recursal/Fanatic-Fandom huggingface dataset:
Hour of the Huntress

**Hour of the Huntress** is an Arkham Horror novella written by Dave Gross that focuses on Jenny Barnes.

The physical copy of the book comes with 5 cards for Arkham Horror: The Card Game: an alternate art Investigator card for Jenny Barnes, alternate art mini-card, Green Man Medallion signature asset, Sacrificial Beast signature weakness, and a card explaining the "replacement" rule.

## A dark moon rises over the sleepy streets of Arkham

*Jenny Barnes never guessed that she would be returning to America so soon, or under such circumstances. Arkham, Massachusetts, is a far cry from Paris, but when her sister’s regular correspondence became increasingly deranged before stopping entirely, Jenny could not shake the feeling that something terrible had happened to her.*
*As Jenny begins the search for her sister, she quickly realizes that Isabelle is not the only girl in Arkham to have gone missing. How might the disappearances be connected? And why do the flyers for the local harvest festival depict the face on a medallion Jenny sent her sister?*
*Isabelle’s trail leads Jenny from jazz-filled speakeasies to the famed Miskatonic University. She must seek out allies from among the strange and secretive citizens of Arkham or risk losing her sister forever.*
## External link

* Your Investigators in Action - Hour of the Huntress Begins Our New Line of Arkham Horror Novellas
Alchemical Concoction

* Lvl 0

### Ability

: **Fight**. This attack uses  instead of . If used to attack The Experiment, this attack deals +6 damage. If you succeed, remove Alchemical Concoction from the game.

### Card number

 #59

### Encounter set

#19

**Alchemical Concoction** is an asset card that is part of the Extracurricular Activity Encounter Set from the The Dunwich Legacy expansion.
Physical trauma

**Physical trauma** is permanent health damage an investigator may suffer during the duration of a campaign. For each point of physical trauma an investigator suffers they start a scenario with the equivalent number of damage. If the investigator's physical trauma equals or exceeds their health they are killed and can no longer take part in any campaign they are undertaking.

Physical trauma can be earned in several ways. If an investigator is defeated in a scenario via damage they suffer one physical trauma. Physical trauma can also be suffered as a result of resolutions of scenarios.
Arkham Woods

**Arkham Woods** is a location referred to in the The Devourer Below scenario. It includes 6 cards: Arkham Woods (Unhallowed Ground), Arkham Woods (Twisting Paths), Arkham Woods (Old House), Arkham Woods (Cliffside), Arkham Woods (Tangled Thicket) and Arkham Woods (Quiet Glade). When setting up the scenario four of these cards are selected at random to be used.
Bind Monster

* Lvl 2

### Ability

**Evade**. This evasion attempt uses  instead of . If you succeed and the enemy is non‑Elite, evade it and attach Bind Monster to it.
 When attached enemy would ready: Test  (3). If you succeed, attached enemy does not ready. If you fail, discard Bind Monster.

### Card number

 #31

**Bind Monster** is a level 2 Mystic event card that is part of The Dunwich Legacy expansion.
Lita Chantler

* Lvl

### Ability

While you control Lita Chantler, she gains: "Each investigator at your location gets +1 .
 When an investigator at your location successfully attacks a Monster enemy: That investigator deals +1 damage."

### Card number

 #117

### Encounter set

#14

**Lita Chantler** is a special ally asset that is part of the Night of the Zealot campaign.
Ashcan Pete

## Investigator

 Discard a card from your hand: Ready an asset you control. (Limit once per round.)

## Deckbuilding

### Deckbuilding Options

Survivor cards level 0-5, Neutral cards level 0-5. up to five level 0 cards from any other class.

### Deckbuilding Requirements

Duke, Wracked by Nightmares, 1 random basic weakness (do not count toward deck size)

### Card number

 #5

**"Ashcan" Pete** is a Survivor investigator that is part of The Dunwich Legacy deluxe expansion.

## Deckbuilding

Ashcan has a deck size of 30 cards. It can be composed of Survivor cards (level 0 - 5), Neutral cards (level 0-5) and up to 5 level 0 cards from any other class (Guardian, Seeker, Rogue and/or Mystic). This does not include a random basic weakness or his investigator signature cards.

### Starter deck

This is the recommended starter deck for "Ashcan" Pete from FFG and requires a single core set and The Dunwich Legacy deluxe expansion.

* Investigator
	+ "Ashcan" Pete
* Assets (17)
	+ Duke
	+ Leather Coat
	+ Scavenging
	+ Baseball Bat
	+ Rabbit's Foot
	+ Stray Cat
	+ Dig Deep
	+ Magnifying Glass
	+ Laboratory Assistant
	+ Old Book of Lore
	+ 2xFire Axe
	+ Peter Sylvestre
	+ 2xKnife
	+ 2xFlashlight
* Events (8)
	+ Cunning Distraction
	+ "Look what I found!"
	+ Lucky!
	+ Working a Hunch
	+ 2xBait and Switch
	+ 2xEmergency Cache
* Skills (6)
	+ Survival Instinct
	+ Deduction
	+ 2xUnexpected Courage
	+ 2xPerception
* Weaknesses (2)
	+ Wracked by Nightmares
	+ 1 random basic weakness

### Cards

 Level 0
 Level 1
 Level 2
 Level 0
 Level 1
 Level 0
 Level 0
 Level 0
 Level 0
Arkham Horror: The Card Game Wiki

**Welcome to the Arkham Horror: The Card Game Wiki!**
We're a collaborative community website about Arkham Horror: The Card Game.

Arkham Horror: The Card Game Core SetExpansionsInvestigatorsEncounter SetsScenariosArkham Horror fiction

## Upcoming Releases

These are the announced upcoming releases for the year.

 Machinations Through Time | Standalone expansion | Q1 2022

...*More future releases*...

## Wiki Messages

*Community Founders*: Please read the Wiki rules before editing.
Act card

**Act cards** make up the act deck for scenarios. They have two-sides ("a" and "b"), the "a" side describes what the investigators are up to and has a clue count (per investigator) that is required for the act to advance. The "b" side shows the effects of committing the required number of clues to the act.
Fire Axe

* Lvl 0

### Ability

: **Fight**. If you have no resources in your resource pool, this attack deals +1 damage.
 During an attack using Fire Axe, spend 1 resource: You get +2 for this skill test. (Limit three times per attack.)

### Card number

 #32

**Fire Axe** is a level 0 Survivor asset card that is part of The Dunwich Legacy expansion.
Green Man Medallion

* Lvl

 Spend up to 3 resources and exhaust Green Man Medallion: Place those resources on it, as offerings.
 When you resign or the game ends: For every 6 offerings on Green Man Medallion, reduce the experience cost of the next card you purchase before the next scenario by 1.

### Card number

 #2

**Green Man Medallion** is a Jenny Barnes signature asset card that comes with the "Hour of the Huntress" novella.
Arkham Horror: The Card Game

**Arkham Horror: The Card Game** is a Lovecrafthian themed 1-4 player cooperative living card game (LCG) produced by Fantasy Flight Games. Set in and around the fictional town of Arkham players take the roles of investigators as they delve into the mysteries and terrors that lurk within.

The basic requirement for playing Arkham Horror: The Card Game is owning the core set. This set provides the ability for 1 to 2 players to build basic starting decks for their choice of 5 investigators. It comes with a short campaign, Night of the Zealot, that serves to teach new players the core concepts of playing the game and the required tokens to play the game. To play with the maximum of 4 players requires a second core set. However, a second core set is often recommended for even solo players as unlike subsequent releases the core set only has 1 copy of each class player card which limits deckbuilding opportunities.

Beyond the core set FFG has released numerous expansions to the game that add addition scenarios, campaigns, and player cards. 2020 will also see the release of the first investigator "starter decks". This decks means a player can build a specific deck and play a game of Arkham Horror with other players as long as at least one other player has the core set.
Faculty Offices

**Faculty Offices** is a location referred to in the Extracurricular Activity scenario. It is made up of two cards: Faculty Offices (The Night is Still Young) and Faculty Offices (The Hour is Late). Which card is used is based on whether Extracurricular Activity is played before or after playing The House Always Wins scenario.
Locked Door

### Ability

**Revelation** - Attach to the location in play with the most clues, and without a Locked Door attached.
The attached location cannot be investigated.
: Test  (4) to break down the door or  (4) to pick the lock. If you succeed, discard Locked Door.

### Encounter set

#1 - #2

### Card number

 #174

**Locked Door** is an treachery that is part of the Locked Doors Encounter Set.
Daisy Walker

### Ability

You may take an additional action during your turn, which can only be used on Tome  abilities.

###  Effect

+0 If you succeed, draw 1 card for each Tome you control.

## Deckbuilding

### Deckbuilding Options

Seeker cards level 0-5, Mystic cards level 0-2, Neutral cards level 0-5.

### Deckbuilding Requirements

Daisy's Tote Bag, The Necronomicon (John Dee Translation), 1 random basic weakness (do not count toward deck size)

### Card number

 #2

**Daisy Walker** is a seeker investigator that is part of the core set.

## Deckbuilding

Daisy has a deck size of 30 card made up of Seeker cards (level 0 - 5), Mystic cards (level 0 - 2) and Neutral cards (level 0-5). This does not include a random basic weakness or her investigator signature cards.

### Starter deck

This is the recommended starter deck for Daisy Walker from FFG and requires a single core set.

* Investigator
	+ Daisy Walker
* Assets (17)
	+ Daisy's Tote Bag
	+ Magnifying Glass
	+ Old Book of Lore
	+ Research Librarian
	+ Dr. Milan Christopher
	+ Hyperawareness
	+ Medical Texts
	+ Forbidden Knowledge
	+ Holy Rosary
	+ Shrivelling
	+ Scrying
	+ Arcane Studies
	+ Arcane Initiate
	+ 2xKnife
	+ 2xFlashlight
* Events (8)
	+ Mind over Matter
	+ Working a Hunch
	+ Barricade
	+ Drawn to the Flame
	+ Ward of Protection
	+ Blinding Light
	+ 2xEmergency Cache
* Skills (6)
	+ Deduction
	+ Fearless
	+ 2xPerception
	+ 2xManual Dexterity
* Weaknesses (2)
	+ The Necronomicon (John Dee Translation)
	+ 1 random basic weakness

### Cards

 Level 0
 Level 1
 Level 2
 Level 0
 Level 1
 Level 0
 Level 1
Jenny Barnes

## Investigator

* The Dunwich Legacy
* Hour of the Huntress

### Deckbuilding Options

Rogue cards level 0-5, Neutral cards level 0-5. up to five level 0 cards from any other class.

### Deckbuilding Requirements

Jenny's Twin .45s, Searching for Izzie, 1 random basic weakness (do not count toward deck size)

### Card number

 #3

**Jenny Barnes** is a Rogue investigator that is part of The Dunwich Legacy deluxe expansion. An alternate art investigator card is also available from the "Hour of the Huntress" novella.

## Deckbuilding

Jenny has a deck size of 30 cards. It can be composed of Rogue cards (level 0 - 5), Neutral cards (level 0-5) and up to 5 level 0 cards from any other class (Guardian, Seeker, Mystic and/or Survivor). This does not include a random basic weakness or her investigator signature cards.

### Starter deck

This is the recommended starter deck for Jenny Barnes from FFG and requires a single core set and The Dunwich Legacy deluxe expansion.

* Investigator
	+ Jenny Barnes
* Assets (15)
	+ Jenny's Twin .45s
	+ Switchblade
	+ Burglary
	+ Pickpocketing
	+ .41 Derringer
	+ Leo De Luca
	+ Hard Knocks
	+ Guard Dog
	+ 2xLiquid Courage
	+ Blackjack
	+ 2xKnife
	+ 2xFlashlight
* Events (8)
	+ Elusive
	+ Backstab
	+ Sneak Attack
	+ Dynamite Blast
	+ Think on Your Feet
	+ Teamwork
	+ 2xEmergency Cache
* Skills (8)
	+ Opportunist
	+ 2xDouble or Nothing
	+ Vicious Blow
	+ 2xManual Dexterity
	+ 2xOverpower
* Weaknesses (2)
	+ Searching for Izzie
	+ 1 random basic weakness

### Cards

 Level 0
 Level 1
 Level 2
 Level 0
 Level 1
 Level 0
 Level 0
 Level 0
 Level 0
Cover Up

Card art

* Lvl

### Ability

**Revelation** - Put Cover Up into play in your threat area, with 3 clues on it.
When you would discover 1 or more clues at your location: Discard that many clues from Cover Up instead.
**Forced** - When the game ends, if there are any clues on Cover Up: You suffer 1 mental trauma.

### Card number

 #7

**Cover Up** is a signature weakness card for Roland Banks and is part of the core set.
Barkham Horror: The Meddling of Meowlathotep

**Barkham Horror: The Meddling of Meowlathotep** is a standalone scenario for Arkham Horror: The Card Game.

Originally an April Fools Day, 2019 joke where FFG announced a fake deluxe expansion called "The Dogwich Legacy", an alternate universe where instead of Humanity versus eldritch forces it is dogs vs cats. After interest from fans in making this product a reality FFG announced in December, 2019 that they would be making a standalone scenario based around this theme.

Unlike other standalone scenarios, which can be included as additional side adventures in a campaign this scenario is should only be played as a separate standalone adventure.

## External link

* Barkham Horror: The Meddling of Meowlathotep
Wracked by Nightmares

* Lvl

### Ability

**Revelation** - Exhaust all assets you control and put Wracked by Nightmares into play in your threat area.
Assets you control cannot ready.
: Discard Wracked by Nightmares.

### Card number

 #15

**Wracked by Nightmares** is a signature weakness card for "Ashcan" Pete and is part of The Dunwich Legacy deluxe expansion.
Jim Culver

## Investigator

### Deckbuilding Options

Mystic cards level 0-5, Neutral cards level 0-5. up to five level 0 cards from any other class.

### Deckbuilding Requirements

Jim's Trumpet, Final Rhapsody, 1 random basic weakness (do not count toward deck size)

### Card number

 #4

**Jim Culver** is a Mystic investigator that is part of The Dunwich Legacy deluxe expansion.

## Deckbuilding

Jim has a deck size of 30 cards. It can be composed of Mystic cards (level 0 - 5), Neutral cards (level 0-5) and up to 5 level 0 cards from any other class (Guardian, Seeker, Rogue and/or Survivor). This does not include a random basic weakness or his investigator signature cards.

### Starter deck

This is the recommended starter deck for Jim Culver from FFG and requires a single core set and The Dunwich Legacy deluxe expansion.

* Investigator
	+ Jim Culver
* Assets (18)
	+ Jim's Trumpet
	+ Forbidden Knowledge
	+ Holy Rosary
	+ Shrivelling
	+ Scrying
	+ Arcane Studies
	+ Arcane Initiate
	+ Rabbit's Foot
	+ Rite of Seeking
	+ 2xRitual Candles
	+ Clarity of Mind
	+ Peter Sylvstre
	+ 2xKnife
	+ 2xFlashlight
	+ Kukri
* Events (8)
	+ Drawn to the Flame
	+ Ward of Protection
	+ Blinding Light
	+ Cunning Distraction
	+ "Look what I found!"
	+ Lucky!
	+ 2xEmergency Cache
* Skills (5)
	+ Fearless
	+ 2xGuts
	+ 2xUnexpected Courage
* Weaknesses (2)
	+ Final Rhapsody
	+ 1 random basic weakness

### Cards

 Level 0
 Level 1
 Level 3
 Level 0
 Level 1
 Level 0
 Level 0
 Level 0
 Level 0
Extracurricular Activity

**Extracurricular Activity** is the first available scenario of the The Dunwich Legacy campaign. Players have the option to start with either the Extracurricular Activity or The House Always Wins scenario.

## Introduction

*Dr. Armitage is worried his colleague, Professor Warren Rice, might be in trouble, so he has asked for your help in finding his friend. He seems unreasonably nervous about his colleague's disappearance considering Professor Rice has only been "missing" for a matter of hours...*
## Setup

* Gather the cards from the following encounter sets:
	+ Extracurricular Activity Encounter Set
	+ Sorcery Encounter Set
	+ The Beyond Encounter Set
	+ Bishop's Thralls Encounter Set
	+ Whippoorwillis Encounter Set
	+ Ancient Evils Encounter Set
	+ Locked Doors Encounter Set
	+ Agents of Yog-Sothoth Encounter Set
* Depending on the following circumstances, a different version of Faculty Offices should be used in this scenario.
	+ If Extracurricular Activity is the first scenario of the campaign, use Faculty Offices (The Night is Still Young). Set it aside, out of play. Remove Faculty Offices (The Hour is Late) from the game.
	+ If you have completed The House Always Wins, use Faculty Offices (The Hour is Late). Set it aside, out of play. Remove Faculty Offices (The Night is Still Young) from the game.
* Set the following cards aside, out of play: “Jazz” Mulligan, Alchemical Concoction, The Experiment, Professor Warren Rice, Dormitories, and Alchemy Labs.
* Put the Miskatonic Quad, Orne Library, Humanities Building, Student Union, Science Building, and Administration Building locations into play. Each investigator begins play at the Miskatonic Quad.
* Shuffle the remainder of the encounter cards to build the encounter deck.
Agenda deck

The **agenda deck** is a deck made up of a scenario's agenda cards. The agenda deck represents the forces of the Mythos working towards their own goals, which the investigators are trying to unravel and prevent. It is advanced through a doom counter and is essentially a ticking clock that ramps up the threats faced by the investigators.
Blinding Light

* Lvl 0
* Lvl 2

### Ability

**Evade**. This evasion attempt uses  instead of . If you succeed, deal 1 damage to the enemy just evaded. If a , , , , or  symbol is revealed during this evasion attempt, lose 1 action this turn.

### Card number

 #66

### Ability

**Evade**. This evasion attempt uses  instead of . If you succeed, deal 1 damage to the enemy just evaded. If a , , , , or  symbol is revealed during this evasion attempt, lose 1 action this turn and take 1 horror.

### Card number

 #69

**Blinding Light** is a Mystic event that is part of the core set. It has a level 0 and level 2 versions, both of which are part of the core set.
The Dunwich Legacy

## Contents

### Cards

161 Cards (5 Investigator Cards, 5 Mini Cards, 90 Scenario Cards, 61 Player Cards)

### Misc

1 Campaign Guide

**The Dunwich Legacy** is a deluxe expansion for Arkham Horror: The Card Game. It begins the Dunwich Legacy cycle with the opening 2 scenarios, Extracurricular Activity and The House Always Wins, of The Dunwich Legacy campaign and includes 5 new investigators. It also introduced a new rule: "Exile".

## Cards

The expansion comes with 161 new cards numbered 1 to 104. This includes 5 investigator cards, 5 mini-cards, 90 scenario cards and 61 player cards.

### Player Cards

The 61 player cards are made up of the following:

* 1 copy of 10 Investigator unique cards ( #6 -  #15)
* 2 copies of 20 class cards ( #16 -  #35)
* 2 copies of 1 neutral card ( #36)
* 2 copies of 3 basic weaknesses ( #37 -  #39)
* 1 copy of 3 scenario asset cards ( #40,  #61,  #80)

### Scenario Cards

There are 90 scenario cards in the expansion.

## External links

* The Dunwich Legacy
* No One's Perfect
* Strange Solution
* Where to Begin?
* We Unfortunate Few
* A New Terror Comes to Arkham
Altered Beast

### Ability

**Revelation** - If there are no ***Abomination*** enemies in play, Altered Beast gains surge. Otherwise, choose an ***Abomination*** enemy. Heal all damage from that enemy and attached Altered Beast to it.
**Forced** - When you enter attached enemy's location (or vice-versa): Take 1 horror.

### Encounter set

#5 - #6

### Card number

 #96

**Altered Beast** is a treachery card from the Beast Thralls Encounter Set.
Skill test

**Skill tests** are the method in which players will test whether they succeed or fail an action or respond to an effect against them.

The test will dictate which of the investigator's skills (,,,) to be used and the value it is tested against. The player then has the opportunity to commit any number of their cards in their hand with the matching skill test icon to boost their skill. Any other investigator at their location can add a single card to boost the player taking the test as well. The player then draws a chaos token from the chaos bag and resolves its effects. The effect of a success or failure of the action is then resolved.

The skills:

Willpower: , a measure of the investigators strength of mind. Usually used in skill tests associated with sanity-tolling encounters to avoid taking Horror. For instance Rotting Remains. Another common use is in the skill test associated with spells. This is the Mystic's primary skill.

Intellect: , a measure of the investigators ability to put one and one together(deduction). Usually used in skill tests when investigating to discover clues. This is the Seeker's primary skill.

Combat:, a measure of the investigators strength. Usually used in skill tests when Fighting to inflict damage on an enemy, but also used for some skill tests to test strength, for instance braking down a door. This is the Guardian's primary skill.

Agility:, a measure of the investigators agility and dexterity. Usually used in skill tests when Evading to exhaust an enemy, but also used for some skill tests to test dexterity, for instance picking the lock of a door. This is the Rogue's primary skill.
Peter Clover

* Lvl 0

### Ability

**Forced** - At the start of the enemy phase, if no investigator controls Peter Clover: Deal 1 damage to him.
Exhaust Peter Clover: Automatically evade a Criminal enemy in your location.

### Card number

 #79

### Encounter set

#18

**Peter Clover** is a neutral asset card that is part of The House Always Wins Encounter Encounter Set from The Dunwich Legacy expansion.
Arkham Horror: The Card Game Core Set

* Original
* Revised

## Contents

### Cards

239 Cards (5 Investigator Cards, 5 Mini Cards, 110 Scenario Cards, 119 Player Cards)

### Tokens

149 Tokens (30 Resource Tokens, 44 Chaos Tokens, 18 Horror Tokens, 27 Damage Tokens, 30 Clue/Doom Tokens)

### Misc

1 Campaign Guide, 1 Learn to Play Book, 1 Rules Reference Guide

The **Arkham Horror: The Card Game Core Set** is the core set of the Arkham Horror: The Card Game. The original core set allowed up to 2 players, while the later revised core set comes with enough cards for up to 4 players. It comes with the Night of the Zealot campaign. It is also a requirement to play the various expansions.

## Cards

The original core set came with 239 cards. This includes 5 investigator mini-cards, 5 investigator cards, 119 player cards and 110 scenario cards.

The revised core set comes with enough cards to allow for up to 4 players.

### Player Cards

The 119 player cards are made up of the following:

* 2 copies player reference cards
* 1 copy of 10 Investigator signature cards ( #6 -  #15)
* 1 copy of 70 class cards ( #16 -  #85)
* 4 copies of neutral cards ( #86 -  #88)
* 2 copies of all other neutral cards ( #89 -  #95)
* 2 copies of basic weaknesses ( #96 -  #97)
* 1 copy of all other basic weaknesses ( #98 -  #103)
* 1 copy of scenario asset card ( #117)

### Scenario Cards

There are 110 scenario cards in the core. While the card numbers list around 80 unique cards it does not take into account duplicate enemy and treachery cards.

## External links

* Enter the Mythos
* Clues, Challenges and Chaos
* Mystery, Murder and Madness
* Uncovering the Truth
* Talents and Talismans
* Watch Your Step
Liquid Courage

* Lvl 0

 Spend 1 supply: Choose an investigator at your location to heal 1 horror. Then, that investigator tests  (2). If the test succeeds, he or she heals 1 additional horror. If the test fails, he or she discards 1 card at random from his or her hand.

### Card number

 #24

**Liquid Courage** is a level 0 Rogue asset card that is part of The Dunwich Legacy expansion.
Encounter Set

**Encounter Sets** are groups of scenario cards based around a common theme or scenario. Encounter sets have their own icon and are also numbered.

Scenario based encounter sets contain the scenario reference card, act cards, agenda cards, locations, as well as enemy, treachery and special player assets for use in that scenario. Themed encounter sets typically have enemy and treachery cards and form the bulk of the scenario encounter decks.
Night of the Zealot

**Night of the Zealot** is the campaign that comes as part of the core set.

Night of the Zealot is the shortest campaign (sometimes referred to as a "mini-campaign") in Arkham Horror: The Card Game. Its primary role is to teach new players the core components of the game.

It is made up of 3 scenarios:

* The Gathering
* The Midnight Masks
* The Devourer Below

## The Ghouls Hunger...

*Friday, September 18, 1925. Arkham, Massachusetts. It is the end of a long and abnormally hot summer. The first hints of autumn beckon, but a heavy heat persists, relentless. A silent, unspoken anger grips the town. Tempers are short, and in the last week alone there have been numerous reports of townspeople coming to heated, violent blows with one another over simple misunderstandings.*
*And now, a call from James Hankerson. He claims to have found a dismembered body in his barn.*
*Blaming the weather would be too easy. There is something wrong with this town, and not a whole lot this old soothsayer can do to stop the slide. My auguries indicate a small group of investigators will soon take note of these strange happenings and set forth to make things right. I'll be watching their progress...but I won't be holding my breath.*
Mysterious Chanting

### Ability

**Revelation** - Place 2 doom on the nearest ***Cultist*** enemy. If there are no ***Cultist*** enemies in play, search the encounter deck and discard pile for a ***Cultist*** enemy and draw it. Shuffle the encounter deck.

### Encounter set

#5 - #6

### Card number

 #171

**Mysterious Chanting** is an treachery that is part of the Dark Cult Encounter Set.
Blood on the Altar

**Blood on the Altar** is the third mythos pack for The Dunwich Legacy cycle of Arkham Horror: The Card Game. It continues the The Dunwich Legacy campaign with the fifth scenario of the same name.

## Cards

The mythos pack comes with 60 new cards numbered 184 to 224. This includes 35 scenario cards and 25 player cards.

### Player Cards

The 25 player cards are made up of the following:

* 2 copies of 10 class cards. ( #184 -  #193)
* 2 copies of 1 neutral card .( #194)
* 1 copy of 3 scenario asset cards. ( #217 -  #219)

### Scenario Cards

There are 35 scenario cards in the mythos pack.

## External links

* Blood on the Altar
* The Hidden Chamber
* The Whippoorwills Are Calling
What Happened To Fonzworth Bentley? w/ Luke Mones

"**What Happened To Fonzworth Bentley? w/ Luke Mones**" is the 74th numbered episode in the *What A Time To Be Alive* podcast catalog. It debuted on March 18, 2019.

## Episode Description

The brief synopsis of the episode included with the podcast reads:

> The iconic Luke Mones joins us once again on *What A Time To Be Alive* for an episode chock full of animal news, including: a goat who was elected Mayor, how some chickens who turned the tables on a fox, why some Iditarod dogs quit the race prematurely, how a rat got in a damn metro card machine, and of course, the insanely muscular monkey
>
>
> Follow Luke on Twitter @lukemones
>
>
> Get one of our brand new t-shirts using this link!
> https://www.teepublic.com/stores/what-a-time-to-be-alive?ref\_id=8471
>
>
> We are on Patreon! Become a patron for weekly bonus eps and more stuff!
> www.patreon.com/whatatimepod
>
>
> Join our Discord chat here: discord.gg/sSRGUKQ
>
>
> @pattymo // @kathbarbadoro // @eliyudin // @whatatimepod
>
>
> Send comments or questions to whatatimepodcast@gmail.com
>
>
>
>

## Episode Breakdown

### Intro

(Brief summary of the intro/pre-numbers banter.)

### Wrap-up

(Where any additional info necessary after the numbers/during the plugs would go.)

## Notable Segments/Bits

(Where anything that is notable, unrelated to numbers resides. Further tangents, stories, deep-cuts should also go here.)
Hunter

**Hunter** is an enemy keyword ability.

During the enemy phase readied and unengaged enemies with the Hunter keyword move one location closer to the nearest investigator. If there is more than one investigator it can move towards it moves towards the one that best meets its prey requirements. If there are none than the lead investigator decides which investigator the enemy moves closer to.
Mental trauma

**Mental trauma** is permanent sanity damage an investigator may suffer during the duration of a campaign. For each point of mental trauma an investigator suffers they start a scenario with the equivalent number of horror. If the investigator's mental trauma equals or exceeds their sanity they are driven insane and can no longer take part in any campaign they are undertaking.

Mental trauma can be earned in several ways. If an investigator is defeated in a scenario via horror they suffer one mental trauma. Mental trauma can also be suffered as a result of resolutions of scenarios.
The Midnight Masks (card)

## The Midnight Masks

* Easy/Standard
* Hard/Expert

###

-X. X is the number of Doom on a ***Cultist*** enemy in play.

###

-2. Place 1 doom on the nearest ***Cultist*** enemy.

###

-3. If you fail, place 1 of your clues on your location.

###

-X. X is the total number of doom in play.

###

-2. Place 1 doom on each ***Cultist*** enemy in play. If there are no ***Cultist*** enemies in play, reveal another token.

###

-4. If you fail, place all your clues on your location

### Encounter set

#1

### Card number

 #120

**The Midnight Masks** is a scenario reference card for the second scenario of the Night of the Zealot campaign.
Return to the Circle Undone

**Return to the Circle Undone** is an upgrade expansion for The Circle Undone cycle of Arkham Horror: The Card Game. It adds new encounter and scenario cards for the Circle Undone campaign as well as new player cards for deckbuilding. It also includes 22 tarot cards that can be used to enhance any other campaign or scenario in the game.
Lost in Time and Space

**Lost in Time and Space** is the sixth and final mythos pack for The Dunwich Legacy cycle of Arkham Horror: The Card Game. It continues the The Dunwich Legacy campaign with the eighth scenario of the same name.

## Cards

The mythos pack comes with 60 new cards numbered 299 to 333. This includes 36 scenario cards and 24 player cards.

### Player Cards

The 24 player cards are made up of the following:

* 2 copies of 11 class cards. ( #299 -  #309)
* 2 copies of 1 neutral card. ( #309)

### Scenario Cards

There are 36 scenario cards in the mythos pack.

## External links

* Lost in Time and Space
* The Secrets of Time and Space
* Revelations of Time and Space
The Miskatonic Museum

**The Miskatonic Museum** is the first mythos pack for The Dunwich Legacy cycle of Arkham Horror: The Card Game. It continues the The Dunwich Legacy campaign with the third scenario of the same name.

## Cards

The mythos pack comes with 60 new cards numbered 105 to 146. This includes 31 scenario cards and 29 player cards.

### Player Cards

The 29 player cards are made up of the following:

* 2 copies of 11 class cards. ( #105 -  #115)
* 2 copies of 2 neutral cards. ( #116 -  #117)
* 1 copy of 3 scenario asset cards. ( #138 -  #140)

### Scenario Cards

There are 31 scenario cards in the mythos pack.

## External links

* The Miskatonic Museum
* Banished to the Other Realms
* The Museum Is Now Open
The Essex County Express

**The Essex County Express** is the second mythos pack for The Dunwich Legacy cycle of Arkham Horror: The Card Game. It continues the The Dunwich Legacy campaign with the fourth scenario of the same name.

## Cards

The mythos pack comes with 60 new cards numbered 147 to 183. This includes 32 scenario cards and 28 player cards.

### Player Cards

The 28 player cards are made up of the following:

* 2 copies of 10 class cards. ( #147 -  #156)
* 2 copies of 2 neutral cards. ( #157 -  #158)
* 4 copies of 1 scenario weakness card. ( #178)

### Scenario Cards

There are 32 scenario cards in the mythos pack.

## External links

* The Essex County Express
* Fast Track to Nowhere
* All Aboard!
The Innsmouth Conspiracy

## Contents

### Cards

161 Cards (5 Investigator Cards, 5 Mini Cards, 91 Scenario Cards, 60 Player Cards)

### Tokens

10 Bless, 10 curse, 7 key, and 19 flood tokens

### Misc

1 Campaign guide

**The Innsmouth Conspiracy** is a deluxe expansion for Arkham Horror: The Card Game. It begins the Innsmouth Conspiracy cycle with the opening 2 scenarios, The Pit of Despair and The Vanishing of Elina Harper, of The Innsmouth Conspiracy campaign and includes 5 new investigators.

The expansion includes new keys, flood, Bless and curse tokens.

## Cards

The expansion comes with 161 new cards numbered 1 to 107. This includes 5 investigator cards, 5 mini-cards, 91 scenario cards and 60 player cards.

### Player Cards

The 60 player cards are made up of the following:

* 1 copy of 10 Investigator unique cards
* 2 copies of 20 class cards
* 2 copies of 1 neutral card
* 2 copies of 3 basic weaknesses
* 1 copy of 3 scenario asset cards

### Scenario Cards

There are 91 scenario cards in the mythos pack.
Undimensioned and Unseen

**Undimensioned and Unseen** is the fourth mythos pack for The Dunwich Legacy cycle of Arkham Horror: The Card Game. It continues the The Dunwich Legacy campaign with the sixth scenario of the same name.

## Cards

The mythos pack comes with 60 new cards numbered 225 to 259. This includes 38 scenario cards and 22 player cards.

### Player Cards

The 22 player cards are made up of the following:

* 2 copies of 11 class cards. ( #225 -  #235)

### Scenario Cards

There are 38 scenario cards in the mythos pack.

## External links

* Undimensioned and Unseen
* Science or Seance
* They Must Be Destroyed
Zoey Samaras

## Investigator

###  Effect

+1. If this skill test is successful during an attack, that attack deals +1 damage.

## Deckbuilding

### Deckbuilding Options

Guardian cards level 0-5, Neutral cards level 0-5. up to five level 0 cards from any other class.

### Deckbuilding Requirements

Zoey's Cross, Smite the Wicked, 1 random basic weakness (do not count toward deck size)

### Card number

 #1

**Zoey Samaras** is a guardian investigator that is part of The Dunwich Legacy deluxe expansion.

## Deckbuilding

Zoey has a deck size of 30 cards. It can be composed of Guardian cards (level 0 - 5), Neutral cards (level 0-5) and up to 5 level 0 cards from any other class (Seeker, Rogue, Mystic and/or Survivor) . This does not include a random basic weakness or her investigator signature cards.

### Starter deck

This is the recommended starter deck for Zoey Samaras from FFG and requires a single core set and The Dunwich Legacy deluxe expansion.

* Investigator
	+ Zoey Samaras
* Assets (16)
	+ Zoey's Cross
	+ .45 Automatic
	+ Physical Training
	+ Beat Cop
	+ First Aid
	+ Machete
	+ Guard Dog
	+ Holy Rosary
	+ Rite of Seeking
	+ Clarity of Mind
	+ Blackjack
	+ 2xKnife
	+ 2xFlashlight
	+ Kukri
* Events (9)
	+ Evidence!
	+ Dodge
	+ Dynamite Blast
	+ Blinding Light
	+ 2xTaunt
	+ Teamwork
	+ 2xEmergency Cache
* Skills (6)
	+ Vicious Blow
	+ Fearless
	+ 2xOverpower
	+ 2xGuts
* Weaknesses (2)
	+ Smite the Wicked
	+ 1 random basic weakness

### Cards

 Level 0
 Level 1
 Level 0
 Level 1
 Level 0
 Level 0
 Level 0
 Level 0
Replacement

**Replacement** is a keyword that can be found on certain investigator signature cards.

Signature cards with "Replacement" can replace the signature cards for that given investigator that are listed under "Deckbuilding Requirements". Doing so still satisfies the requirement and the deck is valid to play. If doing so **both** signature cards must be replaced and if doing so for a campaign you cannot later change to using the original signature cards.

Alternatively, the "Replacement" cards can be included in addition to the original signature cards.
The Path to Carcosa

## Contents

### Cards

162 Cards (6 Investigator Cards, 6 Mini Cards, 88 Scenario Cards, 62 Player Cards)

### Misc

1 Campaign Guide

**The Path to Carcosa** is a deluxe expansion for Arkham Horror: The Card Game. It begins the Path to Carcosa cycle with the opening 2 scenarios, Curtain Call and The Last King of The Path to Carcosa campaign and includes 6 new investigators. It also introduced a new rule: "Hidden".

## Cards

The expansion comes with 162 new cards numbered 1 to 105. This includes 6 investigator cards, 6 mini-cards, 88 scenario cards and 62 player cards.

### Player Cards

The 62 player cards are made up of the following:

* 1 copy of 10 Investigator unique cards ( #7 -  #11) and ( #13 -  #17)
* 3 copies of 1 Investigator unique cards ( #12)
* 2 copies of 2 Investigator unique cards ( #18 -  #19)
* 2 copies of 20 class cards ( #20 -  #39)
* 2 copies of 1 basic weakness ( #40 )
* 1 copy of 1 basic weakness ( #41 )
* 1 copy of 2 scenario asset cards ( #42 and  #59)

### Scenario Cards

There are 88 scenario cards in the expansion.

## External links

* The Path to Carcosa
* A Mind Is a Terrible Thing to Lose
* The Soldier and the Secretary
* Spirits and the Occult
* Bury Them Deep
* The Play Has Just Begun
Shotgun

* Lvl 4

 Spend 1 ammo: **Fight**. You get +3  for this attack. Instead of its standard damage, this attack deals 1 damage for each point you succeed by (to a minimum of 1, to a maximum of 5). If you fail and would damage another investigator, this attack deals 1 damage for each point you fail by (to a minimum of 1, to a maximum of 5).

### Card number

 #29

**Shotgun** is a level 4 Guardian card that is from the core set.
Terror from Beyond

**Revelation** - Choose one of the following cardtypes (asset, event, or skill). Each player must discard each card in his or her hand that is of the chosen cardtype. If this is not the first copy of Terror from Beyond drawn this phase, choose two cardtypes instead.

### Encounter set

#3 - #4

### Card number

 #101

**Terror from Beyond** is a treachery card from the The Beyond Encounter Set.
Skids O'Toole

### Ability

 During your turn, spend 2 resources: You may take an additional action this turn. (Limit once per turn.)

## Deckbuilding

### Deckbuilding Options

Rogue cards level 0-5, Guardian cards level 0-2, Neutral cards level 0-5.

### Deckbuilding Requirements

On the Lam, Hospital Debts, 1 random basic weakness (do not count toward deck size)

### Card number

 #3

**"Skids" O'Toole** is a rogue investigator that is part of the core set.

## Deckbuilding

Daisy has a deck size of 30 card made up of Rogue cards (level 0 - 5), Guardian cards (level 0 - 2) and Neutral cards (level 0-5). This does not include a random basic weakness or his investigator signature cards.

### Starter deck

This is the recommended starter deck for Skids O'Toole from FFG and requires a single core set.

* Investigator
	+ Skids O'Toole
* Assets (16)
	+ .45 Automatic
	+ Physical Training
	+ Beat Cop
	+ First Aid
	+ Machete
	+ Guard Dog
	+ Switchblade
	+ Burglary
	+ Pickpocketing
	+ .41 Derringer
	+ Leo De Luca
	+ Hard Knocks
	+ 2xKnife
	+ 2xFlashlight
* Events (9)
	+ On the Lam
	+ Evidence!
	+ Dodge
	+ Dynamite Blast
	+ Elusive
	+ Backstab
	+ Sneak Attack
	+ 2xEmergency Cache
* Skills (6)
	+ Vicious Blow
	+ Opportunist
	+ 2xGuts
	+ 2xOverpower
* Weaknesses (2)
	+ Hospital Debts
	+ 1 random basic weakness

### Cards

 Level 0
 Level 1
 Level 2
 Level 0
 Level 1
 Level 0
 Level 1
Sanity

**Sanity** represents how many physical horror an investigator or ally may take before they are defeated.

If an investigator takes horror equal to or exceeding their sanity in a campaign they are defeated and removed from the scenario they are undertaking and gain 1 mental trauma. If they are used in subsequent scenarios they would start the scenario with the amount of horror equal to their mental trauma.
Rex's Curse

* Lvl

**Forced** - When you would succeed at a skill test: Return the revealed chaos token to the bag and reveal a new chaos token. If this effect causes you to fail the test, shuffle Rex's Curse into your deck. (Limit once per test.)

### Card number

 #9

**Rex's Curse** is a signature weakness card for Rex Murphy and is part of The Dunwich Legacy deluxe expansion.
Round

A **round** consists of four phases: the Mythos phase, the Investigator phase, the Enemy phase and the Upkeep phase.

## Mythos Phase

The first phase is the Mythos Phase, unless it is the first round where it is skipped and the game starts with the Investigator phase.

The order of events in the Mythos phase is:

* Place 1 doom on the current agenda card.
* Count the number of doom in play and compare to the counter on the current agenda. If it equals or exceeds the counter advance the agenda deck.
* Each player draws a card from the encounter deck and resolves its effects.

## Investigator Phase

The second phase is the Investigator phase where players take turns to spend their action points (typically up to 3). Investigators can take their turn in any order.

Actions points can be sent on the following actions:

* Investigate a location to gather clues
* Move to a connecting location
* Draw a card
* Gain a resource
* Play an asset or event card from their hand
* Activate a card ability with the  icon.
* Fight an enemy at their location.
* Engage an enemy at their location
* Attempt to evade an enemy that is engaged with them.

An investigator may take any of these actions multiple times during the turn.

If an investigator is engaged by an enemy any action apart from a **Fight**, **Evade**, **Parley** or **Resign** will result in an attack of opportunity against them.

Once an investigator has finished their turn their mini-card is flipped to its black and white side to signify the end of their turn.

## Enemy Phase

The third phase is the Enemy phase. In this phase any enemies in play move and attack if they are able to.

The order of enemy actions is:

* Enemies with the ***Hunter*** trait that are readied and unengaged move one location towards the nearest investigator. If it has more than one option it moves towards the investigator that best suits its Prey requirements. If there is still not a clear target the lead investigator decides which target it moves towards.
* Engaged enemies attack their engaged investigator. Each enemy engaging a single investigator must be resolved before moving to the enemies of another investigator, though the investigator being attacked can select the order of the attacks. Once an enemy has attacked it is exhausted.

## Upkeep phase

The fourth and final phase of the round is the Upkeep phase.

The order of events is:

* Investigator mini-cards are flipped back to their colored side.
* Ready all exhausted cards.
* Each investigator draws 1 card and gains 1 resource.
* Each investigator checks their hand size. If they have more cards than their hand size allows (typically 8) they must discard cards until they no longer exceed their limit.

Once this is done the round is ended and the next round begins with the Mythos phase.
The House Always Wins

**The House Always Wins** is the second available scenario of the The Dunwich Legacy campaign. Players have the option to start with either the Extracurricular Activity or The House Always Wins scenario.

## Introduction

*Dr. Armitage suggested you track down his associate Dr. Francis Morgan. He’s not sure whether Dr. Morgan is in trouble, but he’s not particularly happy with his colleague’s present choice of company. He’s in the Clover Club, a notorious gambling joint somewhere downtown. Finding the club’s exact location isn’t easy—you have to grease a few palms just to learn which of the Downtown restaurants operates as the club’s front. That restaurant is La Bella Luna, a somewhat upscale Italian eatery by the theatre. You change into your Sunday best and make your way there.*

*In front of La Bella Luna stands a man in a pinstripe suit who sizes you up as you approach. “Enjoy yourselves,” he says with a snake-like grin as he holds open the restaurant’s front door.*
Put Them In The Pit

"**Put Them In The Pit**" is the 49th numbered episode in the *What A Time To Be Alive* podcast catalog. It debuted on September 19, 2018.

## Episode Description

The brief synopsis of the episode included with the podcast reads:

> The old three are back together again to find a missing school bus, ponder how Roseanne's character will die on 'The Conners', how a toddler helped pull off the heist of the week, what mystery liquid ended up at an airport, and more!
>
>
> Our stand up show at Stand Up NY (with all 3 of us) is NEXT TUESDAY at Stand Up NY w/ guests J.P. McDade, Kenice Mobley, Bryan Yang, and Casey James Salengo! FREE admission with 2 drink minimum. Reserve a ticket here!
> http://standupny.lAugusthstub.com/event.cfm?id=516538&cart
>
>
> We are on Patreon! Become a patron for weekly bonus eps and more stuff!
> www.patreon.com/whatatimepod
>
>
> Join our Discord chat here: discord.gg/sSRGUKQ
>
>
> @pattymo // @kathbarbadoro // @eliyudin // @whatatimepod
>
>
> Send comments or questions to whatatimepodcast@gmail.com
>
>
>
>

## Episode Breakdown

### Intro

(Brief summary of the intro/pre-numbers banter.)

### Wrap-up

(Where any additional info necessary after the numbers/during the plugs would go.)

## Notable Segments/Bits

(Where anything that is notable, unrelated to numbers resides. Further tangents, stories, deep-cuts should also go here.)
The Deep Gate

**The Deep Gate** is an Arkham Horror novella written by Chris A. Jackson that focuses on Silas Marsh.

The physical copy of the book comes with 5 cards for Arkham Horror: The Card Game: an alternate art Investigator card for Silas Marsh, alternate art mini-card, Nautical Prowess signature asset, Dreams of the Deep signature weakness, and a card explaining the "replacement" rule.

## What secrets have been drowned in Devil Reef?

*Silas Marsh has always felt called to the sea. As a young lad, he left his family in fear-shadowed Innsmouth and made a name for himself sailing the seven seas. But after the death of his parents, the sea's call has only grown stronger. Silas has dreams - nightmares - of pointed teeth grinning, webbed hands reaching, and eyes glowing in the darkness of the ocean deeps. No one in his family is able to offer an explanation for his dreams, or at least, no one is willing.*
*So when desperate librarian Abigail Foreman comes to Silas with questions of her own, he cannot turn her away. Her ancient and mysterious tome, the Prophesiae Profana, points to a stellar event foretelling the end of the world, and painted in its margins are the very same creatures that haunt Silas's nightmares...*
Angry Birds Philadelphia Eagles

***Angry Birds Philadelphia Eagles*** was a game from Rovio released on September 1, 2012 in collaboration with the NFL team, the Philadelphia Eagles to celebrate the 2012-2013 NFL season. There's a new character called the Philadelphia Eagle. When the Eagles were interviewed, they stated, "This is Rovio's first sports partnership globally, and Eagles fans can look forward to plenty of Angry Birds fun during the 2012 season!"

The game was available on the Philadelphia Eagles' Facebook.

## Plot

In the interview, Red is in a press conference, talking about the birds getting their revenge on the pigs. Chuck states that they have never seen them play. Red's brother growls at him angrily and Chuck hushes him. He tells Terence to save it for the field. Then, Bomb imitates what he'd be like while angry, even the fuse ,saying their tactics were total destruction. Then, the commentator asked about the 5th Bird, The Philadelphia Eagle. At that moment, an american football passes by, and it ends with a blur (eagle) flying across the screen.

## Scheduled Levels

All of the levels that were released corresponded with the team's schedule in 2012.

taken from angry Birds wiki