Einige Erweiterungen für Arkham Horror: Das Kartenspiel fügen der. Sammlung eines Spielers neue Grundschwächen hinzu. Diese Karten werden einfach den. Szenario Mal gespielt hat, vergeht schon einiges an Zeit. Es sind wie bei solchen Spielen üblich recht viele Regeln und Schlagwörter, die man. Dank vieler Erweiterungen und Ableger ist die Welt von Arkham Horror wohl die umfassendste Spielewelt von Fantasy Flight Games, die zugleich.
Rezension: Arkham Horror LCG – ein kooperatives Kartenspiel cthulhoider SchreckenEinige Erweiterungen für Arkham Horror: Das Kartenspiel fügen der. Sammlung eines Spielers neue Grundschwächen hinzu. Diese Karten werden einfach den. Das Arkham Horror Kartenspiel gehört zur Kategorie der Living Card Games. Mit dem Basisspiel erhaltet ihr genügend Material für zwei Spieler. Das Kartenspiel. Die aktuellste Version dieses Dokuments gilt als Ergänzung zum Referenzhandbuch von Arkham Horror: Das Kartenspiel.
Arkham Horror Kartenspiel Faq Navigation menu VideoArkham Horror LCG - Nathaniel Cho Deck Tech Das Kartenspiel. Die aktuellste Version dieses Dokuments gilt als Ergänzung zum Referenzhandbuch von Arkham Horror: Das Kartenspiel. Arkham Horror: Das Kartenspiel verwischt die traditionellen Grenzen von Rollen- FAQ. Download. Arkham-Welt. Besuchen. Lies oder stirb (Regeln). Download Hier weiterlesen Arkham Horror: Das Kartenspiel – Der Pfad nach Carcosa. Arkham Horror LCG Regelfragen. Hier können Fragen zu Regeln und Karten und deren Auslegungen gestellt und besprochen werden. Themen. Seite 1. Einige Erweiterungen für Arkham Horror: Das Kartenspiel fügen der. Sammlung eines Spielers neue Grundschwächen hinzu. Diese Karten werden einfach den.
Allerdings Arkham Horror Kartenspiel Faq wir durchaus die MГglichkeit, wenn es. - Related ProductsHört sich jetzt blöd an aber es ist so. Arkham Horror: The Card Game is a cooperative Living Card Game® set amid a backdrop of Lovecraftian horror. As the Ancient Ones seek entry to our world, one to two investigators (or up to four with two Core Sets) work to unravel arcane mysteries and conspiracies. In diesem besonderen Video gibt es ein paar Neuerungen. Ab sofort versuchen wir unsere Rezensionen in Intro, Regelüberblick, ausführliche Regelerklärung und. Regelklarstellungen, Errata und häufig gestellte Fragen (FAQ) V Juli – „Das Vergessene Zeitalter“-Edition Dieses Dokument enthält Klarstellungen und Errata zu einzelnen Karten und Regeln sowie häufig gestellte Fragen zu Arkham Horror: Das Kartenspiel. Build your deck for Arkham Horror LCG by Fantasy Flight Games. Browse the cards and the thousand of decklists submitted by the community. Publish your own decks and get feedback. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness! In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham.
Lies oder stirb Karten. Alles oder Nichts Regeln. Alles oder Nichts Karten. Rezensionen Nerd Meets You. Spiel Doch Mal …! Arkham Horror: Das Kartenspiel — Reihe.
Arkham Horror: Das Kartenspiel — Gestaltlos und unsichtbar. Each scenario has multiple paths of divergence offering multiple playthroughs with differing experiences each time.
When players prepare to play, they first choose an investigator of a particular class Guardian, Survivor, Rogue, Seeker, Mystic or Neutral.
Each investigator deck receives cards that represent weaknesses of their investigator, one specific to each investigator, and one "basic" - drawn at random from a general pool.
Investigators will also possess one or more unique cards that represent that individual's specific advantages or abilities, often complimenting the backstory of that investigator.
Each investigator also has different starting statistics Willpower, Intellect, Combat and Agility which will be tested throughout the game.
Players then build their decks from cards in their collection, conforming to the deckbuilding limits outlined by their investigator.
During the game, the investigators work together to progress their investigation towards a positive outcome by fulfilling the requirements set out by the Act deck.
However, there are forces working against the investigators, represented by the Agenda deck and encounter deck.
Each turn, a doom counter is added to the Agenda deck, acting as a timer for the investigators to complete their objectives. When the total number of doom in play reaches the doom threshold of the agenda card, the agenda will advance, often to negative consequences.
During the Investigation phase, the investigators each take up to three actions. Among other options, actions include playing cards from hand or activating those already in play, moving to or investigating locations and fighting or evading enemies.
Depending on the card, cards played from hand during the investigation phase may enter an investigator's play area as an ongoing bonus an "asset" or simply provide a powerful one-time effect and be discarded upon use an "event".
Many cards have a resource cost which must be paid to play the card. While cards generally require an action to play, some are "fast" and do not require an action to be played.
The Investigation phase is followed by the Enemy, Status and the Mythos Phase, representing the forces working against the investigators each round.
The value of the letter X is defined by a card ability or a granted player choice. If X is not defined, its value is equal to 0. You get —1 [willpower] and —1 sanity.
For its [action] ability, "you" refers to the investigator who is performing the [action] ability. When a player wishes to initiate a triggered ability or play a card, that player first declares his or her intent.
There are two preliminary confirmations that must be made before the process of initiating an ability or playing a card may begin. These are:.
The " Phase Sequence timing chart " depicts the phases and steps of a game round. Each time an investigator makes a skill test, use the skill test timing detailed in the " Skill Test timing chart.
Numbered items presented in the grey boxes are known as framework events. Framework events are mandatory occurrences dictated by the structure of the game.
This section provides a detailed explanation of how to handle each framework event step presented on the game's flow chart, in the order that the framework events occur throughout the round.
This step formalizes the beginning of the mythos phase. As this is the first framework event of the round, it also formalizes the beginning of a new game round.
The beginning of a phase is an important game milestone that may be referenced in card text, either as a point at which an ability may or must resolve, or as a point at which a delayed effect resolves or a lasting effect expires.
Compare the total number of doom in play on the current agenda and on each other card in play with the doom threshold of the current agenda.
If the value of doom in play equals or exceeds the doom threshold of the current agenda, the agenda deck advances. When the agenda deck advances, remove all doom from play, returning them to the token pool.
Turn the current agenda over, read the story text, and follow any advancement instructions. Unless otherwise directed by the advancement instructions, the front side of the next sequential agenda card becomes the new current agenda, and the advancing agenda is simultaneously removed from the game.
Note: Unless a card otherwise specifies that it can advance the agenda, this is the only time at which the agenda can advance.
In player order, each investigator draws the top card of the encounter deck, resolves any revelation abilities on the card, and follows the instructions below based on the card's type.
The end of a phase is an important game milestone that may be referenced in card text, either as a point at which an ability may or must resolve, or as a point at which a delayed effect resolves or a lasting effect expires.
The investigators may take their turns in any order. The investigators choose among themselves who among the investigators will take this turn, and making this choice begins that investigator's turn.
The investigator taking his or her turn is known as the "active investigator. Once an investigator begins a turn, that investigator must complete the turn before another investigator may take his or her turn.
Each investigator takes one turn each round. During his or her turn, an investigator is permitted to take three actions. An action can be used to do one of the following:.
The three actions an investigator performs during his or her turn may be any of the above, in any order, and may even be the same action three times in a row.
Flip the active investigator's mini card to its colorless side to show that the investigator's turn has ended. If there is an investigator who has not yet taken a turn this round, return to 2.
If each investigator has taken a turn this round, proceed to 2. Resolve the hunter keyword for each ready, unengaged enemy that has the hunter keyword see " Hunter " on page Resolve engaged enemy attacks in player order, with each player resolving all of his or her engaged enemies before advancing to the next player.
Each ready, engaged enemy makes an attack against the investigator to which it is engaged. When an enemy attacks, deal its attack both its damage and its horror, simultaneously to the engaged investigator.
Upon completion of dealing the attack and all abilities triggered by the attack , exhaust the enemy. If an investigator is engaged with multiple enemies, resolve their attacks in the order of the attacked investigator's choosing.
After an investigator has resolved the attacks of the enemies he or she is engaged with, return to the previous player window. After the final investigator resolves enemy attacks, proceed to the next player window.
Flip each investigator's mini card back to its colored side. This indicates that the investigator's actions have been reset for his or her next turn.
In player order, each investigator draws 1 card. Once those cards have been drawn, each investigator gains 1 resource.
In player order, each investigator with more than 8 cards in hand chooses and discards cards from his or her hand until he or she has 8 cards remaining in hand.
As the upkeep phase is the final phase in the round, this step also formalizes the end of the round. Any active "until the end of the round" lasting effects expire at this time.
After this step is complete, play proceeds to the beginning of the mythos phase of the next game round. This step formalizes the beginning of a skill test.
There are four types of skill tests: willpower tests, intellect tests, combat tests, and agility tests.
The card ability or game rule determines which type of test is necessary, and thereby a test of that type begins. The investigator performing the skill test may commit any number of cards with an appropriate skill icon from his or her hand to this test.
Each other investigator at the same location as the investigator performing the skill test may commit one card with an appropriate skill icon to this test.
An appropriate skill icon is either one that matches the skill being tested, or a wild icon. Cards that lack an appropriate skill icon may not be committed to a skill test.
Do not pay a card's resource cost when committing it. Apply any effects initiated by the symbol on the revealed chaos token. If none of the above symbols are revealed, or if the icon has no corresponding ability, this step completes with no effect.
Start with the base skill of the skill that matches the type of test that is resolving of the investigator performing this test, and apply all active modifiers, including the appropriate icons that have been committed to this test, effects of the chaos token s revealed, and all active card abilities that are modifying the investigator's skill value.
If the investigator's skill value equals or exceeds the difficulty for this test as indicated by the card or game mechanic invoking the test , the investigator succeeds at the test.
If the investigator's skill value is less than the difficulty for this test, the investigator fails at the test. Additionally, some other card abilities may contribute additional consequences, or modify existing consequences, at this time.
Resolve the appropriate consequences based on the success or failure established during step ST.
If there are multiple results to be applied during this step, the investigator performing the test applies those results in the order of his or her choice.
This step formalizes the end of this skill test. Discard all cards that were committed to this skill test, and return all revealed chaos tokens to the chaos bag.
There are no action windows during setup. Players may only trigger player card abilities or play cards from hand during setup if the card or ability's specific triggering condition is met.
This section presents a detailed anatomy of each cardtype. Scenario cards include act cards, agenda cards, location cards, treachery cards, enemy cards, and scenario reference cards.
Player cards include investigator cards, investigator mini cards, asset cards, event cards, and skill cards. Unless all of location's clues have been discovered.
Mythos phase II. Investigation phase III. Enemy phase IV. The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents.
Lovecraft, "The Call of Cthulhu" Halt! The Grim Rule If players are unable to find the answer to a rules or timing conflict in this Rules Reference, resolve the conflict in the manner that the players perceive as the worst possible at that moment with regards to winning the scenario, and continue with the game.
Glossary The following is an alphabetical list of entries for game rules, terms, and situations that may occur during play. A, An When used to describe a condition, the words "a" or "an" are satisfied if one or more of the conditional elements are present.
Card abilities only interact with the game if the card bearing the ability is in play, unless the ability or rules for the cardtype specifically references its use from an out-of-play area.
Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area.
If multiple instances of the same ability are in play, each instance interacts with or may interact with the game state individually. Constant Abilities Constant abilities are simply stated on a card with no special formatting.
Forced Abilities A forced ability is identified by a bold " Forced — " command. The initiation of a forced ability that has the potential to change the game state is mandatory each time its specified timing point is met.
A forced ability with a timing point beginning with the word "when A forced ability with a timing point beginning with the word "after For any given timing point, all forced abilities initiated in reference to that timing point must resolve before any [reaction] abilities see below referencing the same timing point in the same manner may be initiated.
Revelation Abilities A revelation ability, indicated by a bold " Revelation — " command on an encounter card or weakness, initiates as that card is drawn by an investigator see " Revelation " on page Triggered Abilities A triggered ability is any ability prefaced by either a [free] icon, a [reaction] icon, or an [action] icon.
There are three types of triggered abilities: Free triggered abilities [free] — A [free] triggered ability may be triggered as a player ability during any player window.
For example: "[reaction] After you defeat an enemy:" A [reaction] ability with a triggering condition beginning with the word "when A [reaction] ability with a triggering condition beginning with the word "after Each [reaction] ability may be triggered only once each time the specified condition on the ability is met.
For example, an ability that is triggered "After X occurs," may be used once each time "X" occurs. All triggered abilities are governed by the following rules: Triggered abilities on a card a player controls are optionally triggered or not by that player at the appropriate timing moment, as indicated by the ability.
A triggered ability can only be initiated if its effect has the potential to change the game state, and its cost if any has the potential to be paid in full, taking active cost modifiers into account.
This potential is assessed without taking into account the consequences of the cost payment or any other ability interactions.
Once an ability is initiated, players must resolve as much of the effect as possible, unless the effect uses the word "may" see " May " on page This includes his or her investigator card.
A scenario card that is in play and at the same location as the investigator. This includes the location itself, encounter cards placed at that location, and all encounter cards in the threat area of any investigator at that location.
The current act or current agenda card. Any card that explicitly allows the investigator to activate its ability. Keywords A keyword is a card ability which conveys specific rules to its card see " Keywords " on page Spawn Instructions and Prey Instructions Spawn instructions inform where an enemy spawns as it enters play see " Spawn " on page Act Deck and Agenda Deck The act deck represents the progress the investigators can make in a scenario.
The act deck advances if the investigators, as a group, spend the requisite number of clues as indicated by the act card.
If the act has an " Objective — " instruction, that instruction overrides or adds additional requirements to the spending of those clues.
The agenda deck advances if the requisite number of doom is in play doom on the agenda card as well as doom on any other cards in play , as indicated by the agenda card.
An agenda card may indicate a flat value or a per investigator value. If the agenda has an " Objective — " instruction, that instruction overrides or adds additional requirements to meeting this doom requirement.
To advance the act deck or the agenda deck, follow these steps, in order: Remove all tokens from the card to be advanced. If the agenda deck is advancing, remove all doom from each card in play.
Flip the advancing card over and follow the instructions on the reverse "b" side. If the reverse side of the act or agenda is an encounter card, follow the rules for drawing that encounter cardtype.
Otherwise, simply follow the instructions on the card. Read the designated resolution in the campaign guide. See also: " Clues " on page 6, " Doom " on page 9.
Action During his or her turn, an investigator is permitted to take up to three actions. If an investigator is instructed to lose 1 or more actions, he or she has that many fewer actions to take during that round.
Activate Action "Activate" is an action an investigator may take during his or her turn in the investigation phase. An investigator is permitted to activate abilities from the following sources: A card in play and under his or her control.
Active Player The active player is the player taking his or her turn during the investigation phase. After The word "after" refers to the moment immediately after the specified timing point or triggering condition has fully resolved.
Alert added in The Forgotten Age Each time an investigator fails a skill test while attempting to evade an enemy with the "alert" keyword, after applying all results for that skill test, that enemy performs an attack against the evading investigator.
Aloof Aloof is a keyword ability. When an aloof enemy spawns, it spawns unengaged. An investigator may use the engage action or a card ability to engage an aloof enemy.
An investigator cannot attack an aloof enemy while that enemy is not engaged with an investigator. The game state is considered to be altered throughout the duration of the indicated ability or action, from its initiation including the paying of its costs, attacks of opportunity, etc through the resolution of each aspect of its effect, and up until its completion.
Other card abilities or game effects resolved during this duration are also resolved with the altered game state in mind. The game state is not physically altered in any way.
Asset Cards Asset cards represent items, allies, talents, spells, and other reserves that may assist or be used by an investigator during a scenario.
See also: " If ". Attach To If a card uses the phrase "attach to" it must be attached to placed beneath and slightly overlapped by the specified game element as it enters play.
If an investigator attaches a player card to a player card he or she controls, he or she retains control of the attachment.
If an investigator attaches a player card to a player card another investigator controls, that other investigator takes control of the attachment.
If an investigator attaches a player card to an encounter card, he or she retains control of the attachment but does not gain control of the attached encounter card.
Attacker, Attacked An "attacker" is an entity usually an enemy or investigator that is resolving its attack against another entity. An attack of opportunity is made immediately after all costs of initiating the action that provoked the attack have been paid, but before the application of that action's effect upon the game state.
An ability that costs more than one action only provokes one attack of opportunity from each engaged enemy. An enemy does not exhaust while making an attack of opportunity.
After all attacks of opportunity are made, continue with the resolution of the action which instigated the attack. Attacks of opportunity count as enemy attacks for the purposes of card abilities.
If a skill test automatically fails, the investigator's total skill value for that test is considered 0. If a skill test automatically succeeds, the total difficulty of that test is considered 0.
If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 "Reveal chaos token" occurs, that step is skipped, along with Step 4.
No chaos token s are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.
If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. If an ability "automatically evades" 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt.
As per the entry on "Evade" in the Rules Reference see " Evade " , if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever.
Consequentially, because no skill test is made, it is not considered a "successful" evasion. The investigator simply follows the steps for evading an enemy exhausting it and breaking its engagement.
Base Value Base value is the value of an element before any modifiers are applied. Bearer The bearer of a weakness is the investigator who started the game with the weakness in his or her deck or play area.
See " Weakness " on page Blank If a card's printed text box is considered "blank" by an ability, that text box is treated as if it did not have any of its printed content.
A card's text box includes: traits, keywords, card text and abilities. Bless and Curse Tokens added in The Innsmouth Conspiracy This expansion introduces two new kinds of chaos tokens: bless [bless] tokens and curse [curse] tokens.
Reveal another token. Instead of returning this token to the chaos bag, return it to the token pool. Added in FAQ, section 'Frequently Asked Questions' Frequently asked Bless and Curse questions: Do [bless] and [curse] tokens have a modifier or value if they are revealed outside of a skill test?
If adding a certain number of [bless] or [curse] tokens to the chaos bag is part of an ability's effect, and there are not enough [bless] or [curse] tokens remaining to fulfill that effect, what happens?
You perform as much of the ability as you can, adding [bless] or [curse] tokens until there are none left to add. During a campaign, do [bless] and [curse] tokens remain in the chaos bag from scenario to scenario?
No, [bless] and [curse] tokens do not carry over from scenario to scenario. Bonded added in The Dream-Eaters Cards with the bonded keyword are linked to another player card.
Campaign Play A campaign is a series of interrelated scenarios in which each player plays the same investigator from one scenario to the next.
Experience After recording the results of a scenario, the investigators are ready to reflect on their experiences and purchase new cards for their decks.
To do this, follow these steps, in order: Count experience. Each investigator earns experience equal to the total victory value of all cards in the victory display plus or minus any bonuses or penalties indicated by the campaign guide for that resolution.
This total is added to any unspent experience an investigator has recorded from previous scenarios in this campaign. Purchase new cards. New cards may be purchased and added to a player's deck by spending experience equal to the card's level denoted by a number of pips in the upper left hand corner of the card.
While purchasing new cards, observe the following rules: An investigator's deckbuilding guidelines found on the back of the investigator card must be observed while that investigator is purchasing new cards.
Only cards the investigator has access to may be purchased. The deck-size requirement must also be maintained, so that for each nonpermanent card purchased and added to a deck, a different card is removed from the deck.
Weakness cards and cards that must be included in an investigator's deck may not be removed while that investigator is purchasing new cards.
Each card costs experience equal to the card's level, to a minimum of 1 purchasing a level zero card still costs 1 experience.
The number of pips beneath a card's cost indicates the card's level. As a result, level 0 cards cost 1 experience to purchase.
This minimum only applies when purchasing new cards. When purchasing a higher level version of a card with the same title, the investigator may choose to "upgrade" that card by paying only the difference in experience to a minimum of 1 between the two cards and removing the lower level version of the card from his or her deck.
New cards are purchased or upgraded individually. If an investigator wishes to purchase more than 1 copy of a new card, each copy must be paid for separately, and one card must be removed from that investigator's deck for each copy purchased.
The above processes, and any specific instructions provided by the campaign guide, are the only methods by which a player may modify his or her deck during a campaign.
Record unspent experience. Each investigator records any unspent experience on the campaign log. This experience may be spent at a later time during this campaign.
Defeat by Card Ability An investigator may be defeated by a card ability. Advancing to Next Scenario After completing a scenario, resolving its resolution, updating the campaign log, and purchasing any new cards, advance to the next scenario sequentially in the campaign, unless the scenario resolution explicitly directs the investigators to a different scenario.
Joining or Leaving a Campaign Once a campaign has begun, players can freely drop in and out of the campaign in between scenarios.
When transferring one or more investigators from a completed campaign to a new campaign, players should observe the following rules: Not all surviving investigators in the original campaign need to be transferred.
It is okay to transfer some and start fresh with others. Investigator decks remain the same. This includes all story assets and weaknesses earned in the original campaign, as well as experience gained and trauma suffered.
All other notes in the Campaign Log should be wiped clean and do not transfer to the new campaign.
The chaos bag is reset. This includes all additional chaos tokens that were added to the chaos bag throughout the original campaign.
Cards and Campaign Guides are written with the assumption that investigators are not being transferred from one campaign to another.
For this reason, campaigns are sometimes referred to as "the campaign. However, some effects should be interpreted as if each campaign played is part of one continuous uninterrupted campaign.
This includes rules that dictate how an earned weakness or story asset operates, or additional rules that a specific investigator must follow.
For example, "for the remainder of the campaign, the bearer of X weakness must only speak in French. Any time the effects of an ability are canceled, the ability apart from its effects is still regarded as initiated, and any costs have still been paid.
The effects of the ability, however, are prevented from initiating and do not resolve. If the effects of an event card are canceled, the card is still regarded as played, and it is still placed in its owner's discard pile.
If the effects of a treachery card are canceled, the card is still regarded as having been drawn, and it is still placed in the encounter discard pile.
Cannot The word "cannot" is absolute, and cannot be countermanded by other abilities. If an ability causes a card to change its cardtype, it loses all other cardtypes it might possess and functions as would any card of the new cardtype.
Chaos Tokens Chaos tokens are revealed from the chaos bag during skill tests, to modify or influence the results of the skill test.
See " ST. Collection If an ability refers to a player's collection for example, "search the collection" , the collection of cards from which that player's deck was assembled is used.
Constant Abilities See " Ability " on page 2. Control See " Ownership and Control " on page Copy A copy of a card is defined by title.
Investigator: Jenny Barnes 10 5 9 1. Investigator: Stella Clark 3 1 1 1. Hass Bioroid Big Rig Dexter 1. Investigator: Dexter Drake 51 30 11 1.
Madame Necronominhcon Deck Guide.