Das Arkham Horror Kartenspiel gehört zur Kategorie der Living Card Games. Mit dem Basisspiel erhaltet ihr genügend Material für zwei Spieler. Starter & Erweiterungen im Spiele-Shop mit 24 Jahren Erfahrung kaufen: Arkham Horror: Das Kartenspiel (LCG) (deutsch) - Top Trusted-Shops-Bewertung. Das Kartenspiel. Die aktuellste Version dieses Dokuments gilt als Ergänzung zum Referenzhandbuch von Arkham Horror: Das Kartenspiel.
BrettspieltippsDank vieler Erweiterungen und Ableger ist die Welt von Arkham Horror wohl die umfassendste Spielewelt von Fantasy Flight Games, die zugleich. Seit dem Frühjahr nach seinem Erscheinen war "Arkham Horror - Das Kartenspiel" lange Zeit vergriffen. Was ist so interessant an diesem so. 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 Kartenspiel Faq A Note from ArkhamDB VideoArkham Horror LCG - In the Know - A Beginner's Guide to Enemy Engagement
Ersatzkarte Rucksack. Ersatzkarte Eingestürzter Gang. Ersatzkarte Joe Diamond. Lies oder stirb Regeln.
Lies oder stirb Karten. Alles oder Nichts Regeln. Alles oder Nichts Karten. 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. As a renowned actress, Lola Hayes can play many different roles.
At the beginning of each scenario, after investigators draw opening hands, Lola Hayes must choose a role Neutral, Guardian, Seeker, Rogue, Mystic, or Survivor.
Lola can only play cards, commit cards to skill tests, or trigger [action], [fast], or [reaction] abilities on Neutral cards or cards whose class matches her role.
This restriction only applies to player cards, not to encounter cards or weaknesses. Note that Constant and Forced abilities remain active on cards whose class does not match Lola's role.
Massive is a keyword ability. A ready enemy with the massive keyword is considered to be engaged with each investigator at the same location as it.
The word "may" indicates that a specified player has the option to do that which follows. If no player is specified, the option is granted to the controller of the card with the ability in question.
Some abilities cause values or quantities of characteristics to be modified. The game state constantly checks and if necessary updates the count of any variable value or quantity that is being modified.
Any time a new modifier is applied or removed , the entire quantity is recalculated from the start, considering the unmodified base value and all active modifiers.
Any time an entity an investigator or enemy moves, transfer that enemy card or investigator's mini card from its current location to a different location.
When an investigator takes this action, move that investigator using his or her mini card to any other location that is marked as a connecting location on his or her current location see " Move " on page After a player draws a starting hand during setup, that player has a single opportunity to declare a mulligan on any number of the drawn cards he or she does not wish to keep in his or her starting hand.
These cards are set aside, and an equivalent number of cards are drawn and added to the player's starting hand. The set-aside cards are then shuffled back into the player's deck.
A multi-class card is a card which bears multiple class icons instead of one, and is a card of each of those classes.
For example, a card with both a Rogue [rogue] and a Guardian [guardian] icon is both a Rogue card and a Guardian card for all purposes.
If an investigator is instructed that he or she "must" choose among multiple options, the investigator is compelled to choose an option that has the potential to change the game state.
An investigator may include up to three copies of a player card with the myriad keyword in their deck by title , instead of the normal limit of two copies.
Additionally, when you purchase a myriad card for your deck, you may purchase up to two additional copies of that card at the same level at no experience cost.
Some card abilities reference the "nearest" entity. Nearest refers to the entity of the specified kind at a location that can be reached in the fewest number of connections, even if one or more of those connections are blocked by another card ability.
The path to the nearest entity is the "shortest" path to that entity. This is called a nested sequence. It is possible that a nested sequence generates further triggering conditions and hence more nested sequences.
There is no limit to the number of nested sequences that may occur, but each nested sequence must complete before returning to the sequence that spawned it.
For example: Roland and Agnes are embroiled in a fierce battle. Roland has a Guard Dog in his play area, and is engaged with a Goat Spawn with 2 damage on it.
Agnes is engaged with a Ghoul Minion. Roland wishes to play a. Finally, the players return to the original triggering condition, and Roland is able to put his.
A skill test cannot initiate during another skill test. If during the resolution of a skill test another skill test would initiate, instead the second skill test does not initiate until the first skill test has finished resolving.
If the first skill test was part of an action, the second skill test does not initiate until that action has finished resolving. For example: Ursula performing an investigate action.
As part of this investigate action, she must perform an [intellect] test. During the resolution of that skill test, she plays Expose Weakness, a fast event which initiates another [intellect] test.
Instead of resolving the second [intellect] test during the first one, the initiation of the second [intellect] test is delayed until after the first skill test and therefore the investigate action has finished resolving.
A player controls the cards located in his or her out-of-play game areas such as the hand, deck, discard pile. The scenario controls the cards in its out-of-play game areas such as the encounter, act, and agenda decks, and the encounter discard pile.
Some abilities are identified with a Parley action designator. Such abilities are initiated using the "Activate" action see " Activate Action " on page 4.
While resolving the drawing of an encounter card with the peril keyword, an investigator cannot confer with the other players.
Those players cannot play cards, trigger abilities, or commit cards to that investigator's skill test s while the peril encounter is resolving.
To play a card, an investigator must pay the card's resource cost and meet any applicable play restrictions and conditions.
Most cards can only be played by taking a play action see " Play Action " on page A card with the fast keyword is not played during a play action.
Such a card may be played any time its specified triggering condition is met or, if it has no triggering condition, during an appropriate player window see " Fast " on page Any time an event card is played, its effects are resolved and it is then placed in its owner's discard pile.
Any time an asset is played, it is placed in the investigator's play area and remains in play until an ability or game effect causes it to leave play.
Skill cards are not "played. When an investigator takes this action, that investigator selects an asset or event card in his or her hand, pays its resource cost, and plays it see " Play " on page Many cards and abilities contain specific instructions pertaining to when or how they may or may not be used, or to specific conditions that must be true in order to use them.
In order to use such an ability or to play such a card, its play restrictions must be observed. A permission allows a player to play a card or use an ability outside the timing specifications provided by the game rules.
Given the opportunity, some enemies will pursue a defined investigator. These enemies are identified with the bold word " Prey " in their text box, followed by instructions on whom they should engage.
The word "printed" refers to the text, characteristic, icon, or value that is physically printed on the card.
If an effect affects multiple players simultaneously, but the players must individually make choices to resolve the effect, these choices are made in player order.
Once all necessary choices have been made, the effect resolves simultaneously upon all affected entities.
They cannot be used in other scenarios. Keep them with the rest of the scenario cards for Disappearance at the Twilight Estate , and do not integrate them into your collection of player cards.
Some card abilities cause a card to be "put into play. If card text includes a qualifier followed by multiple terms, the qualifier applies to each term in the list.
For example, in the phrase "each unique ally and item," the word "unique" is a qualifier that applies both to "ally" and to "item.
When a triggering condition resolves, investigators are granted the opportunity to resolve [reaction] abilities in response to that triggering condition.
It is only after all investigators have passed their reaction opportunity that the game moves forward. Using a [reaction] ability in response to a triggering condition does not prevent other [reaction] abilities from being used in response to that same triggering condition.
He may then play Evidence! A card that is in an upright state so that its controller can read its text from left to right is considered ready.
Often the players will be instructed to record a key phrase in the Campaign Log. This phrase may come up later during that scenario, and may trigger additional or different effects.
A card that has been removed from the game is placed away from the game area and has no further interaction with the game in any manner for the duration of its removal.
If there is no specified duration, a card that has been removed from the game is considered removed until the end of the game.
For example, the ability on Sefina Rousseau reads: "When you would draw your opening hand: Draw 13 cards,instead.
Choose up to 5 events to place beneath this card and keep 8 cards as your opening hand. Discard the rest. Some abilities are identified with a Resign action designator.
When an investigator takes this action, that investigator gains one resource by taking it from the token pool and adding it to his or her resource pool.
Resources represent the various means of acquiring new cards at an investigator's disposal — supplies, money, tools, knowledge, spell components, etc.
Resources on other cards that investigator controls do not count toward this total unless explicitly stated. Each time an investigator fails a skill test while attacking a ready enemy with the retaliate keyword, after applying all results for that skill test, that enemy performs an attack against the attacking investigator.
An enemy does not exhaust after performing a retaliate attack. Sanity represents a card's mental and emotional fortitude.
Horror tracks the harm that has been done to a card's psyche by exposure to the Mythos. As an additional cost for a card with the seal keyword to enter play, its controller must search the chaos bag for the specified chaos token and place it on top of the card, thereby sealing it.
If there is a choice of which token to seal, the card's controller chooses. If the specified token is not in the chaos bag, the card cannot enter play.
A sealed chaos token is not considered to be in the chaos bag, and therefore cannot be revealed from the chaos bag as part of a skill test or ability.
When a chaos token is "released," it is returned to the chaos bag and is no longer considered sealed.
If a card with one or more chaos tokens sealed on it leaves play for any reason, any chaos tokens sealed on it are immediately released. Some cards with or without the seal keyword may also have abilities that seal one or more chaos tokens as part of their effect.
This is done following the same process as above: searching the chaos bag for the specified token, removing it from the chaos bag, and placing it on the card.
If the specified token is not in the chaos bag, the effect fails. When a player is instructed to search for a card, that player is permitted to look at all of the cards in the searched area without revealing those cards to the other players.
When a card's ability text refers to its own title, it is referring to itself only, and not to other copies by title of the card.
Self-referential abilities using the word "this" e. Some scenarios instruct the players to set aside specific cards.
Set-aside cards have no interaction with the game until they are referenced by instructions within the scenario or by a card ability. Skill cards represent innate or learned attributes or character traits that improve an investigator's skill tests.
Skill cards are not played from a player's hand. In order to resolve their abilities, skill cards must be committed to a skill test.
If a skill card is committed to a skill test, its ability may be used during the resolution of that skill test, as specified on the card. During Step 7 of Skill Test Timing "Apply skill test results" , all of the effects of the successful skill test are determined and resolved, one at a time.
This includes the effects of the test itself such as the clue discovered while investigating, or the damage dealt during an attack , as well as any "If this test is successful A number of situations in the game require an investigator to make a skill test, using one of his or her four skills: willpower [willpower] , intellect [intellect] , combat [combat] , or agility [agility].
A skill test pits the investigator's value in a specified skill against a difficulty value that is determined by the ability or game step that initiated the test.
The investigator is attempting to match or exceed this difficulty value in order to succeed at the test. Investigator: Jenny Barnes 0 0 0 1.
Selecting the Taboo List as default is coming soon. Campaign Rewards If a campaign lets you add a regular player card that does not count towards your deck limit, you can do so by opening the card popup and manually adjust how many of that card ignore your deck limit.
Ultimatum of Chaos You can create random decks with the chaos button found in the deck builder. Card Ownership You can set which packs you own in the collection manager see My Collection in the user menu.
Lovecraft and other cosmic horror writers. The title refers to Lovecraft's fictional town of Arkham , MA which is mentioned in many Mythos stories.
News of the game was originally leaked in May ,  before being officially announced in August of that same year.
As a game in Fantasy Flight Games Living Card Game line, there is a regular release of non-random Deluxe expansions that start a story or campaign, followed by multiple smaller expansions known as Mythos packs that continue and conclude it.
Campaign play is the default mode of the game,  allowing a player to progress through a series of scenarios. In campaign play, choices made in scenarios have lasting effects, altering the story and how later scenarios play out.
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.The investigator is attempting to match or exceed this difficulty value in order to succeed at the test. Any time a ready unengaged enemy is at the same location as an Keno System, it engages that investigator, and is placed in that investigator's threat Metal Casino. However, the skill test still takes place. These cards are set aside, and an equivalent number of cards are drawn and added to the player's starting hand. The first appendix describes the process of playing cards or initiating triggered abilities. Alles oder Nichts Regeln. To advance the act deck or the agenda deck, follow these steps, in order: Remove all tokens from the card to be advanced. Silver Edge, this phrase imposes a maximum number of times that copies of Mädche Spiele 1001 card can be played during the designated time period. Spiel Doch Mal …! In player order, each investigator with more than 8 cards in hand chooses and discards cards from his or her hand until he or Arkham Horror Kartenspiel Faq has 8 cards remaining in hand. Each time an investigator takes this action, he or she makes an intellect test against the shroud value of that Lions Club Bielefeld see " Skill Tests " on page For example, in the phrase Luis R7 S unique ally and item," the word "unique" is a qualifier that applies both to "ally" and Casino Novolino "item. If a deck empties middraw, reset the deck and complete the draw. Alert added in The Forgotten Age Each time an investigator fails a skill test while attempting to evade an Deutsche Spielkarte with the "alert" keyword, after applying all results for that skill test, that enemy performs an attack against the evading investigator.