |
Arkham Horror: The Card Game (Tabletop Game) / int_e7022a49 | comment |
Talking to the Dead: Amy Kensler was never able to propose her feelings to Mala Sinha, being too shy. If Mala dies in the crash, she finally says it to her corpse, but gets interrupted by Claypool who says that crying on such cold is dangerous. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e7022a49 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e7022a49 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e7022a49 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e794cb54 | type |
Powered by a Forsaken Child | |
Arkham Horror: The Card Game (Tabletop Game) / int_e794cb54 | comment |
Powered by a Forsaken Child: Each victim of the sleeping curse empowers Brotherhood's "Chosen One", Xzharah. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e794cb54 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e794cb54 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e794cb54 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e7b73414 | type |
Sniper Rifle | |
Arkham Horror: The Card Game (Tabletop Game) / int_e7b73414 | comment |
Sniper Rifle: "Springfield M1903" asset can't be used against enemies engaged with you, but provides good stat boost and damage. It was very unpopular (as it was essentially unusable unless someone else draws aggro first), so Taboo rule turned it into a proper sniper rifle, by allowing to target non-Elite enemies further than the normal range would allow, while ignoring Retaliate and Aloof keywords. Now, if you also attach a Telescopic Sight to it, it can shoot from across half the map. "Telescopic Sight" event can be attached to two-handed Firearms asset, making it unable to shoot at close distance (read: against enemies engaged with you), but also allowing to target enemies outside of your location, with no risks of counterattack (it ignores Retaliates and Aloof keywords). | |
Arkham Horror: The Card Game (Tabletop Game) / int_e7b73414 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e7b73414 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e7b73414 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e8b295de | type |
PlayedWith | |
Arkham Horror: The Card Game (Tabletop Game) / int_e8b295de | comment |
Played With regarding "Eldritch Initiation" event; it allows do draw 1 card per each Arcan slot you have (up to 5), but also penalises you for every filled Arcane slot, forcing to discard a card from hand. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e8b295de | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e8b295de | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e8b295de | |
Arkham Horror: The Card Game (Tabletop Game) / int_e92841f | type |
Talking the Monster to Death | |
Arkham Horror: The Card Game (Tabletop Game) / int_e92841f | comment |
Talking the Monster to Death: Downplayed with "Stall for Time" event; it allows to temporarily talk an enemy into peacefulness (by exhausting them), but they remain engaged with you, and you still have to find more permanent solution. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e92841f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e92841f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e92841f | |
Arkham Horror: The Card Game (Tabletop Game) / int_e96bdbc7 | type |
Non-Damaging Status Infliction Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_e96bdbc7 | comment |
Non-Damaging Status Infliction Attack: Besides the actual attack (through Fight action), investigator may try to Evade an enemy, putting their Agility stat against enemy's Evasion rating (instead of Combat stat against Combat rating); on success, they disengage from enemy, while enemy gets exhausted, meaning that it can't attack anyone till next round, including through attacks of opportunity. Of all classes, Rogues excel at that type of combat the most (and have special cards to get extra benefit from exhausting enemies), while Guardians often struggle to utilise it at all, both due to low Agility and due to limitation of their class' card pool. | |
Arkham Horror: The Card Game (Tabletop Game) / int_e96bdbc7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e96bdbc7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e96bdbc7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e9e35e8f | type |
Exact Words | |
Arkham Horror: The Card Game (Tabletop Game) / int_e9e35e8f | comment |
Exact Words: When the Blob devours "your house", it devours the Your House location from the core game. When the Blob devours "the concept of ease", it refers to easy difficulty (you now have to use Hard/Expert version of scenario reference card, regardless of the difficulty you started with). | |
Arkham Horror: The Card Game (Tabletop Game) / int_e9e35e8f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_e9e35e8f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_e9e35e8f | |
Arkham Horror: The Card Game (Tabletop Game) / int_eabb8130 | type |
Swamps Are Evil | |
Arkham Horror: The Card Game (Tabletop Game) / int_eabb8130 | comment |
Swamps Are Evil: The scenario is set at New Orleans' swamps. The Rougarou is not the only danger, with local monsters ranging from anomalously big, but otherwise earthly fauna, like leeches and alligators, to monsters from Dream Lands, somehow materialised on Earth, like Gugs and Dholes. | |
Arkham Horror: The Card Game (Tabletop Game) / int_eabb8130 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eabb8130 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_eabb8130 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eabd22f9 | type |
Achievement System | |
Arkham Horror: The Card Game (Tabletop Game) / int_eabd22f9 | comment |
Achievement System: Each "Return To" expansion provides a list of optional achievements that players can try to go for. Most are campaign-specific, but two recurring ones are achievements for finishing on Expert Difficulty and for finishing with three or more Ultimatums active. | |
Arkham Horror: The Card Game (Tabletop Game) / int_eabd22f9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eabd22f9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_eabd22f9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ead7e42e | type |
Walking Armory | |
Arkham Horror: The Card Game (Tabletop Game) / int_ead7e42e | comment |
Walking Armory: "Bandolier" asset has exactly one function — providing additional hand slots specifically for Weapon assets (at the cost of taking body slot), allowing investigator to keep more Weapons ready for battle and switch between them on the go. The level 0 version just converts your body slot into an extra hand slot for Weapons, but the level 2 version gives you two extra slots, as well as gives you small boost to Willpower while you have at least two "hands" occupied with Weapons. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ead7e42e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ead7e42e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ead7e42e | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb37fe59 | type |
Sequel Episode | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb37fe59 | comment |
Sequel Episode: At the Mountains of Madness has ended with another expedition to Antarctica being prepared. This campaign deals with its consequences. | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb37fe59 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb37fe59 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_eb37fe59 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb4086e3 | type |
Big Creepy-Crawlies | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb4086e3 | comment |
Big Creepy-Crawlies: During "The Silent Health" scenario, most of your enemies are mutant giant ants. They're docile at first (being "Aloof", so they don't attack unless provoked), but they turn hostile once second agenda activates (or in presence of the brood queen). | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb4086e3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb4086e3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_eb4086e3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb5cbe42 | type |
Me's a Crowd | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb5cbe42 | comment |
"Where the Gods Dwell", instead of the usual boss battle, has (several versions of) Nyarlathothep secretly attacking the investigators from the encounter deck, after which they must find a way to get rid of it. | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb5cbe42 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eb5cbe42 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_eb5cbe42 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eba57b3f | type |
Cornered Rattlesnake | |
Arkham Horror: The Card Game (Tabletop Game) / int_eba57b3f | comment |
Cornered Rattlesnake: Many Survivor-class cards follow the theme of weird and unpredictable solutions to otherwise-hopeless situations: "Cornered" asset boosts any skill of your choice by 2 for duration of one skill test by discarding a card from hand. Where other classes have to just suck it up, Survivors have the best selection of damage control cards, minimising (if not outright shrugging off) failures, or even turning a failure to their benefit: Granny Orne helps with damage control from the failed test, either boosting stat value to reduce the danger, or further reducing it to trigger some special effects of other Survivor cards. The upgraded version let's her stat boost potentially turn a failure into a success instead of just mitigating (or worsening) the consequences of failing. "Grit Your Teeth" event boost all your skills by one for the remaineder of the round, but can only be played after you failed a test. "Look what I found!" event lets you find clues even after failing investigation. The upgraded version has more forgiving "thresholds" to fail by to play it, on top of potentially letting you find clues outside of your location. "Grimm's Fairy Tales" Tome asset lets you heal horror from any investigator who just failed a skill test, often fully or partially negating effect of the failure. "Live and Learn" event allows to retry a just-failed skill test with a stat boost. "Lucky!" event gives skill boost to the just-failed skill test, potentially negating that failure. It's level 2 upgrade also lets you draw a card to replace itself, while it's Level 3 version can be aid other investigators beside yourself (and making them draw a card too). "Oops!" lets you, after failed attempt to attack someone, hit another enemy instead. The upgraded version let's you hit the enemy you just missed anyway and make Investigators take no Collateral Damage from failed attacks. "Try and Try Again" event lets you to reclaim cards you've committed to a failed skill test, which would've been just wasted otherwise. It's level 1 version has a limited amount of "tries" you can benefit from, but the upgraded Level 3 version gets rid of it. Jacob Morrison gives you +2 skill value when you fail a skill test, which either turns failure into success, or reduces penalty for failure. The downside is that you have to exhaust him, and can't ready him automatically during the upkeep phase (like most other cards): you have to draw a blessed token to refresh him. Suvivors have several cards (marked by Improvised trait) symbolising them coming up with solution to some problem using whatever trash they can find (such cards are often only usable from the discard pile, to further nail it, or gets stronger if you do so). "Impromptu Barrier" helps evading evading enemies that are faster than you, by blocking their way with whatever investigator can find, lowering their evade rating. "Improvised Weapon" helps to deal with enemy tougher than you, lowering its combat rating. Card's image shows adventurer trying to protect himself with a torch. "Improvised Shield" gives investigator some surprisingly durable, well, shield, made of whatever scrap investigator can find. The card's image shows a boy protecting himself with trashcan lid. | |
Arkham Horror: The Card Game (Tabletop Game) / int_eba57b3f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_eba57b3f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_eba57b3f | |
Arkham Horror: The Card Game (Tabletop Game) / int_ebfaf704 | type |
Scary Stinging Swarm | |
Arkham Horror: The Card Game (Tabletop Game) / int_ebfaf704 | comment |
Scary Stinging Swarm: During the day one, you may possibly run into the hostile insect swarm; it imposes Agility test on you, causing your either lose resources or take damage if you fail; those insects are surprisingly devastating. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ebfaf704 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ebfaf704 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ebfaf704 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ec02c97e | type |
Defied Trope | |
Arkham Horror: The Card Game (Tabletop Game) / int_ec02c97e | comment |
Defied by "Versatile" permanent, entire purpose of which is to let investigator take some off-class level 0 card they can't normally take, but which may be crucial for their plan. It also boosts the decksize, which makes it harder to find a card you need in the deck, but lets you take more stuff. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ec02c97e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ec02c97e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ec02c97e | |
Arkham Horror: The Card Game (Tabletop Game) / int_ec0ce986 | type |
Spotting the Thread | |
Arkham Horror: The Card Game (Tabletop Game) / int_ec0ce986 | comment |
Spotting the Thread: At some point, Aliki noticed that there's something wrong with the Red-Gloved Man, which is the reason why she offers the investigators to join forces and investigate further. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ec0ce986 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ec0ce986 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ec0ce986 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ece27800 | type |
Kill and Replace | |
Arkham Horror: The Card Game (Tabletop Game) / int_ece27800 | comment |
Kill and Replace: The Outsiders already sent their infiltrator after Desi, so when you arrive, the main problem is to tell who's who; if you guessed wrong, you would kill the real Desi, and infiltrator would later show up during Congress. Same happens if you fail the scenario, with Outsiders just doing the deed offscreen. Thorne may potentially get hollowed in Anchorage if they gets defeated, either by you or while following you; The Outsiders would then try to send their infiltrator under their guise. This doesn't happen if you fail the scenario by any means, however, regardless of Thorne's state. If you refuse Aliki's aid and go to the Outsiders homeworld without her, she would be hollowed offscreen, letting the Outsiders to infiltrate the Congress under her guise. They would also send their infiltrator if she perishes while on the mission, but it would be more obvious that something is wrong. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ece27800 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ece27800 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ece27800 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ed68bcc9 | type |
Dwindling Party | |
Arkham Horror: The Card Game (Tabletop Game) / int_ed68bcc9 | comment |
Dwindling Party: There are nine Expedition members at first, but one dies in the crash at the very start, at random. More of them may die at later points in the campaign: there are three specific points when one of them dies at random unless specific conditions are met (first first two deaths being nearly unavoidable); also, whenever an investigator gets defeated, the Partner who's following them dies. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ed68bcc9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ed68bcc9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ed68bcc9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ee19d278 | type |
Blob Monster | |
Arkham Horror: The Card Game (Tabletop Game) / int_ee19d278 | comment |
Blob Monster: Titular Blob is the enormous mass of green all-consuming goo. Also, all non-Mi-Go enemies are parts of this monster. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ee19d278 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ee19d278 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ee19d278 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef42ca88 | type |
Emergency Weapon | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef42ca88 | comment |
Emergency Weapon: "Knife" and "Kukri" Neautral Weapons are relatively cheap (1 and 2 resources, respectively) for assets, and can be taken by any investigator... but you would only resort to using either if you run out of literally any better card, and would rather not waste ammo/events on weak targets. Both provide you meager +1 Combat with no extra damage by default, but have built-in damage booster... which further nails why you wouldn't use them unless you must: Knife has to be thrown, discarding it, and Kukri requires spending extra action (you have only 3 by default). | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef42ca88 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef42ca88 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ef42ca88 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef8ee709 | type |
Critical Status Buff | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef8ee709 | comment |
Critical Status Buff: During the night, Crystal Parasites (from "Horrors in the Rock" set) improve their fight rating by 2 and damage by 1 for every 2 damage on them; they have 6 health, 2 fight and 1 damage by default, meaning that on low health, they may become very dangerous (especially since any failed attempt to attack it leads to it counterattacking you). | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef8ee709 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef8ee709 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ef8ee709 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef92caa4 | type |
World Gone Mad | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef92caa4 | comment |
World Gone Mad: As the campaign's theme is insanity, it tries to look insane itself, to make experience more authentic: Rather than outright say "okay, you're defeated, here's your mental trauma", "Curtain Call" scenario dumps 100 uncancellable horror on every investigator — something you have no means to soak with all assets in the world. You're never supposed to look up the reverse side of Act card in "The Last King" scenario; if you look it up anyway, you would see... a definition of insanity, and reminder that you weren't told to look there, so you should turn the card back. Dream sequence for "A Phantom of Truth" scenario has its parts spread chaotically, making following it rather confusing — so you and your friends would be just as confused as the investigators you're playing as. "Dream 5" sequence, in particular, is the first on the page; if you read it, it tells you that it's not the entry you need, and instructs you to look for "Dream 1" elsewhere, in a fourth wall-breaking manner. If you fail the "Black Star Rise", you would be met with a mocking message "You’ve met with a terrible fate, haven’t you?", before revealing actual outcome. This message would be out of place in any other campaign... but here, it adds to overall surreal feeling. Following scenario, "Dim Carcosa", gives you same message if you fail while on "Conviction" path (or on a tie), and "You didn’t really think you could escape, did you?" message otherwise. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef92caa4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ef92caa4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ef92caa4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_efc1cb35 | type |
Kukris Are Kool | |
Arkham Horror: The Card Game (Tabletop Game) / int_efc1cb35 | comment |
"Knife" and "Kukri" Neautral Weapons are relatively cheap (1 and 2 resources, respectively) for assets, and can be taken by any investigator... but you would only resort to using either if you run out of literally any better card, and would rather not waste ammo/events on weak targets. Both provide you meager +1 Combat with no extra damage by default, but have built-in damage booster... which further nails why you wouldn't use them unless you must: Knife has to be thrown, discarding it, and Kukri requires spending extra action (you have only 3 by default). | |
Arkham Horror: The Card Game (Tabletop Game) / int_efc1cb35 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_efc1cb35 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_efc1cb35 | |
Arkham Horror: The Card Game (Tabletop Game) / int_efc49c38 | type |
Trapped-with-Monster Plot | |
Arkham Horror: The Card Game (Tabletop Game) / int_efc49c38 | comment |
Trapped-with-Monster Plot: "Group C's" second task requires them to get rid of Eixodolon's "pet" before Agenda advances. If they fail, beast gets released. While it's not an instant failure, beast is not an easy target. | |
Arkham Horror: The Card Game (Tabletop Game) / int_efc49c38 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_efc49c38 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_efc49c38 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f003c9fb | type |
Anti-Debuff | |
Arkham Horror: The Card Game (Tabletop Game) / int_f003c9fb | comment |
Anti-Debuff: "Prismatic Shard", a story asset you can obtain in " Written in Rock" scenario, lets you ignore effects that threaten to discard cards from your hand, letting you draw extra cards instead. Sadly, it uses unconventional resources ("brilliance"), making it impossible to recharge in field conditions. "Little Sylvie", an old doll you can find in the Hemlock House (in the namesake scenario), lets you put a card of yours that is about to be discarded from your hand or deck, on top of your deck (so you would just draw it again at first opportunity). If the doll itself would be discarded this way, you can just play it instead. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f003c9fb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f003c9fb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f003c9fb | |
Arkham Horror: The Card Game (Tabletop Game) / int_f005bd1c | type |
Friend on the Force | |
Arkham Horror: The Card Game (Tabletop Game) / int_f005bd1c | comment |
Friend on the Force: One of Rogue-class events, "Intel Report", lets them, rather than do investigation themselves, bribe someone else to do it, and then just read the report, gaining free clues. They may even pay extra to get more clues, or finding them outside of their current location. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f005bd1c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f005bd1c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f005bd1c | |
Arkham Horror: The Card Game (Tabletop Game) / int_f1029720 | type |
Rising Water, Rising Tension | |
Arkham Horror: The Card Game (Tabletop Game) / int_f1029720 | comment |
Rising Water, Rising Tension: All but two campaign scenario uses new flood mechanic, which allows to fully or partially flood specific locations, which often causes serious troubles for investigators. In the setting where your enemies are the Deep Ones and other monsters from the deep, the depth equals death... "The Pit of Despair" is all about finding a way out of the titular pit before everyone drowns in the rising tide. As flood level increases, the investigators have less and less place to grasp for fresh air... In "In Too Deep", Innsmouth gradually gets consumed by the sea. With each completed agenda, the flood level constantly goes up, with more and more locations becoming consumed, penalties for staying in flooded locations grows harsher and harsher, and even the Doom threshold becomes smaller and smaller (it starts at 6 for the first one, and is merely 3 for the fourth one), as if it tries to make the players feel the same panic as their characters. In "A Light in the Fog", the later part of scenario takes place in the caves under the lighthouse, which slowly, but surely gets consumed by the rising tide. Investigators must find a way to escape before the tide consumes them all. Unlike the previous scenarios with such gimmick, this time around it's "do or die" situation: failure to escape in time would result in them all being drowned to death or killed by the Deep Ones. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f1029720 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f1029720 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f1029720 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f13a0451 | type |
Suicide Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_f13a0451 | comment |
Suicide Attack: Colorless Larva (from "The Silent Heath" scenario) dies after a single attack. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f13a0451 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f13a0451 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f13a0451 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f14da98a | type |
Manipulating the Opponent's Deck | |
Arkham Horror: The Card Game (Tabletop Game) / int_f14da98a | comment |
Manipulating the Opponent's Deck: "Scroll of Secrets", Seeker/Guardian asset, lets to look a bottom card of encounter deck, and either discard it, or place at the top/bottom. Seeker upgrade lets to look 3 cards at once, while Mystic one lets to look to look top card instead. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f14da98a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f14da98a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f14da98a | |
Arkham Horror: The Card Game (Tabletop Game) / int_f180486d | type |
Great Detective | |
Arkham Horror: The Card Game (Tabletop Game) / int_f180486d | comment |
Great Detective: Most Guardians' Allies are fighters of various kinds. Alice Luxley is a detective instead, who relies on her brains rather than brawns, and boosts your Intellect stat instead of offensive or defensive stats. Even her abilities do the typical routine of Guardian-class search cards in reverse, as well: she causes damage to the enemy after you discover a clue, rather than the other way around. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f180486d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f180486d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f180486d | |
Arkham Horror: The Card Game (Tabletop Game) / int_f194de9 | type |
Sprint Shoes | |
Arkham Horror: The Card Game (Tabletop Game) / int_f194de9 | comment |
Sprint Shoes: "Track Shoes" asset not only provides passive boost to Agility, but also lets you, when you enter a location, even if it is full of enemies, run past it and move to another location. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f194de9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f194de9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f194de9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f1d05e8e | type |
Spider Swarm | |
Arkham Horror: The Card Game (Tabletop Game) / int_f1d05e8e | comment |
Spider Swarm: One of the weakest, but most numerous minions of Atlach-Nacha are actual swarms of small spiders; they are pathetically weak, but are very hard to run away from once they gather in massive numbers (which they do). | |
Arkham Horror: The Card Game (Tabletop Game) / int_f1d05e8e | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f1d05e8e | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f1d05e8e | |
Arkham Horror: The Card Game (Tabletop Game) / int_f217cdab | type |
Great Big Book of Everything | |
Arkham Horror: The Card Game (Tabletop Game) / int_f217cdab | comment |
Great Big Book of Everything: "Encyclopedia", a Tome asset, allows to choose and boost any skill until the end of the round; knowledge is power, indeed. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f217cdab | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f217cdab | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f217cdab | |
Arkham Horror: The Card Game (Tabletop Game) / int_f2667f5f | type |
Impostor-Exposing Test | |
Arkham Horror: The Card Game (Tabletop Game) / int_f2667f5f | comment |
Impostor-Exposing Test: The Outsiders would try to kill and replace Desi. If investigators knows his past (which requires obtaining intel from the Foundation), they may use that info to find which "Desi" is real one, otherwise, they may only rely on blind guess. Killing the wrong one would backfire later on — but the players wouldn't learn until it's too late. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f2667f5f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f2667f5f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f2667f5f | |
Arkham Horror: The Card Game (Tabletop Game) / int_f364de89 | type |
Make Wrong What Once Went Right | |
Arkham Horror: The Card Game (Tabletop Game) / int_f364de89 | comment |
Make Wrong What Once Went Right: Edwin Bennet, envious of success of his former colleagues Thomas Corrigan and Mary Zielinski, was the one who messed up timeline in attempt to erase their achievements from existence. He may or may not join the efforts to undo his crimes. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f364de89 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f364de89 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f364de89 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f3cf30d9 | type |
Arbitrary Headcount Limit | |
Arkham Horror: The Card Game (Tabletop Game) / int_f3cf30d9 | comment |
Arbitrary Headcount Limit: One investigator may be followed by one Partner; no exceptions. The rests stays offscreen, but out of danger... most of the time. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f3cf30d9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f3cf30d9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f3cf30d9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f3dabc11 | type |
Rat Stomp | |
Arkham Horror: The Card Game (Tabletop Game) / int_f3dabc11 | comment |
Rat Stomp: Rats are used to introduce new players to the "Hunter" mechanic (the enemies which keep pursuing players each turn) which would be widely used in other campaigns, without actually putting them at any risk. The rats' stats (abysmal combat rating and health, good evade rating) force the players to learn that sometimes, it's better to stand up and fight rather than keep running. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f3dabc11 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f3dabc11 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f3dabc11 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f594c8a9 | type |
Fed to the Beast | |
Arkham Horror: The Card Game (Tabletop Game) / int_f594c8a9 | comment |
Fed to the Beast: In "Dark Side of the Moon", if the investigators fail to escape from the Moon and get captured by the Moon Beasts, they recognise Randolph Carter and feed him to the Moon Lizard. The last that can be heard of him is his scream. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f594c8a9 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f594c8a9 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f594c8a9 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f62b8d00 | type |
Sinister Switchblade | |
Arkham Horror: The Card Game (Tabletop Game) / int_f62b8d00 | comment |
Sinister Switchblade: "Switchblade" asset isn't particularly strong, but can be swiftly and covertly put in play, without risking attacks of opportunity. As may be expected, it has "Illicit" trait: only the gangsters would wield such into battle, after all... or our Unscrupulous Heroes. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f62b8d00 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f62b8d00 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f62b8d00 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f62cc38a | type |
Stone Wall | |
Arkham Horror: The Card Game (Tabletop Game) / int_f62cc38a | comment |
"Toe-to-Toe" event lets you attack an enemy for decent damage without making any tests (and thus, never risking to fail), at the cost of also suffering an attack from said enemy. While risky, it's very useful against foes with high fight and low damage stats, which would be hard to quickly kill otherwise. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f62cc38a | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f62cc38a | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f62cc38a | |
Arkham Horror: The Card Game (Tabletop Game) / int_f64a9cf7 | type |
Earn Your Happy Ending | |
Arkham Horror: The Card Game (Tabletop Game) / int_f64a9cf7 | comment |
Earn Your Happy Ending: The epilogue gives extra blurbs for specific Residents (not all of them, though), if they live till the end and resolve their problems thanks to you. You can read about Leah and Simeon Atwoods planning to move to Kingsport and start anew); about William Hemlock and River Hawthorne both realising that the Vale is beyond saving, and quitting their struggle over it, instead deciding to start anew together, ending their hostility; Judith Park, if she's on good terms with you, would move back to Arkham together with you, feeling obligated to repay the debt; and Theo sharing his grief about losing the Vale, but saying that he would move to Portland with his sister Helen. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f64a9cf7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f64a9cf7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f64a9cf7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f65c014c | type |
Conveniently Interrupted Document | |
Arkham Horror: The Card Game (Tabletop Game) / int_f65c014c | comment |
Conveniently Interrupted Document: The dossiers omits many important details, including those which may actually be required for the missions you get send on. However, the text is actually still there: copying it and pasting elsewhere would reveal it; like a true spy, you can discover a workaround. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f65c014c | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f65c014c | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f65c014c | |
Arkham Horror: The Card Game (Tabletop Game) / int_f6800554 | type |
Battle Bolas | |
Arkham Horror: The Card Game (Tabletop Game) / int_f6800554 | comment |
Battle Bolas: "Bolas" can be used to essentially cripple "hunter" enemies; once the bolas gets thrown at them and ties them up, it not only penalises their evade stat, but also makes them exhaust each time they move, which makes them an easy target, and negates their main danger (them being able to pursue investigators). | |
Arkham Horror: The Card Game (Tabletop Game) / int_f6800554 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f6800554 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f6800554 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f6b7820b | type |
Cosmic Keystone | |
Arkham Horror: The Card Game (Tabletop Game) / int_f6b7820b | comment |
Cosmic Keystone: Unsurprisingly, the Relic of Ages gets revealed to be a key component to stabilise space/time continuum, and in "Shattered Aeons" scenario, it becomes humanity's last and only chance for survival. And to get the best ending, you must not only to keep it intact, but also do some specific choices in order for it to reach its full potential. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f6b7820b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f6b7820b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f6b7820b | |
Arkham Horror: The Card Game (Tabletop Game) / int_f7d66b6f | type |
No-Gear Level | |
Arkham Horror: The Card Game (Tabletop Game) / int_f7d66b6f | comment |
No-Gear Level: "The City of Archives" comes as close to it as possible. Players have reduced hand size, are restricted from putting Item assets in play by default, and can't use any unique Items whatsoever (they are outright removed from the game). In combination with Yithian body having overall poor stats, relatively easy monsters and treacheries suddenly becomes much more problematic. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f7d66b6f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f7d66b6f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f7d66b6f | |
Arkham Horror: The Card Game (Tabletop Game) / int_f7fd8809 | type |
I See Them, Too | |
Arkham Horror: The Card Game (Tabletop Game) / int_f7fd8809 | comment |
I See Them, Too: Jean saw the same ghost Jim was looking at, and offered his help with learning how to live while surrounded by the dead. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f7fd8809 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f7fd8809 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f7fd8809 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f802c31 | type |
Time Rewind Mechanic | |
Arkham Horror: The Card Game (Tabletop Game) / int_f802c31 | comment |
Time Rewind Mechanic: "Time Warp" event allows to completely undo an action done by investigator, allowing for comeback if something goes not as planned. "Quantum Flux" event allows to, once per game, regain all cards from discard pile; the name suggests that time manipulation is in effect. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f802c31 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f802c31 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f802c31 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f821e963 | type |
The Very Definitely Final Dungeon | |
Arkham Horror: The Card Game (Tabletop Game) / int_f821e963 | comment |
The Very Definitely Final Dungeon: After enough time passes, Tunguska gets identified as the main sanctum location of the Coterie, meaning that whatever they plan to do, it would unfold there. You receive the warning that campaign would end when you travel there; you would be forced to go anyway if you take too long, though. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f821e963 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f821e963 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f821e963 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f8b3fa5d | type |
Our Werewolves Are Different | |
Arkham Horror: The Card Game (Tabletop Game) / int_f8b3fa5d | comment |
Our Werewolves Are Different: The plot involves dealing with Rougarou (werewolf-like beast from Luisiana's folklore) in New Orleans. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f8b3fa5d | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f8b3fa5d | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f8b3fa5d | |
Arkham Horror: The Card Game (Tabletop Game) / int_f8cddfb2 | type |
Laser Blade | |
Arkham Horror: The Card Game (Tabletop Game) / int_f8cddfb2 | comment |
Laser Blade: "Spectral Razor" event; unlike conventional knives, it's a blade made from pure magic energy, attached to spell-caster's arm. Obvious downside is that, being an event, it only lasts for one attack. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f8cddfb2 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f8cddfb2 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f8cddfb2 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f9a49c92 | type |
Random Event | |
Arkham Horror: The Card Game (Tabletop Game) / int_f9a49c92 | comment |
Random Event: The encounter deck will deal you random enemies, obstacles, and horrors every round. Notably, every scenario builds this deck differently, so the darkness will always fit your setting. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f9a49c92 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f9a49c92 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f9a49c92 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f9c17447 | type |
The Remnant | |
Arkham Horror: The Card Game (Tabletop Game) / int_f9c17447 | comment |
The Remnant: Eztli warriors are explicitly descendants of what's left of Aztec people and their military, still fighting to protect their territory from outsiders. | |
Arkham Horror: The Card Game (Tabletop Game) / int_f9c17447 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_f9c17447 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_f9c17447 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fab3c1e1 | type |
Weakened by the Light | |
Arkham Horror: The Card Game (Tabletop Game) / int_fab3c1e1 | comment |
Weakened by the Light: Upgraded "Flashlight", on top of its prime function (lowering location's shroud), gets another one: blinding the enemy, making it easier to evade them as it lowers test's difficulty. | |
Arkham Horror: The Card Game (Tabletop Game) / int_fab3c1e1 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fab3c1e1 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fab3c1e1 | |
Arkham Horror: The Card Game (Tabletop Game) / int_faece9aa | type |
The Power of Friendship | |
Arkham Horror: The Card Game (Tabletop Game) / int_faece9aa | comment |
The Power of Friendship: When the Nameless Madness tries to use its illusion to kill one of the Partners, their friend (if they are still alive) intervenes and stops them at the last moment before they can step into the miasma cloud and perish: Dr Amy Kensler gets tricked by the illusion of the world where she did propose to Mala, and she reciprocated. If Mala Sinha is present, stops her friend at the last moment and averts her gaze, allowing Kensler to calm down. Danforth sees the horror which nearly drew him insane before, but now it looks beautiful, and gently invites him, as if it waited for him all this time... Professor Dyer, if alive, warns him that this is just an illusion, and Danforth uses his last powers to avert his gaze, only to fall into his mentor's arms and faint. Professor William Dyer gets trapped in the illusion where Lake actually convinced him to stop the first expedition, averting all the horrors... but Dr Kensler, if she's here, reminds him that Lake is dead — they attended his funeral together. Dyer remembers it, in details, and snaps out of illusion. Avery Claypool gets tricked by the promise of the treasure he may discover, but he doesn't fall for it if Ellsworth is alive to tell him that he has something much more valuable here, in real world. Takada Hiroko gets shown the illusion of her father still alive. If Eliyah Asherak is still alive, he sends Anyu to just jump on Takada, forcing her to break the visual contact with the entity. Eliyah Ashevak gets convinced that the rest of the people who perished on that faithful hunt are still alive and waiting for him, ignoring Anyu's attempt to stop him. However, if Claypool is here, he reminds him that they're gone, and Anyu — the only survivor besides him — is here, and needs him. This brings him back to reason. If Roald Ellsworth falls for the illusion — the opportunity to make the discovery of his life — Cookie, if he's here, just slaps him hard enough to break him away from the deception. Dr Mala Sinha gets deceived the image of the world without death and suffering. Danforth may bring her back to senses by quoting Poe, which distracts her and breaks the illusion. James "Cookie" Fredericks goes back to the day of that battle on the Ottoman front, only this time, lieutenant and the rest of their platoon are still alive. Takada fires Cookie's own gun under his ear to distract him — and makes him realise that it was an illusion. | |
Arkham Horror: The Card Game (Tabletop Game) / int_faece9aa | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_faece9aa | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_faece9aa | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb21b816 | type |
Lock and Key Puzzle | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb21b816 | comment |
Lock and Key Puzzle: First task of "Group A" is to find a key and open the gate. If they fail, they die. | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb21b816 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb21b816 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fb21b816 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb2ff597 | type |
Last-Second Ending Choice | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb2ff597 | comment |
Last-Second Ending Choice: Ending where you save the Vale by banishing the Colour branches into two endings at the last moment: you either let Rosa Marquez sacrifice herself (default ending), or sacrifice yourself instead (which requires having Prismatic Shard at the ready, or [[Permanently Missable Content this choice would be disabled). | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb2ff597 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb2ff597 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fb2ff597 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb5ab090 | type |
Loan Shark | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb5ab090 | comment |
Loan Shark: Bianca "Die Katz" can lean you tons of resources, but you then have to pass an Agility test (and the more resources you get, the harder the test). Failing renders her hostile (obviously depriving you of her Ally card), and making her randomly show up later to attack you. Defeating her only shuffles her back into your deck, the only way to permanently get rid of her is to pay back your debt. | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb5ab090 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fb5ab090 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fb5ab090 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fbc074c3 | type |
Player Character | |
Arkham Horror: The Card Game (Tabletop Game) / int_fbc074c3 | comment |
Every investigator is based on existing Arkham Horror character, but (save for Duke, who just swapped roles with Ashcan Pete) with name slightly changed to something setting-appropriate, since all of them are now dogs (like Bark Harrigan, or Kate Winthpup). | |
Arkham Horror: The Card Game (Tabletop Game) / int_fbc074c3 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fbc074c3 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fbc074c3 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fc2f4def | type |
Non-Indicative Difficulty | |
Arkham Horror: The Card Game (Tabletop Game) / int_fc2f4def | comment |
Non-Indicative Difficulty: When playing on easier difficulty, final battle against Hastur (except when on the "doubts" path) can end up being much harder than on harder difficulties, as he (when attacked or evaded by investigators with no sanity left) turns all "+1", "0" and "-1", as well as Elder Sign tokens into auto-failure; the difficulty levels affects the chaos bag composition, meaning that there would be fewer such tokens in the bag. The players only learns about it once they reach the Final Boss... | |
Arkham Horror: The Card Game (Tabletop Game) / int_fc2f4def | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fc2f4def | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fc2f4def | |
Arkham Horror: The Card Game (Tabletop Game) / int_fca0525f | type |
They Have the Scent! | |
Arkham Horror: The Card Game (Tabletop Game) / int_fca0525f | comment |
They Have the Scent!: "On the Trail" event's image shows a hunt going on, with a hunter sending his dogs forward. The card itself is hunt-themed, too, letting to track down an enemy (quickly catching up with it), or find some clues while following the trace. Fittingly, it can be used by both Seekers and Guardians. The upgraded version mkaes you run trhough various location to catch up with an enemy, discovering automatically clues on the way. | |
Arkham Horror: The Card Game (Tabletop Game) / int_fca0525f | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fca0525f | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fca0525f | |
Arkham Horror: The Card Game (Tabletop Game) / int_fcd993bd | type |
Video Game Cruelty Punishment | |
Arkham Horror: The Card Game (Tabletop Game) / int_fcd993bd | comment |
Video Game Cruelty Punishment: During "The Silent Heath" scenario, each time Doom gets placed on agenda, you have to draw token(s) to decide whether Brood Queen would drop right on your head to tear you a new one (along with escort of angry insects). The chance is zero by default, as the number of tokens scales with amount of Insects in the victory display, but it's not hard to see that the more bugs you splat, the more likely it would be for their mommy to come for vengeance — and the bigger her escort would be when it happens, as she spawns every previously-defeated Insect. During "The Thing in the Depth" scenario, killing the hybrid ends scenario immediately, costing you 1 mental trauma. Same things happens if you decide to escort it, but botch your objective. The hybrid "costs" 0 victory points, so you win absolutely nothing from hurting it. Defeating the Crazed Reveller increases Doom (and can even advance agenda right away), while only working as a temporal solution, as they can return later. Using alternative solution and putting them down non-lethally removes them from the game permanently, without any side effects. Killing Bertie if he falls under effect of the Vale's madness and turns hostile makes you pick and discard 3 cards from hand, as a punishment for killing him. The ending where you flee for your life, rather than help to save the Vale and its residents, "rewards" you with whopping 3 physical and 3 mental traumas, ensuring that your investigator would be borderline unplayable if you decide to carry them over; the reason for this is that the last look on the departing Colour irreversibly damages investigators' sanity. Unfortunately, it's the only possible ending if you didn't go for one of the better endings, each of which require specific preparations. | |
Arkham Horror: The Card Game (Tabletop Game) / int_fcd993bd | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fcd993bd | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fcd993bd | |
Arkham Horror: The Card Game (Tabletop Game) / int_fd2b6ace | type |
Awesome, but Temporary | |
Arkham Horror: The Card Game (Tabletop Game) / int_fd2b6ace | comment |
Awesome, but Temporary: The Red-Gloved Man raises the base value of any two of your skills to 6, has a mighty 4/4 Health/Sanity statline, and only costs 2 resources to play and is "fast" so he doesn't even require an action to bring into play. However, he is discarded at the end of the next mythos phase, meaning you only get to keep him around for at most one game round. | |
Arkham Horror: The Card Game (Tabletop Game) / int_fd2b6ace | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fd2b6ace | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fd2b6ace | |
Arkham Horror: The Card Game (Tabletop Game) / int_fd94c4ac | type |
Theme Naming | |
Arkham Horror: The Card Game (Tabletop Game) / int_fd94c4ac | comment |
Theme Naming: Agenda cards follow gambling theme for their names. | |
Arkham Horror: The Card Game (Tabletop Game) / int_fd94c4ac | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fd94c4ac | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fd94c4ac | |
Arkham Horror: The Card Game (Tabletop Game) / int_fe0330fb | type |
Brick Joke | |
Arkham Horror: The Card Game (Tabletop Game) / int_fe0330fb | comment |
Brick Joke: Olive McBride, originally introduced in The Forgotten Age expansion, has "Would try anything once" as her subtitle. When, years later, she received un upgrade, her text was "Tried everything once". | |
Arkham Horror: The Card Game (Tabletop Game) / int_fe0330fb | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fe0330fb | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fe0330fb | |
Arkham Horror: The Card Game (Tabletop Game) / int_fe3bf3a4 | type |
Four-Man Band | |
Arkham Horror: The Card Game (Tabletop Game) / int_fe3bf3a4 | comment |
Four-Man Band: Investigators in the prologue scenario must operate as a team and cover each other's weak points to... well, not survive, but to achieve the best result before inevitable defeat. | |
Arkham Horror: The Card Game (Tabletop Game) / int_fe3bf3a4 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fe3bf3a4 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fe3bf3a4 | |
Arkham Horror: The Card Game (Tabletop Game) / int_feaf12e8 | type |
Survivor Guilt | |
Arkham Horror: The Card Game (Tabletop Game) / int_feaf12e8 | comment |
Survivor Guilt: In Waking Nightmare, if Doctor Maheswaran dies (which happens only if you either takes her with you and then fails to protect her, or if the hospital gets overrun), lead investigator suffers mental trauma. | |
Arkham Horror: The Card Game (Tabletop Game) / int_feaf12e8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_feaf12e8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_feaf12e8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_feea5139 | type |
Stay on the Path | |
Arkham Horror: The Card Game (Tabletop Game) / int_feea5139 | comment |
Stay on the Path: During "Beyond the Gates of Sleep", you're instructed to not stray from the path. While doing so is indeed risky (several encounter cards and one Mini-Boss enemy only affect you while you're in the forest), it's the only reliable way to get either clues to finish your mission, or experience to not fall behind later. | |
Arkham Horror: The Card Game (Tabletop Game) / int_feea5139 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_feea5139 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_feea5139 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fef3305b | type |
Situational Damage Attack | |
Arkham Horror: The Card Game (Tabletop Game) / int_fef3305b | comment |
Situational Damage Attack: Some encounter cards have different effect depending on whether you're playing scenario during the day or the night; night effects are generally stronger, but there are exceptions. "The Pearl Diary" asset, which you can get at final morning, boosts either your Intellect (at Day) or your Willpower (at Night). | |
Arkham Horror: The Card Game (Tabletop Game) / int_fef3305b | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_fef3305b | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_fef3305b | |
Arkham Horror: The Card Game (Tabletop Game) / int_ff033bb8 | type |
Encounter Bait | |
Arkham Horror: The Card Game (Tabletop Game) / int_ff033bb8 | comment |
Encounter Bait: "Purifying Corruption" becomes unusable if you accumulate too much "corruption" on it as result of using it, but you can draw encounter card instead to either heal yourself or clear corruption from it. "Overzealous" basic weakness drops encounter card on you, and gives it "surge" keyword (meaning that it gets followed by another one right away). The card depicts a man kicking the door out, entering a house full of monsters with confident look and a shotgun in his hands. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ff033bb8 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ff033bb8 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ff033bb8 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ff9e9dde | type |
Once a Season | |
Arkham Horror: The Card Game (Tabletop Game) / int_ff9e9dde | comment |
Once a Season: Most Cycles (except for The Forgotten Age, which was almost entirely set in snake-infested jungles) have exactly one scenario involving indoor location infested with hungry and aggressive rats. Most Cycles have exactly one scenario with big open locations — and Night Gaunts, ready to grab you and take you away. There would be a battle against Ancient One, no matter how small conflict may look at first. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ff9e9dde | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ff9e9dde | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ff9e9dde | |
Arkham Horror: The Card Game (Tabletop Game) / int_ffd816e7 | type |
Everything Trying to Kill You | |
Arkham Horror: The Card Game (Tabletop Game) / int_ffd816e7 | comment |
Everything Trying to Kill You: This place looks like it was designed by John Kramer, and is just as deadly. Gas traps and big, deadly gears are just the most common and mundane dangers. | |
Arkham Horror: The Card Game (Tabletop Game) / int_ffd816e7 | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_ffd816e7 | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_ffd816e7 | |
Arkham Horror: The Card Game (Tabletop Game) / int_name | type |
ItemName | |
Arkham Horror: The Card Game (Tabletop Game) / int_name | comment |
||
Arkham Horror: The Card Game (Tabletop Game) / int_name | featureApplicability |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) / int_name | featureConfidence |
1.0 | |
Arkham Horror: The Card Game (Tabletop Game) | hasFeature |
Arkham Horror: The Card Game (Tabletop Game) / int_name | |
Arkham Horror: The Card Game (Tabletop Game) / int_name | itemName |
Arkham Horror: The Card Game (Tabletop Game) |
The following is a list of statements referring to the current page from other pages.
Copyright of DBTropes.org wrapper 2009-2013 DFKI Knowledge Management. Imprint. - Thanks to Bakken&Baeck for hosting. Contact.
Copyright of data TVTropes.org contributors under Creative Commons Attribution-Share Alike 3.0 Unported License.
Copyright of data TVTropes.org contributors under Creative Commons Attribution-Share Alike 3.0 Unported License.