Arkham Horror Kartenspiel Faq
Arkham Horror: Das Kartenspiel (LCG) (deutsch)
Dank vieler Erweiterungen und Ableger ist die Welt von Arkham Horror wohl die umfassendste Spielewelt von Fantasy Flight Games, die zugleich. Das Arkham Horror Kartenspiel gehört zur Kategorie der Living Card Games. Mit dem Basisspiel erhaltet ihr genügend Material für zwei Spieler. Szenario Mal gespielt hat, vergeht schon einiges an Zeit. Es sind wie bei solchen Spielen üblich recht viele Regeln und Schlagwörter, die man.Arkham Horror Kartenspiel Faq Related Products Video
Arkham Horror: The Card Game Tutorial To do this, follow these steps, in order:. A forced ability with a timing point beginning with the word "when Some player cards in The Dunwich Legacy cycle must be Spielbank Oeynhausen when they are used. There is no limit to the number of tokens 7reels any type which can be in the game area at a given time. 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. 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. Spielinhalt Ermittlerkarten. Es geht um die Geschichte und wie es Novoline Kostenlos Ohne Anmeldung. Ist es nicht so gut gelaufen, kann natürlich auch das Böse triumphieren. 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. 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. 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. 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). In diesem besonderen Video gibt es ein paar Neuerungen. Ab sofort versuchen wir unsere Rezensionen in Intro, Regelüberblick, ausführliche Regelerklärung und.

Mandy Thompson, farsight, solo, expert, The Circle undone 2. Investigator: Mandy Thompson 0 0 1 1. Jenny starter.
Investigator: Jenny Barnes 0 0 0 1. Selecting the Taboo List as default is coming soon. Therefore, a player with Miss Doyle in their deck should set aside Hope, Zeal, and Augur at the start of each game.
These cards are not part of that investigator's deck and do not count towards their deck size. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced.
The number of cards in your deck that summon the bonded card in question does not factor into this limit. For example: An investigator may only have 3 copies of Soothing Melody set aside at the start of the game.
Similarly, an investigator may only have 1 Essence of the Dream set aside at the start of the game, regardless of how many copies of Dream Diary they include in their deck.
A campaign is a series of interrelated scenarios in which each player plays the same investigator from one scenario to the next.
As a campaign progresses, the investigator gains experience and trauma, and this is reflected by changes in his or her deck.
Each decision made in a campaign may have repercussions in a later scenario. When starting a campaign, follow the instructions for that campaign's setup in the campaign guide.
After playing through a scenario during a campaign, record the specified results of that scenario in the campaign log.
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:. If an investigator is defeated in a scenario that investigator is eliminated from the scenario but not necessarily from the campaign.
If an investigator is defeated by taking damage equal to his or her health, he or she suffers 1 physical trauma recorded in the campaign log.
For each physical trauma an investigator has, that investigator begins each subsequent scenario in the campaign with 1 damage. If an investigator has physical trauma equal to his or her printed health, the investigator is killed.
If an investigator is defeated by taking horror equal to his or her sanity, he or she suffers 1 mental trauma recorded in the campaign log.
For each mental trauma an investigator has, that investigator begins each subsequent scenario in the campaign with 1 horror.
If an investigator has mental trauma equal to his or her printed sanity, the investigator is driven insane. If an investigator is defeated by simultaneously taking damage equal to his or her health and horror equal to his or her sanity, he or she chooses which type of trauma to suffer.
If an investigator is killed or driven insane, that player must choose a new investigator to use in the next scenario, and creates a new deck for that investigator.
If a player attempts to choose a new investigator and there are no investigators remaining in the pool, the players have lost and the campaign ends.
An investigator may be defeated by a card ability. A defeated investigator is eliminated from the game see " Elimination " on page Should this occur, follow the instructions of the card ability to determine if there are any long-term repercussions of the defeat.
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.
Once a campaign has begun, players can freely drop in and out of the campaign in between scenarios. If a player leaves the campaign, do not delete that player's information from the campaign log, as he or she may re-join at any time between scenarios.
If a new player joins the campaign, he or she must choose an investigator not previously used during this campaign. That player begins as if it were his or her first scenario in the campaign, with no experience and no trauma.
This section expands on the ability for investigators to transfer from a completed campaign to another campaign, as originally described in the section "The End Note: The standard rules of the game dictate that players start each campaign with a clean state new decks and 0 experience.
Only intrepid investigators who wish to embrace the chaos should choose this option. When transferring one or more investigators from a completed campaign to a new campaign, players should observe the following rules:.
Some card abilities can "cancel" other card or game effects. Cancel abilities interrupt the initiation of an effect, and prevent the effect from initiating.
Chaos tokens are revealed from the chaos bag during skill tests, to modify or influence the results of the skill test.
If a revealed chaos token or the effect referenced by a chaos token has a numerical modifier, that modifier is applied to the investigator's skill value for this test.
If an investigator is instructed to "resolve" multiple revealed chaos tokens, any game or card effects which refer to "the revealed chaos token" in the singular should be construed to apply to each of the revealed chaos tokens.
For example: An investigator plays Premonition, which reads: "Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition.
Likewise, when Premonition instructs that investigator to "Resolve the token sealed here as if it were just revealed from the chaos bag," the investigator should resolve both of the tokens sealed on it.
Additionally, when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed - such as the text "If the named chaos token is revealed during this skill test Such an effect will not trigger twice if two of the designated tokens are resolved.
Note that this entry only applies when multiple chaos tokens are "resolved. The first time an investigator enters a location, that location is revealed turned face-up and a number of clues equal to that location's clue value are placed on that location from the token pool.
This may occur during setup. A clue at a location can be discovered by successfully investigating the location see " Investigate Action " on page 13 , or by a card ability.
If an investigator discovers a clue, he or she takes the clue from the location and places it on his or her investigator card, under his or her control.
If there are no " Objective — " requirements for advancing the current act, during any investigator's turn the investigators may, as a group, spend the requisite number of clues usually conveyed as a "per investigator" value from their investigator cards to advance the act deck.
This is normally done as a [free] player ability. Any or all investigators may contribute any number of clues towards the total number of clues required to advance the act.
A card ability that refers to clues "at a location" is referring to the undiscovered clues that are currently on that location.
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.
Example: Sean and Etienne are each using a deck built from Sean's collection. If Etienne is instructed to "search the collection," he searches Sean's collection.
A copy of a card is defined by title. A second copy of a card is any other card that shares the same title, regardless of cardtype, text, artwork, or any other differing characteristics between the cards.
A card's resource cost is the numerical value that must be paid in resources to play the card from hand. To pay a resource cost, an investigator takes the specified number of resources from his or her resource pool and places them in the token pool.
Some triggered card abilities are presented in a "cost: effect" construct. In such a construct, the aspect preceding the colon indicates the ability costs that must be paid and any triggering conditions that must be met to trigger the ability.
The aspect following the colon is the effect. There are two types of afflictions that may beset an investigator in the game: damage and horror.
Damage afflicts an investigator's health, and horror afflicts an investigator's sanity. When purchasing cards in this manner, that investigator may purchase level 0 cards at 0 experience cost until a legal deck size is reached.
Most player cards, including investigators, belong to one of 5 classes. Each class has its own distinct flavor and identity, as described below.
Guardians [guardian] feel compelled to defend humanity, and thus go out of their way to combat the forces of the Mythos.
They have a strong sense of duty and selflessness that drives them to protect others, and to hunt monsters down.
Mystics [mystic] are drawn to and influenced by the arcane forces of the Mythos. Many have spell-casting abilities, able to manipulate the forces of the universe through magical talent.
Rogues [rogue] are self-serving and out for themselves. Wily and opportunistic, they are always eager for a way to exploit their current situation.
Seekers [seeker] are primarily concerned with learning more about the world and about the Mythos. They wish to research forgotten lore, map out uncharted areas, and study strange creatures.
Survivors [survivor] are everyday people in the wrong place at the wrong time, simply trying to survive.
Ill-prepared and ill-equipped, Survivors are the underdogs, who rise to the occasion when their lives are threatened. Some cards are not affiliated with any class; these cards are neutral.
Generally, investigators only have access to cards from their class. Some investigators have access to cards from other classes. Refer to the "Deckbuilding Options" on the back of an investigator card to view which cards an investigator has access to.
Some abilities create delayed effects. Such abilities specify a future timing point, or indicate a future condition that may arise, and dictate an effect that will happen at that time.
At the beginning of a campaign or standalone scenario, the players choose which difficulty level to use. The campaign setup section of that campaign or scenario's Campaign Guide indicates which chaos tokens should be placed into the chaos bag when playing on each difficulty level.
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.
See " Skill Test Timing " on page 26 for the full rules on skill tests. 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.
Any time a card is discarded, it is placed faceup on top of its owner's discard pile. Encounter cards are owned by the encounter deck.
This is done by filling in one of the boxes next to " Doubt " or " Conviction at the bottom of the Campaign Log. Later in the campaign, some scenarios may be changed or altered depending on whether the investigators "have more Doubt than Conviction " or "have more Conviction than Doubt.
Doubt and Conviction are shared among all of the investigators, and they are not tied to any specific investigator. Doubt and Conviction have no game effect except when explicitly referenced by the Campaign Guide or by a card effect.
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 is instructed to draw one or more encounter cards, those cards are drawn from the top of the encounter deck, and resolved following the rules for drawing encounter cards under framework step " 1.
A card effect is any effect that arises from the resolution of ability text printed on, or gained by, a card. A framework effect is any effect that arises from the resolution of a framework event see " Framework Event Details " on page A player is eliminated from a scenario any time his or her investigator is defeated, or if he or she resigns.
The only manner in which eliminated investigators interact with the game is when establishing "per investigator" values see " Per Investigator " on page Any time a player is eliminated:.
The encounter deck contains the encounter cards enemy, treachery, and story asset cards the investigators may encounter during a scenario.
An encounter set is a collection of encounter cards, denoted by a common encounter set symbol near each card's cardtype. Enemies represent villains, cultists, ne'er-do-wells, terrible monsters, and unfathomable entities from alternate dimensions or the cosmos beyond.
When an enemy card is drawn by an investigator, that investigator must spawn it following any spawn direction the card bears see " Spawn " on page If the encountered enemy has no spawn direction, the enemy spawns engaged with the investigator encountering the card and is placed in that investigator's threat area.
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.
Each enemy in an investigator's threat area is considered to be at the same location as that investigator, and should the investigator move, the enemy remains engaged and moves to the new location simultaneously with the investigator.
Any time a ready unengaged enemy is at the same location as an investigator, it engages that investigator, and is placed in that investigator's threat area.
If there are multiple investigators at the same location as a ready unengaged enemy, follow the enemy's prey instructions to determine which investigator is engaged.
There is no limit on the number of enemies that can be engaged with a single investigator. An exhausted unengaged enemy does not engage, but if an exhausted enemy at the same location as an investigator becomes ready, it engages as soon as it is readied.
To engage an enemy at the same location for example, this could be done to engage an exhausted enemy, an aloof enemy, or an enemy engaged with another investigator , an investigator places the chosen enemy in his or her threat area.
The investigator and the enemy are now engaged. There is no difference between engaging an enemy and being engaged by an enemy. Effects that trigger "after an enemy engages you" will trigger at the same time as effects that trigger "after you engage an enemy.
The phrase "enters play" refers to any time a card makes a transition from an out-of-play area into a play area see " In Play and Out of Play " on page To evade an enemy engaged with an investigator, that investigator makes an agility test against the enemy's evade value see " Skill Tests " on page If the test is successful, the investigator successfully evades the enemy see below.
This occurs during step 7 of the skill test, per " ST. If the test fails, the investigator does not evade the enemy, and it remains engaged with him or her.
Event cards represent tactical actions, maneuvers, spells, tricks, and other instantaneous effects at a player's disposal. Occasionally, a card ability or game step will cause a card to exhaust to indicate it has been used to perform a function.
When a card exhausts, it is rotated 90 degrees. A card in this state is said to be exhausted. Some player cards in The Dunwich Legacy cycle must be exiled when they are used.
When a card is exiled, it is removed from the game and returned to your collection. During campaign play, a card that has been exiled must be purchased again with experience points between scenarios if you wish to re-include it in your deck.
If exiling 1 or more cards would reduce your deck below your investigator's deck size, when purchasing cards between scenarios, you must purchase cards so that a legal deck size is maintained when purchasing cards in this manner, you may purchase level 0 cards for 0 experience cost until a legal deck size is reached.
Some abilities in this campaign and others are identified with an "Explore" action designator. Such abilities are generally used to find new locations to put into play, and are initiated using the "activate" action.
This deck consists of several single-sided locations and treachery cards. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.
She spends her first action to explore, drawing the top card of the exploration deck. The card she draws is Circuitous Trail.
Because Circuitous Trail is a location that is not connected to the Expedition Camp, it is placed next to the exploration deck, and Ursula draws the next card in the exploration deck.
This time, she draws the Low on Supplies treachery card, which she resolves as normal and places in the encounter discard pile. Her exploration is unsuccessful, and she must shuffle the Circuitous Trail that she drew previously back into the exploration deck.
Ursula decides to explore one more time, spending a second action. This time, she draws Path of Thorns, which is connected to the Expedition Camp. Her exploration is successful.
Path of Thorns is put into play with clues on it equal to its clue value, and Ursula immediately moves from the Expedition Camp to the Path of Thorns.
Fast is a keyword ability. A fast card does not cost an action to be played and is not played using the "Play" action.
To fight an enemy at his or her location, an investigator resolves an attack against that enemy by making a combat test against the enemy's fight value see " Skill Tests " on page If the test is successful, the attack succeeds and damage is dealt to the attacked enemy.
The default damage dealt by an attack is 1. Some weapons, spells, or other special attacks may modify this damage. If the test fails, no damage is dealt to the attacked enemy.
However, if an investigator fails this test against an enemy that is engaged with another single investigator, the damage of the attack is dealt to the investigator engaged with that enemy.
Flavor text does not interact with the game in any manner. Throughout this campaign, scenario card effects can flood locations. Each location has one of three different flood levels: it is either unflooded, partially flooded, or fully flooded.
A location's flood level has no inherent game effect. However, some card effects may change or become stronger while you are at a flooded location, particularly if that location is fully flooded.
A 'game' consists of a single scenario, not an entire campaign. In a campaign, the beginning of a new scenario marks the start of a new game.
Haunted is a new ability that appears on some locations. Each time an investigator fails a skill test while investigating a location, after applying all results for that skill test, that investigator must resolve all " Haunted —" abilities on that location.
A location is "haunted" for the purposes of other card effects if it has at least one " Haunted —" ability printed or otherwise. Health represents a card's physical fortitude.
Damage tracks the physical harm that has been done to a card during a scenario. An encounter card or weakness with the hidden keyword has a revelation ability that secretly adds that card to your hand.
This should be done without revealing that card or its text to the other investigators. For the best experience, players are encouraged to stay "in character" and not share information about hidden cards in their hand.
During the enemy phase in framework step 3. Enemies at a location with one or more investigators do not move. Some abilities have triggering conditions that use the words "at" or "if" instead of specifying "when" or "after," such as "at the end of the round," or "if the Ghoul Priest is defeated.
If a card is immune to a specified set of effects for example, "immune to treachery card effects," or "immune to player card effects" , it cannot be affected by or chosen to be affected by effects belonging to that set.
Only the card itself is protected, and peripheral entities associated with an immune card such as attached assets, tokens placed on, or abilities originating from an immune card are not themselves immune.
The current act, the current agenda, each location in the play area, and each encounter card in a investigator's threat area or at a location, are all considered in play.
If the players are instructed to perform a sequence "in player order," the lead investigator performs his or her part of the sequence first, followed by the other players in clockwise order.
The phrase "the next player" is used in this context to refer to the next player clockwise to act in player order. The word "instead" is indicative of a replacement effect.
A replacement effect is an effect that replaces the resolution of a triggering condition with an alternate means of resolution. Each time an investigator takes this action, he or she makes an intellect test against the shroud value of that location see " Skill Tests " on page If the test is successful, the investigator has succeeded in investigating the location, he or she discovers one clue at the location.
Any time an investigator discovers a clue from a location, that player takes the clue from the location and places it on his or her investigator card, under his or her control.
If the test is failed, the investigator has failed in investigating the location. No clues are discovered during step 7 of the skill test.
A player's "investigator deck" is the deck that contains that player's asset, event, skill, and weakness cards. A reference to "your deck" refers to the investigator deck under your control.
As a private eye, Joe Diamond has learned to follow his instincts, and therefore he has a separate hunch deck, which is constructed during step 4 of the setup of each scenario.
The cards in this hunch deck are chosen from Joe's card deck and therefore count toward his total deck size. With the exception of these setup instructions, all references to Joe's "deck" refer to Joe's standard investigator deck and not his hunch deck.
Joe's hunch deck has no discard pile; cards from your hunch deck are discarded to your standard discard pile when played. This expansion introduces key tokens that represent important objects or pieces of information that can be claimed and used during scenarios.
Key tokens have two sides. When facedown, all seven keys have the same universal key symbol, so they can be randomized without the investigators knowing which is which.
When faceup, each key is color coded with a unique color red , blue , green , yellow , purple , black , white. If a scenario uses one or more keys, the setup of that scenario indicates how many are set aside and whether they should be faceup or randomized facedown.
Keys can enter play via several different card effects, and they are usually placed on an enemy, location, or story asset.
Keys can be acquired in any of three ways:. When an investigator takes control of a key, they flip it faceup if it is facedown and place it on their investigator card.
If an investigator who controls one or more keys is eliminated, place each of their keys on their location. As an [action] ability, an investigator may give any number of their keys to another investigator at the same location.
Keys have no inherent game effect. However, some card effects may change depending on which keys an investigator controls.
Additionally, keys may sometimes be required in order to progress during a scenario. A keyword is a card ability which conveys specific rules to its card.
Each keyword has its own rules which can be found in the keyword's own section of the glossary. The keywords in this game are: aloof , fast , hunter , massive , peril , retaliate , surge , uses.
During campaign play, investigators who are killed or driven insane must be recorded in your campaign log and cannot be used for the remainder of the campaign.
Some card abilities create conditions that affect the game state for a specified duration for example, "until the end of the phase" or " for this skill test".
Such effects are known as lasting effects. The lead investigator is sometimes required to make important scenario decisions.
At the beginning of a scenario, the investigators choose a lead investigator. If they cannot agree on a choice, a lead investigator is chosen at random.
The phrase "leaves play" refers to any time a card makes a transition from an in-play state to an out-of-play state see " In Play and Out of Play " on page If a card leaves play, the following consequences occur simultaneously with the card leaving play:.
Each instance of an ability with such a limit may be initiated X times during the designated period. If a card leaves play and re-enters play during the same period, the card is considered to be bringing a new instance of the ability to the game.
Generally, this phrase imposes a maximum number of times that copies of that card can be played during the designated time period.
If a maximum includes the word "committed" For example, "Max 1 committed per skill test" , it imposes a maximum number of copies of that card that can be committed to skill tests during the designated period.
If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies by title of cards bearing that ability including itself , during the designated period.
Some limits may pertain to a particular play area, such as "Limit 1 per deck," "Limit 1 in the victory display," or "Limit 1 in play.
Another copy of that card cannot enter the specified play area if this limit has already been reached. Remember that limits are player specific unless otherwise noted.
For example, a card with "Limit 1 per deck" can exist in two different investigator decks. Each cycle is divided up into one deluxe expansion followed by six mythos packs.
Deluxe expansions contain new investigators, about 60 new player cards, and the first two scenarios of a campaign. Mythos packs contain about 24 new player cards and a single scenario of a campaign.
They are listed below in order of release date which is also the order in which to play a cycle's campaign. As such, a player doesn't need any other expansions to play them or encounter cards from the core box—only the investigators.
This means the card quality is generally lower than the packs shipped from overseas but Fantasy Flight Games can push these packs faster out to players at conventions or for general release.
However instead of just increasing the difficulty, these expansions provide an alternate way to play through the campaign with alternate story effects.
They also provide player cards with the first one providing 20 player cards. 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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