Produktbeschreibung
"The expansion is big. We had a lot of ideas we wanted to pack into it. There are around 330 cards, a small sub-board, a bunch of new monsters and such, 8 investigators, and 4 ancient ones. I don't want to go into too much detail this early, but the expansion will expand the location decks from 7 cards each to 14 cards each. Some encounters are repeated in the new set to keep from changing the odds of finding them, but the vast majority are new.
Also, the expansion will introduce mythos cards with "gate surges" on them. These work like normal gate openings except that they'll blow open a sealed gate, although the doom track does not advance when that happens. The more common a gate locations is in the mythos deck, the more gate surge cards it will have lurking in wait for it.
And yes, you'll be able to fight the Dunwich Horror. You won't want to, but if you let it sit around after it enters play, you'll be sorry...."
Once again, terror has come to New England, this time spreading to the small country town of Dunwich, just a few miles from Arkham. The area is filled with rolling hills, many of which are topped with mysterious stone circles or the ramshackle houses the recluses who live outside of town. At night the piping of the whippoorwills fills the air, while lightning bugs dance in the witch-haunted hallows. This is a place where dark pacts with unkown forces are made, and where city folk go to disappear without a trace. But however much the people of Dunwich may distrust outsiders, they desperatly need our help against the Horror that has manifested on the Whateley farm...
A huge expansion that adds more than just a few cards to the mix. Dunwhich Horror not only expands on the gameplay already in Arkham Horror, but also adds many new mechanics. Players can take a train to Dunwich (a new board that is placed on the end of the Arkham board), which adds 9 new locations and 2 new outer worlds to the game. When a player reaches 0 stamina or sanity they now have the option of drawing from the Injury or Madness deck, aquiring permanent handicaps rather than losing half their items and clue tokens. Sealed gates not being permanent (a popular house rule in the base game) is now an official game mechanic. 4 Condition cards that provide benifits to all players may be activated. And, of course, the Horror itself may enter play. Not as strong as the Ancient Ones yet far stronger than any other monster in the game. 28 new monsters tokens are also included.
Dunwhich Horror adds to the base set's contents with eight new Investigators and four new Ancient Ones. 15 new Common Items, 25 Unique Items, 21 Spells, 11 Skills, and 5 Allies. Each location now has 14 cards instead of 7. There's also 36 Mythos cards and 32 Gate cards added in.
This expansion also features revised rules (including an FAQ) that addresses many of the faults found in the base game. This includes replacement cards for some items and spells that are subject to errata. |