Starter & Erweiterungen im Spiele-Shop mit 24 Jahren Erfahrung kaufen: Arkham Horror: Das Kartenspiel (LCG) (deutsch) - Top Trusted-Shops-Bewertung. Einige Erweiterungen für Arkham Horror: Das Kartenspiel fügen der. Sammlung eines Spielers neue Grundschwächen hinzu. Diese Karten werden einfach den. 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 SchreckenArkham 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. 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.
Arkham Horror Kartenspiel Faq A Note from ArkhamDB VideoArkham Horror LCG - Nathaniel Cho Deck Tech Heute spielen wir beim MAGE STORE Brettspielabend Arkham Horror LCG, das 1. Szenario! Wir spileen zu viert (Tanja, Micha, Jörg und Tobi) Ich hoffe es gefällt. Work as a team to save the town of Arkham from monsters and a Great Old One. A Note from ArkhamDB. This page contains a replica of the Rules Reference found in any copy of the Core Set of Arkham Horror: The Card Game. It also includes updates to the Rules Reference: rules added in deluxe expansions (marked in red) and rules added in the official FAQ for the game (marked in blue). Arkham Horror features a much more player-friendly mulligan system that goes as follow: Draw your 5 cards for your opening hand. If any of those cards are weaknesses (your unique player weakness, basic weaknesses, or story-based weaknesses), set those cards aside and draw cards from your deck to replace this. In diesem besonderen Video gibt es ein paar Neuerungen. Ab sofort versuchen wir unsere Rezensionen in Intro, Regelüberblick, ausführliche Regelerklärung und.
Rolle des Zuschauers bzw, Arkham Horror Kartenspiel Faq von Arkham Horror Kartenspiel Faq Concerts Live. - Related ProductsAm Ende werden alle Karten wieder spielbereit gemacht.
Die arkanen Reiche halten zahlreiche Schrecken bereit und die Ermittler müssen darauf achten, dass sie ihre an einem seidenen Faden hängende geistige Gesundheit nicht verlieren und überleben.
In diesem kooperativen Spiel schlüpfen die Spieler in die Rolle eines Ermittlers und stellen ihr individuelles Deck so zusammen, dass es ihre Stärken und Schwächen widerspiegelt.
Euer Gelingen oder Scheitern im ersten Abenteuer, Die Zusammenkunft, wird nicht nur den Grundstein für kommende Abenteuer legen, sondern auch entscheiden, wie viel Erfahrung ihr für das Upgrade eures Decks ausgeben könnt.
In seinem andersweltlichen Gewölbe des Todes und der Verwesung schläft der Verschlinger aus der Tiefe.
Sollte er erwachen, wird er Arkham vernichten. Dieser Pack umfasst 60 vorsortierte Karten. Dieses Spiel enthält 60 Karten, mit neuen Spielerkarten, die bestehende Kartensätze ergänzen.
They are also not the Print on Demand quality that is found in the stand-alone scenarios. Arkham Horror: The Card Game also has novellas where each novella is focused around a specific investigator and come with 5 promo cards.
These promo cards include 1 alt-art investigator card, 1 alt-art mini investigator card, 1 replacement signature card, 1 replacement signature weakness, and 1 card with instructions for the replacement cards.
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Namespaces Article Talk. Views Read Edit View history. 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.
Costs There are two types of costs in the game: resource costs and ability costs. If multiple costs for a single card or ability require payment, those costs must be paid simultaneously.
Only the controller of a card or ability may pay its costs. Game elements another player controls may not be used to pay a cost.
If a cost requires a game element that is not in play, the player paying the cost may only use game elements that are in his or her game areas such as his or her hand or deck to pay the cost.
If the investigators are instructed to pay a cost as a group, each investigator or each investigator in the group defined by the ability may contribute to paying the cost.
An ability cannot initiate — and therefore its costs cannot be paid — if the resolution of its effect will not change the game state.
If an investigator takes damage or horror as a cost and reassigns any of it to an asset, the cost is still considered paid. When an investigator is dealt damage or horror, that investigator may assign it to eligible asset cards he or she controls.
To be eligible, an asset card must have health in order to be assigned damage, and it must have sanity in order to be assigned horror.
An asset cannot be assigned damage beyond the amount of damage it would take to defeat the card, and cannot be assigned horror beyond the amount of horror it would take to defeat the card.
When an investigator is defeated, he or she is eliminated from the scenario see " Elimination " on page The order of cards within a deck may not be altered unless a player is instructed to do so by a card ability.
Deckbuilding When building a custom deck, the following guidelines must be observed: A player must choose exactly 1 investigator card.
A player's investigator deck must include the exact number of player cards indicated on the back of his or her investigator card as the "Deck Size.
A player's investigator deck may not include more than 2 copies by title of any given player card. Each standard player card in a player's investigator deck must be chosen from among the "Deckbuilding Options" available on the back of his or her investigator card.
Most investigators have 0 experience to spend at the beginning of a campaign, which means that they may only include level 0 cards in their decks.
All other "Deckbuilding Requirements" listed on the back of a player's investigator card must be observed. Each required random basic weakness is added to a player's deck at the end of the deckbuilding process.
Story Assets may not be included in a player's deck unless the setup or resolution of a scenario grants that player permission to do so.
These assets are indicated by the lack of a card level and the presence of an encounter set symbol see " Asset Cards " on page 4. During a campaign, players build a deck before playing the first scenario.
In between scenarios, players can purchase new cards or upgrade cards in their deck following the rules found under " Campaign Play " on page 5.
Classes Most player cards, including investigators, belong to one of 5 classes. If an investigator has as much or more damage on it as it has health or as much or more horror on it as it has sanity , that investigator is defeated.
An investigator might also be defeated by a card ability. In campaign play, an investigator that is defeated by taking damage equal to his or her health suffers 1 physical trauma.
An investigator that is defeated by taking horror equal to his or her sanity suffers 1 mental trauma. Taking trauma may cause an investigator to be killed or driven insane see " Campaign Play " on page 5 for more information.
If an enemy has as much or more damage on it as it has health, that enemy is defeated and placed on the encounter discard pile or on its owner's discard pile if it is a weakness.
If an asset with a health value has as much or more damage than it has health, it is defeated. If an asset with a sanity value has as much or more horror than it has sanity, it is defeated.
A defeated asset is placed on its owner's discard pile. Delayed Effects Some abilities create delayed effects. Each delayed effect initiates automatically and immediately as a forced ability if its future timing point or future condition occurs.
A delayed effect affects all specified entities that are in the specified game area and eligible at the time the delayed effect resolves.
Difficulty skill tests The difficulty of a skill test is the target number an investigator is trying to equal or exceed with his or her modified skill value to pass that test.
When attacking an enemy, the base difficulty of the skill test is the enemy's fight value. When investigating a location, the base difficulty of the skill test is the location's shroud value.
When attempting to evade an enemy, the base difficulty for the skill test is the enemy's evade value. When resolving a skill test created by a card ability, the base difficulty is indicated as a parenthetical value following the indication of which skill is being tested.
For example: Intellect 3. Direct Damage, Direct Horror If an ability causes a card to take direct damage or direct horror, that damage or horror must be assigned directly to the specified card, and cannot be assigned or re-assigned elsewhere.
Discard Piles Any time a card is discarded, it is placed faceup on top of its owner's discard pile. Each discard pile is an out-of-play area.
Each investigator has his or her own discard pile, and the encounter deck has its own discard pile.
Each discard pile is open information, and may be looked at by any player at any time. The order of cards in a discard pile may not be altered unless a player is instructed to do so by a card ability.
If multiple cards are discarded simultaneously, the owner of the cards may physically place them on top of his or her discard pile one at a time, in any order.
If multiple encounter cards are discarded simultaneously, they are placed on top of the encounter discard pile in any order determined by lead investigator.
Any ability that would shuffle a discard pile of zero cards back into a deck does not shuffle the deck. If this shuffling would occur during the playing or revelation of a card that is typically discarded after it is resolved, such as an event or treachery card, it is discarded.
Otherwise, the card remains in its current game area. During each Mythos phase, 1 doom is placed on the current agenda see " I.
Mythos phase " on page If there are no " Objective — " requirements for advancing the current agenda and the requisite amount of doom is in play among the agenda and all cards in play , the agenda advances during the "Check doom threshold" step of the Mythos phase.
Unless a card otherwise specifies that it can advance the agenda, this is the only time at which the agenda can advance.
Doom on cards other than the agenda such as enemies, allies, locations, etc. Draw Action "Draw" is an action an investigator may take during his or her turn in the investigation phase.
When an investigator takes this action, that investigator draws one card from his or her deck. Drawing Cards When a player is instructed to draw one or more cards, those cards are drawn from the top of his or her investigator deck and added to his or her hand.
When a player draws two or more cards as the result of a single ability or game step, those cards are drawn simultaneously.
If a deck empties middraw, reset the deck and complete the draw. There is no limit to the number of cards a player may draw each round.
If an investigator with an empty investigator deck needs to draw a card, that investigator shuffles his or her discard pile back into his or her deck, then draws the card, and upon completion of the entire draw takes one horror.
Effects A card effect is any effect that arises from the resolution of ability text printed on, or gained by, a card.
Once initiated, players must resolve as much of each aspect of the effect as they are able, unless the effect uses the word "may.
The expiration of a lasting effect or the cessation of a constant ability is not considered to be generating a game state change by a card effect.
All aspects of an effect have timing priority over all "after For example, if an effect reads "Gain 3 resources and draw 3 cards," resolve both aspects of the effect gaining resources and drawing cards before initiating an ability that reads "After drawing a card Elimination A player is eliminated from a scenario any time his or her investigator is defeated, or if he or she resigns.
Any time a player is eliminated: For the purpose of resolving weakness cards, the game has ended for the eliminated investigator. Then, remove those weaknesses from the game.
The cards he or she controls in play and all of the cards in his or her out-of-play areas such as hand, deck, discard pile are removed from the game.
Any card that player owns but does not control that is in play remains in play, but if that card leaves play it is removed from the game. All clue tokens that player possesses are placed at the location the investigator was at when he or she was eliminated, and all of that player's resource tokens are returned to the token pool.
All enemies engaged with that player are placed at the location the investigator was at when he or she was eliminated, unengaged but otherwise maintaining their current game state.
All other cards in the eliminated investigator's threat area are placed in the appropriate discard pile. If the lead investigator is eliminated, the remaining players if any choose a new lead investigator.
If there are no remaining players, the scenario ends. Refer to "no resolution was reached" entry for that scenario in the campaign guide.
Empty Location An empty location is a location with no enemies or investigators at it. Encounter Deck The encounter deck contains the encounter cards enemy, treachery, and story asset cards the investigators may encounter during a scenario.
If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. Encounter Set An encounter set is a collection of encounter cards, denoted by a common encounter set symbol near each card's cardtype.
Enemy Cards Enemies represent villains, cultists, ne'er-do-wells, terrible monsters, and unfathomable entities from alternate dimensions or the cosmos beyond.
See " 1. A ready, unengaged enemy engages any time it is at the same location as an investigator see " Enemy Engagement " on page If an investigator is engaged with a ready enemy and takes an action other than to fight , to evade , or to activate a parley or resign ability, that enemy makes an attack of opportunity see " Attack of Opportunity " on page 5.
Enemy phase " on page Enemy Engagement While an enemy card is in play, it is either engaged with an investigator and placed in that investigator's threat area , or it is unengaged and at a location and placed at that location.
For example, a ready unengaged enemy immediately engages if: It spawns at the same location as an investigator, It moves into the same location as an investigator, An investigator moves into the same location as it.
Note: An enemy with the Aloof keyword does not engage in the manner described above. See " Engage Action " below.
Engage Action "Engage" is an action an investigator may take during his or her turn in the investigation phase. An investigator may perform the engage action to engage an enemy that is engaged with a different investigator at the same location.
The enemy simultaneously disengages from the previous investigator and engages the investigator performing the action. An investigator cannot use the engage action to engage an enemy he or she is already engaged with.
If an ability either on the card itself or from another card causes a card to enter play in a state different from that specified by the rules, there is no transition to that state.
It merely enters play in that state. Evade, Evade Action "Evade" is an action an investigator may take during his or her turn in the investigation phase.
If an ability "automatically" evades 1 or more enemies, no skill test is made for the evasion attempt.
Any time an enemy is evaded whether by an evade action, or by card ability , the enemy is exhausted if it was ready and the engagement is broken.
Move the enemy from the investigator's threat area to the investigator's location to mark that it is no longer engaged with that investigator. Unlike the fight and engage action, an investigator can only perform an evade action against an enemy engaged with him or her.
Event Cards Event cards represent tactical actions, maneuvers, spells, tricks, and other instantaneous effects at a player's disposal.
If an event card does not have the fast keyword, it may only be played from a player's hand by performing a "Play" action during his or her turn. A fast event card may be played from a player's hand any time its play instructions specify see " Fast " on page Any time a player plays an event card, its costs are paid, its effects are resolved or canceled , and the card is placed in its owner's discard pile after those effects resolve or are canceled.
If the effects of an event card are canceled, the card is still considered to have been played, and its costs remain paid. Only the effects have been canceled.
Playing an event card from hand or not playing it is always optional for a player, unless the event uses the word "must" in its play instructions.
An event card cannot be played unless the resolution of its effect has the potential to change the game state. Exceptional Exceptional is a deckbuilding keyword ability.
A card with the exceptional keyword costs twice its printed experience cost to purchase. A player's investigator deck cannot include more than 1 copy by title of any given exceptional card.
Investigator: Dexter Drake 51 30 11 1. Madame Necronominhcon Deck Guide. Investigator: Minh Thi Phan 22 1. Zoey the Invincible! Investigator: Zoey Samaras 21 12 6 1.