The survivors of a long-ago invasion have taken refuge in the forgotten underground city of Gravehold. There, the desperate remnants of society have learned that the energy of the very breaches the beings use to attack them can be repurposed through various gems, transforming the malign energies within into beneficial spells and weapons to aid their last line of defense: the breach mages.
Aeon's End is a cooperative game that explores the deckbuilding genre with a number of innovative mechanisms, including a variable turn order system that simulates the chaos of an attack, and deck management rules that require careful planning with every discarded card. Players will struggle to defend Gravehold from The Nameless and their hordes using unique abilities, powerful spells, and, most importantly of all, their collective wits.
Union and Disillusion is the fourth Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game.
After your brush with the Silver Twilight Lodge in For the Greater Good, you journey to the banks of the Miskatonic River in search of the four souls who went missing from one of the Lodge’s events. Between two of the bridges that span the river, there stands the Unvisited Isle. The foggy shores are barren and unwelcoming, and as you row closer, you try to remain silent, as if to keep the river itself from noticing. Not a soul greets you as you draw closer to the island, save for the judging gaze of ghostly birds that observe you from the trees. In the distance, a pillar of spectral energy is rising into the clouds, a vortex of otherworldly mist spiraling about it.
As you explore the island, you will find braziers scattered at various locations, that you can either light or douse with the new Circle action ability. Lighting these braziers may help push back the heavy mist, allowing you to further explore the island, but it may also be the key step in completing the ritual that has already begun. How far can you push Arkham to the brink of chaos without surrendering the city to the dark forces battling for control of it?
Dim Carcosa is the sixth and final Mythos Pack in the "Path to Carcosa" cycle for Arkham Horror: The Card Game.
Your investigation into the mysterious play The King in Yellow has led you across the globe and brought you to the edge of madness. Now, in the final act of the Path to Carcosa you travel beyond the cosmos to a world a place beyond all imagining. Before you lies a warped, alien city. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa – the realm of madness in the stars, where Hastur reigns supreme.
All shall be revealed when you travel to Dim Carcosa, meaning that the locations in this scenario have no unrevealed side. Instead, their reverse sides bear story cards to push your plotlines forward to their final curtain. In this lost realm, insanity is inevitable. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Instead, you journey on, facing impossible odds in the hopes to return home alive.
Echoes of the Past is the first Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game.
The King in Yellow has come to Arkham, you caught the performance, and now you find yourself drawn into the maddening web of powerful forces and sinister event that seems to surround the mysterious play. So how do you proceed? Where do you continue your investigations? How you do hold onto the tattered threads of your limited sanity? If there are ties between the play and Arkham, there's one place where you might uncover them—the Arkham Historical Society, a landmark building that holds age-old secrets even its curator doesn’t know…
Even as it introduces a new scenario through which you can explore the Society’s hidden secrets—and the many terrors with which they are associated—Echoes of the Past introduces a wealth of player cards driven by two major themes that allow you to refine your investigator’s practiced Talent and Composure.
"I cannot forget Carcosa where black stars hang in the heavens; where the shadow of men’s thoughts lengthen in the afternoon, when the twin suns sink into the lake of Hali; and my mind will bear for ever the memory of the Pallid Mask." –Robert W. Chambers, The King in Yellow
A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it's been all the rage in conversations among Arkham's socialites. But in your efforts to learn more about the play, you've uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind…
In The Path to Carcosa, the second deluxe expansion for Arkham Horror: The Card Game, it becomes your task to uncover the secrets of this unusual play. The expansion's two scenarios kick off The Path to Carcosa campaign with a trip to the Ward Theatre and an invitation to the formal dinner party hosted by cast and crew. But with every answer you gain and every clue you uncover, you only find yourself falling deeper into mystery and madness.
Along with its new scenarios and encounter cards, The Path to Carcosa introduces six new investigators and sixty-two player cards (including a complete playset of each) that afford you new ways to explore and enjoy the game—even as they challenge you to overcome new weaknesses.
Shattered Aeons is the sixth and final Mythos Pack in "The Forgotten Age" cycle for Arkham Horror: The Card Game.
In The Forgotten Age, you journeyed to the darkest corners of Central America in search of a lost Aztec city-state. What you found during your expedition may be the greatest scientific discover of the age, but it could also be the Earth's undoing.
Throughout The Forgotten Age cycle, you have tried to set your mistakes to right, chasing answers about the mysterious artifact your uncovered and those who pursue it. Retracing your path south, you have uncovered secrets that threaten your entire understanding of the world, of time, and of humanity's place in the universe. Now, the last and greatest of your questions will be answered in Shattered Aeons. But be wary as mere mortals may not be meant to gain such knowledge and the truths you seek may destroy what little remains of your sanity.
Judgement. Temperance. Justice. The Tower.
The soothsayer’s tarot wove a tale of a grim future, hard to put out of your mind. But when you learn that four people have disappeared without a trace from an estate in French Hill, you begin to wonder if this cruel fate is meant only for you, or for the entirety of Arkham…
The Circle Undone is the fourth deluxe expansion for Arkham Horror: The Card Game. Here, your team of investigators delve into the mysteries of Arkham’s past, uncovering its macabre history and the motives of those who dwell in its shadows. This expansion contains a playable prologue, first two scenarios of The Circle Undone campaign, as well as new investigator and player cards to further customize your investigations in the world of H. P. Lovecraft’s Mythos.
The City of Archives is the fourth Mythos Pack in "The Forgotten Age" cycle for Arkham Horror: The Card Game.
Following the events of Heart of the Elders, you and your team of investigators have journeyed deep into a series of caverns where a new world lays hidden from the outside world. Strange creatures that cannot be of this world have seemingly lived beneath the shell of the Earth for centuries. They are horrifying to look upon, but are they dangerous? Now within their domain, it may be best to go along with whatever they want, but how much can you trust them, and what might your naïveté cost you?
This Mythos Pack features a new mechanism that makes playing this scenario an out-of-body experience, as well as new player cards to customize your investigators' decks.
From the streets of Paris to the city's subterranean catacombs, your pursuit of the truth behind The King in Yellow leads you farther and farther from Arkham's familiar landmarks. But the streets, the language, and the eerie, dark tunnels aren't the only foreign elements at play. There's something distinctly otherworldly in the Parisian catacombs…
In The Pallid Mask scenario, you and your fellow investigators will enter these tunnels in search of a stranger whom you believe must be connected to the events surrounding the performance of The King in Yellow at the Ward Theatre in Arkham. But with each new strange twist and turn, you'll find yourselves only stepping deeper into mystery. Perhaps you can follow the tunnels all the way to the pulsing heart of the play's mysteries, but there's a chance, too, you'll simply find yourselves lost amid the shifting landscape. What begins as a trek through moist and clammy tunnels of stone may become a journey that leads you under the earth, through The Gate to Hell, and straight to your demise at the Well of Souls or some other forgotten chamber.
Destined to be a fan-favorite, the scenario from The Pallid Mask utilizes the game's locations in a novel way, bringing them into play only as you travel through them, and arranging them in a constantly shifting and unpredictable fashion. Each new step through these labyrinths could be your last.
It was always going to come to this… You're finally headed to the asylum.
The Unspeakable Oath is the second Mythos Pack in "The Path to Carcosa" cycle for Arkham Horror: The Card Game, and it carries you deep into the belly of Arkham's asylum. You’ll find yourself behind locked doors, wracked by Doubt, and surrounded by Lunatics. And, still, you'll catch hints of deeper and darker secrets.
And while its scenario continues and deepens the game's exploration of the mystical realms between the traditional roleplaying and card game experiences, its twenty-four player cards (two copies each of twelve different cards) provide you access to a number of wealthy Patrons and allow you to "learn" from your mistakes.
"You realise, of course, the utterly stupendous nature of the matter before us. To us, as to only a few men on this earth, there will be opened up gulfs of time and space and knowledge beyond anything within the conception of human science and philosophy."
–H.P. Lovecraft, The Whisperer in Darkness
Who could have ever guessed that your search for two missing professors would lead to this? The wind howls. Ritual magic vibrates through the air. And the world is ripping apart. Your time is running out. Your doom is fast approaching!
Where Doom Awaits is the fifth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Even as its new scenario carries your investigations rapidly toward their climactic conclusion, it dizzies your investigator with a distorted version of reality. The woods outside of Dunwich are changing. You'll find clearings strewn with blood and bodies, rivers frozen solid despite the temperate air, and paths that rip open, revealing chasms through the dimensions and other worlds elsewhere in the void…
Fortunately, you won’t find yourself wholly unprepared for the alien challenges these dimensional rifts represent. Twenty-eight player cards (two copies each of fourteen different cards) offer a range of solutions, provided you've earned the experience points to add them to your deck.
The deck-building adventure of Clank! In! Space! continues in Clank! In! Space! Apocalypse! Small pockets of resistance continue to oppose Lord Eradikus, but the evil cyborg now plots to wipe them out with one grand and wicked scheme!
Your challenge? Thwart the efforts of Lord Eradikus! Reap the rewards of noble (and sometimes reluctant) heroism! Save the galaxy…and get rich in the process! Maybe you can avert the Apocalypse! (Or at least escape with the treasure while someone else does!)
This expansion requires Clank! In! Space! to play.
Game Box Contains:
2 Double-sided Game Board Modules
35 Adventure Deck Cards
8 Large Scheme Cards
1 Haldos Boss Marker
The evil Lord Eradikus has all but conquered the galaxy and is now on a victory lap across the sector in his flagship, Eradikus Prime. He may rule with an iron grip, but his most prized artifacts are about to slip through his cyborg claws. You and your fellow thieves have challenged each other to sneak aboard his ship, hack your way into its command module, and steal from him.
Along the way, you'll recruit allies and snatch up extra loot. But one false step and — Clank! Careless noise draws the attention of Lord Eradikus. Hacking into his command module and stealing his artifacts increases his rage. You'd better hope your friends are louder than you are if you want to make it to an escape pod and get out alive...
Clank! In! Space! is built on the same game system as Clank!: A Deck-Building Adventure, with players building a personal deck of cards throughout the course of the game, with the cards allowing them to move through the spaceship, attack things, acquire new cards, and — oh yeah — make noise to attract Lord Eradikus and potentially seal their own doom.
Heroes of Terrinoth is a cooperative card game of questing and adventure that invites you and up to three allies to take on the role of unique heroes, choosing from twelve distinct and powerful heroes, split between four archetypes — healer, warrior, mage, and scout. These archetypes are further diversified into different classes that your heroes can pursue as your power grows. Regardless of which archetype and class you embrace, you and your friends must combine your powers, leaning on one another’s strengths to survive your journeys and defeat the enemies who stand against you. Over the course of eight thrilling quests, you will face villainous foes, battle deadly creatures, and save the realm!
In a dark cathedral, a mage harnesses the power of demons to enhance her spells. In an alchemical laboratory, a diviner inscribes a scroll of destruction. Meanwhile, a bard and beastmaster seek out the prismatic dragon and golden lion to keep these forces of darkness at bay.
Res Arcana: Lux et Tenebrae adds 4 new Places of Power, 12 artifacts, 4 mages, 4 monuments, and 2 magic items to Res Arcana. It also extends the game to five players, adds scaling rules for fewer players, and introduces two new things: scrolls and demons.
The Fox in the Forest is a trick-taking game for two players. Aside from the normal ranked- and suited-cards used to win tricks, fairy characters such as the Fox and the Witch have special abilities that let you change the trump suit, lead even after you lose a trick, and more.
You score points by winning more tricks than your opponent, but don't get greedy! Win too many tricks, and you will fall like the villain in so many fairy tales...
The Swift-Start Promo Pack includes first-round walkthrough guides and specific new bird cards to use with them. For those who already own Wingspan, the swift-start guides are still helpful for teaching new players, and the 10 new cards can be shuffled into the bird deck.
Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games.
You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:
Gain food tokens via custom dice in a birdfeeder dice tower
Lay eggs using egg miniatures in a variety of colors
Draw from hundreds of unique bird cards and play them
The winner is the player with the most points after 4 rounds.
170 unique bird cards (57x87mm)
26 bonus cards (57x87mm)
16 Automa cards (57x87mm)
103 food tokens
75 egg miniatures
5 custom wooden dice
5 player mats
1 birdfeeder dice tower
2-piece Game Trayz custom tray
1 goal mat
8 goal tiles
1 first-player token
40 action cubes (8 per player)
4 clear plastic resource containers
1 scorepad (50 sheets; 1 sheet used for all players each game)
3 rulebooks (core, Automa, and Appendix)