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== Arkham Horror: The Card Game == [[file:Taunt.jpg|280px|right|thumb|COME AT ME FUCKNUGGET]] Unlike the two other versions of the Arkham property, the Arkham Horror Card Game is what [[Fantasy Flight Games]] calls a "Living Card Game"; the core set provides all the bits and pieces needed for playing the game, alongside a bunch of cards to play the game for a bit before you feel the itch to expand the game with small-but-frequent "Mythos Packs" - Sets of cards that plays a new story. Every new campaign will usually cost you about 20 dollars, and you'll need eight of those for a campaign, making it about as expensive a hobby to maintain as games like [[Star Wars: Armada]] or [[Star Wars: X-Wing]]. So why even bother? Because it's fucking ''great''. The idea is that you play an investigator represented by a thirty-card-deck, filled with skills, items and actions the investigator can take. These cards come in six forms: Guardians (Serial Killers but it's okay because they kill cultists), Seekers (Investigative researcher-types; the kind of hero Lovecraft usually played in his 1920 games), Rogues (Shifty fuckheads with too many resources to know what to do with), Mystics ([[Wizard|I put on my wizard robe and hat]]) and Survivors (Shouldn't be here and vastly outmatched but hey, that didn't stop Sigourney Weaver in Alien), alongside basic cards everyone can use. You can have two of every non-Unique card in the deck, plus a personal card, a Weakness for your specific investigator and a basic Weakness. This is important, because, for once, the game doesn't end after a scenario - Every game is tied into a campaign, which may change your deck, the Scenarios that come later and much more. For some reason, this works really well; most choices you make have significant consequences, and not always in a bad way. Your choices, failures and more carry over until the end of the campaign, and often, your characters' horrible deaths. Every Scenario has a developing plotline and its own "Encounter Deck" created with specific card sets that differentiate the horribly things that happen to you. Looking for cultists in town? You'll need the Locked Doors, Cultists and Winged Terrors decks. What about digging through an illegal gambling den? Let's find the Lucky Draws, Criminals and Rats cards! All this compound to create an endlessly evolving, if pretty expensive game that always has something new for the players to learn. It's impossible to plan for a new Scenario, and permanent damage to your character and their decks means that you are much more careful than you would be in Arkham or Eldritch Horror, and that the Horror is more intimate and less detached. {{Board Games}} [[Category:Board Games]]
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