Arkham Horror: The Card Game - War of the Outer Gods

€22,41 €17,92
(You save €4,48)
Picture of Arkham Horror: The Card Game - War of the Outer Gods game
€22,41 €17,92
(You save €4,48)
Fantasy Flight Games
Co-operative Play, Hand Management, Variable Player Powers
14+
1 - 4
60 - 120 minutes
Nate French, Matthew Newman
https://boardgamegeek.com/boardgame/321101/arkham-horror-card-game-war-outer-gods-scenario-pa

Our world may seem significant—the center of our personal universes. But amidst the unknowable eldritch Mythos, Earth is a tiny microcosm of primitive life, a laughable mote of dirt and water floating among the stars. We are merely dust on the scales, and any larger ambition only demonstrates an unfortunate surplus of damning hubris.

In the face of this crushing insignificance, the investigators of the Arkham Horror Files are those who push back against the abyss, who refuse to give in to nihilism and despair. But with the latest adventure, those investigators face a challenge unlike any they’ve tackled before.

Fantasy Flight Games is proud to announce War of the Outer Gods, a new scenario pack for Arkham Horror: The Card Game!

Arkham is caught in the midst of a world-shattering conflict between three rival cults, raging across all of North America. Each of these cults seeks to summon its own Ancient One—and as they battle each other across the continent, every enemy slain brings one of these dark gods closer to awakening. Can you and your fellow investigators survive being caught in the middle of this war, or will our world be torn asunder?

A War for Our World

Like many previous scenario packs, War of the Outer Gods can be played standalone or as part of a larger campaign. You also have the choice to take on these threats as a single group or as part of a massive event with any number of other investigators in Epic Multiplayer Mode. Unlike other scenario packs, however, War of the Outer Gods is the first scenario to cast you into the middle of a war between three distinct factions—three arcane cults, each seeking to summon an unspeakable evil, and each with its own strengths and style of play.

The Cult of Silenus calls upon the empty sky, spending ceaseless hours gazing into the cold void of space and dreaming of ways they can bring this freezing vacuum closer to Earth. The Cult of Magh’an Ark’at builds a pyre to incubate a monstrous egg—an egg that they believe will bring paradise once it hatches. And the Cult of Ezel-zen-rezl remains devoted to the swarm, calling a nightmarish proliferation of insectile hordes to assimilate our world into a swarming hive.


Each of the three cults boasts its own agenda deck that its agents are working to advance!

Each of these three cults boasts its own agenda deck, and each has its own enemies and treacheries in the encounter deck. You’ll notice immediately that many of these enemies, such as Nihilistic Stargazer (War of the Outer Gods, 25) or Disciple of the Swarm (War of the Outer Gods, 29) feature the new “warring” keyword. Unlike most enemies, which threaten the investigators, the cultists in War of the Outer Gods are far more concerned with battling each other! Rather than moving toward the investigators during the enemy phase, warring enemies will instead move toward and attack an enemy of another faction.


The Zealot of Paradise moves to the Athenaeum of the Empty Sky and attacks the Disciple of the Swarm!

Of course, you can’t just stand aside and let these three cults fight it out. Whenever an enemy attacks and defeats another enemy, you’ll have to place one doom on the agenda belonging to the attacking enemy! The bloody war between the cults actively accelerates their plans to bring a hideous Ancient One into existence, and the investigators will need to interject if they’re going to save our world.

The investigators may start in Arkham, but their struggle against these dark cults will take them from the Streets of Providence (War of the Outer Gods, 15), to The Penthouse (War of the Outer Gods, 23) in New York City, or the Chateau Ramezay (War of the Outer Gods, 19) in Montréal. Each of the cults is based in a different city, and as enemies push their battlelines back and forth between these cities, you’ll have to venture into the heart of each to forestall their plans.

 

As Hellfire (War of the Outer Gods, 31) rains from the skies and cities succumb to the Ravages of War (War of the Outer Gods, 32), you must give your utmost to stop all three cults. If even one succeeds, you could find yourself pitted against Silenus (War of the Outer Gods, 35) or Magh'an Ark'at (War of the Outer Gods, 41)—a fight that even the most intrepid investigators are unlikely to win. But when the fate of the entire world is at stake, what choice do you truly have?