In light slumber he descended the seventy steps to the cavern of flame and talked of this design to the bearded priests Nasht and Kaman-Thah. And the priests shook their pshent-bearing heads and vo...
Not far from Arkham, the stooped and weathered town of Innsmouth squats on the Atlantic coast. An aura of decrepitude and decay hangs over the city like the ocean fog, from the weirdly glowing wind...
In the far, uncharted reaches of the Earth, there dwell unspeakable things— ancient nameless beings whose very existence tear at the fabric of reality. But there are those who would stand against s...
Strange disappearances haunt the city of Arkham, Massachusetts. With each object, building, or person that vanishes, they are erased not just from physical existence, but from history and memory as...
Myriad dimensions exist layered over our own. Sometimes, when the barrier between these layers is thin, things creep in from the vast beyond. It is up to those with accursed knowledge to stop such ...
When renowned botanist Dr. Rosa Marquez receives a strange sample from the secluded and mysterious Hemlock Isle, her instincts tell her that something is amiss. Following the recommendation of an o...
Whether from the depths of the earth or the infinite cosmos, unknown terrors can appear without warning. Unspeakable horrors come in all shapes and sizes, and often the threat they pose can go comp...
These Standalone scenarios present unique one-odd challenges for your investigators. Check the below links to find out more about each scenario.
Curse of the Rougarou
Carnevale of Horrors
The Labyr...
Across the five cycles of Arkham Horror: The Card Game, youâ??ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring t...
Across the five cycles of Arkham Horror: The Card Game, youâ??ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring t...
Across the five cycles of Arkham Horror: The Card Game, youâ??ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring t...
Across the five cycles of Arkham Horror: The Card Game, youâ??ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring t...
Across the five cycles of Arkham Horror: The Card Game, youâ??ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring t...
The day of small nations has long passed away. The day of Empires has come. â?? Joseph Chamberlain
Rule the world and build an empire to withstand the test of time in Sid Meierâ??s Civilization: A ...
Beyond the borders of your nascent civilization, a great unknown awaitsâ??a vast expanse of empty map, sparsely decorated with sketches of fantastic creatures and â??here be dragons.â?? As you adva...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '