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Since you first awoke in a dank and gloomy tidal cavern, you’ve attempted to pull together the disparate pieces of your shipwrecked memories. You’ve learned some of why you came to Innsmouth, and you’ve battled the evils rising from the ocean deeps… but as you escape from the Deep Ones overrunning Innsmouth and race toward the Falcon Point lighthouse, you find yourself at the threshold of the next mystery. Who was it that first captured you and left you for dead? The keeper of the lighthouse may hide the answers you seek.As the next chapter of your evolving story, A Light in the Fog expands your adventures in Innsmouth with Arkham Horror: The Card Game, picking up right where your frantic car chase left off at the end of Horror in High Gear, and promising new revelations as you push deeper into the heart of the tangled conspiracy that surrounds Innsmouth. Along with a new scenario, this expansion, the fourth Mythos Pack in The Innsmouth Conspiracy cycle, brings new options to your decks with a slew of new mid-level cards to shape and enhance your deck as you gain experience. But as your experiences unlock new skills, will they also open to door to deeper shades of madness?
ÂŁ17.00 ÂŁ11.50
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 doesnÂ’t knowÂ… Even as it introduces a new scenario through which you can explore the SocietyÂ’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 investigatorÂ’s practiced Talent and Composure. Echoes of the Past is the first Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game. This is not a standalone product. It requires the Arkham Horror: The Card Game Core Set and The Path to Carcosa deluxe expansion to play. Â
ÂŁ17.00 ÂŁ11.50
In the far, uncharted reaches of Antarctica, unspeakable horrors dwell on the edge of shadows.The Edge of the Earth Campaign Expansion has no player cards in sight. Instead, this expansion contains over 300 scenario cards to support the entirety of the Edge of the Earth campaign, including the materials for a breathtaking new story, branching paths, and more. The best part? All you need is a core set and a copy of this expansion to jump right into this chilling tale—no other materials required!—description from the publisher
ÂŁ69.99 ÂŁ63.00
In the far, uncharted reaches of Antarctica, unspeakable horrors dwell on the edge of shadows.In the Edge of the Earth Investigator Expansion, you'll find a treasure trove of player cards the likes of which you've never seen in Arkham history. With five investigators and around 250 cards to expand your deckbuilding options, you won't want to miss this opportunity to strengthen your player card content like never before.—description from the publisher
ÂŁ44.99 ÂŁ40.50
Innsmouth is overrun! You and Agent Harper just barely escaped from the coastal fishing hamlet, and now, you’re driving quickly toward Falcon Point Lighthouse—where you hope you can draw more connections between the shattered pieces of your memory. You’ve only been on the road for mere moments, however, before you catch sight of headlights in your rearview mirror. You’re not alone on these desolate, winding roads—and it’s a high-speed chase to the finish!Strap in for a breakneck race to the finish with the Esoteric Order of Dagon in hot pursuit with Horror in High Gear, the third Mythos Pack in The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game! Vehicles surge to the forefront in this expansion as you drive your cars along the winding cliffside roads outside of Innsmouth. Alongside this unique scenario, you’ll find a full assortment of player cards for every aspect, unlocking new skills, allies, and more.—description from the publisher
ÂŁ17.00 ÂŁ11.50
Into the Maelstrom is the sixth Mythos Pack in The Innsmouth Conspiracy cycle.Throughout your Innsmouth investigations, you have ventured into tide-hollowed caves and dripping tunnels - but these watery caverns are only the antechamber of the Deep Ones' domain. A hidden city rests beneath the choppy waves of the North Atlantic, slumbering at the bottom of the ocean. If you're going to protect the world from suffering the same fate as Innsmouth, you'll need to venture into the heart of the storm.Within this Mythos Pack, you'll find the final scenario of The Innsmouth Conspiracy cycle, inviting you and your fellow investigators to dive into the darkness beneath the waves and confront the Deep Ones in their own city - putting an end to this threat forever. Combined with the addition of new player cards to upgrade your decks, Into the Maelstrom is a perfect capstone for a cycle of danger and mystery.
ÂŁ17.00 ÂŁ11.50
Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!In the game, you and your friends become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult.No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries.Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world...The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand—and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.
ÂŁ69.99 ÂŁ63.00
The Essex County Express is the second Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Among its sixty new cards, you'll find twenty-eight player cards, including four copies of a new weakness. You'll also find a thrilling new scenario in which your investigations lead you outside the town of Arkham. While the train you take may offer the fastest transit to your next lead, it may not offer the safest… When the train rumbles, shakes, and lurches to a halt, you and your fellow investigators must race from your car to the engine. If you can't get the train moving in a hurry, you and all the other passengers may fall prey to whatever unnatural things seem to be crawling, shifting, and oozing their way from car to car, growing ever larger as they do so. Your adventures on the Essex County Express feature a randomized set of locations that greatly enhance the scenario's replayability, meaning this nightmarish ride is one you'll want to take again and again and again!
ÂŁ17.00 ÂŁ11.50
The separate timelines of your Innsmouth investigations are quickly converging, as the pieces of your memory begin to click into place. You’ve seen uncanny happenings and sinister meetings, and it’s clear that the Esoteric Order of Dagon lies at the heart of the conspiracy. It’s time for you to step across the nightmare frontier and venture into the Order’s decrepit and crumbling halls… and the tidal caves that lie beneath.As The Innsmouth Conspiracy cycle approaches its climactic conclusion, you’ll find the next chapter of the unfolding story within The Lair of Dagon, the fifth Mythos Pack in The Innsmouth Conspiracy, beckoning the investigators deeper into danger and closer to the heart of the sea. You’ll need new tools and skills if you plan to take the Order of Dagon head-on, and fortunately, this Mythos Pack comes filled with an assortment of new player cards for every aspect, giving you the perfect cards to upgrade your deck as you gain more experience and ramp up to the finale of your campaign.
ÂŁ17.00 ÂŁ11.50
Things are definitely getting weird in Undimensioned and Unseen, the fourth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game… By the time your pursuit of two missing professors leads you to the scenario from Undimensioned and Unseen, you'll have traveled far from the familiar comforts of Arkham, and you'll have witnessed things you know no one would ever believe. You'll find yourself neck-deep in furtive cultists and their sacrifices, inundated with information about "Ancient Ones" and unholy rituals. And you'll suddenly find yourself forced to destroy terrifying, monstrous creatures that are literally impervious to everything in your arsenal… A mystery within a mystery, Undimensioned and Unseen may bring you another step closer to your ultimate goal, but you must first track down whatever knowledge or power may allow you to defeat a number of otherwise invulnerable Abominations. And it demands that you complete your investigation quickly—possibly by making use of the Mythos Pack’s new player cards—lest you should no longer be the hunter, but the hunted!
ÂŁ17.00 ÂŁ11.50
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?
ÂŁ17.00 ÂŁ11.50
Defend the Dreamlands from the schemes of the Spinner in Darkness in Weaver of the Cosmos, the sixth and final Mythos Pack in the Dream-Eaters cycle for Arkham Horror: The Card Game! Weaver of the Cosmos is Scenario 4–B of The Web of Dreams campaign for Arkham Horror: The Card Game. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaters cycle to form a larger four-part or eight-part campaign. After the events of Point of No Return, you have finally reached the perilous nightmarescape that you have been led to since the very beginning. Everything has led to this— Virgil’s writings, your companions’ unending sleep, the black cat, all of it. This transdimensional space is home to a spider creature that would obliterate your world and replace it with a new reality. If you cannot stop it, there will be no Earth left to return to, no escape from this hellish dream, and the Dreamlands will be lost as well. You have no choice but to fight.
ÂŁ17.00 ÂŁ11.50
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