Arkham Horror

Arkham Horror: Final Hour

You arrived too late to stop the loathsome rite, and a monstrous, transdimensional Ancient One tears through reality. An iridescent rift slashes across the darkened skies, heralding the nightmarish creatures that pour into the hallowed buildings of Miskatonic University. As howls and screams cut through the night, there is only one path left for your fearless investigators—hold back the horde long enough to somehow reverse the summoning.

Arkham Horror: Final Hour is a fully co-operative, fast-paced board game for one to four players. An endless tide of monsters sweeps across the Miskatonic University campus, and you must hold them back, all while searching desperately for the ritual components you need to put an end to this insanity. Playable in under 60 minutes, your fate depends on cooperation between you and your fellow investigators. The odds against you are astronomical, but if you don’t succeed, this will indeed be the final hour for Arkham...and the world.

—description from the publisher

Arkham Horror (3rd Edition)

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the Arkham Horror. Will they prevail?

Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

The game is split into a series of rounds made up of four phases.

The Action Phase
The Monster Phase
The Encounter Phase
The Mythos Phase

The Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions.

Move – Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn.
Gather Resources – Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move
Focus – Focus one of your skills, increasing its value.
Ward – Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings.
Attack – Attack a monster engaged with you.
Evade – Try to escape from a monster engaged with you.
Research – Search for clues at your location.
Trade – Trade money, clues, items, and more with other investigators at your location.

—description from the publisher

Arkham Horror: The Card Game

Description from the publisher:

Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between roleplaying 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. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult.

No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries.

Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world...

The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand — and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.

Elder Sign

Game description from the publisher:

It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.

Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One. Armed with tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.

To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A countdown mechanism makes an Ancient One appear if the investigators are not quick enough. The investigators must then battle the Ancient One. A clever and thematic dice mechanism pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.