Campaign

A **campaign** is a set of connected scenarios that have an overarching story. Each cycle is based around a central campaign and apart from the core set they are released in stages with a deluxe expansion starting the campaign (consisting of the first two scenarios) and six Mythos packs with the following scenarios.

Typically, 1 -4 players will start a campaign with a fresh investigator. As scenarios are completed, investigators gain experience that can be spent on upgrading their deck with new cards between scenarios. However, investigators who are defeated during a scenario will carry over physical and mental trauma gained to subsequent scenarios. If an investigator suffers too much trauma, they may be killed or driven insane, which removes them from the campaign. While the investigator may no longer take part, players may return with a new investigator.

## Campaigns

There are currently eight campaigns released in the Arkham Horror LCG, although Night of the Zealot is considered a "mini-campaign" because it is the only campaign to have three scenarios. All other campaigns consist of eight scenarios each.

* **Night of the Zealot**
* **The Dunwich Legacy**: Several months ago, three Miskatonic University professors armed themselves with secret knowledge, traveled to Dunwich, and brought an end to the strange and terrifying creature that had been terrorizing the secluded village. Your mentor, Dr. Armitage, was one of those three professors. When his colleagues go missing, he fears the worst and asks for your help.
* **The Path to Carcosa**: A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it's been all the rage in conversations among Arkham's socialites. But in your efforts to learn more about the play, you've uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever *The King in Yellow* is performed, madness follows close behind…
* **The Forgotten Age**: We think we know the history of the Earth, but there are secrets that lie beyond our reckoning and truths that could undo our entire understanding of the universe. When renowned historian Alejandro Vela discovers one of these secrets, the ruins of an ancient and forgotten Aztec city, it sets into motion a plot that could unravel the very fabric of time.
* **The Circle Undone**: Judgement. Temperance. Justice. The Tower. The soothsayer’s tarot wove a tale of a grim future, hard to put out of your mind. But when you learn that four people have disappeared without a trace from an estate in French Hill, you begin to wonder if this cruel fate is meant only for you, or for the entirety of Arkham…
* **The Dream-Eaters**: There is a hidden realm outside the world of the waking: a realm of wonder, imagination, and nightmares. After occult author Virgil Gray writes about his adventures in these “Dreamlands,” you decide to set forth and learn the truth for yourself. What is real, and what is fiction? And what secrets await in the dark, forbidden places beyond the gates of sleep?
* **The Innsmouth Conspiracy**: 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 windows of the Gilman House to the deserted and toppling Fish Street bridge. Beyond the city limits, the Innsmouth shoreline is pocked with half-flooded tidal tunnels and unnatural coves. Who knows what strange, abyssal trinkets you might find, among the skeletons of fish and rotting seaweed?
* **Edge of the Earth**: In the far, uncharted reaches of Antarctica, unspeakable horrors dwell on the edge of shadows. They lurk, wait, and watch, and with them comes a secret so ancient and profound that it threatens to tear apart our very understanding of the planet we call home- if it doesn't tear apart reality itself first. Thus, our intrepid investigators must delve into the mysteries of the great southern ice sheets and, hopefully, uncover the truth before it is too late.

## Standalone Adventures

* Curse of the Rougarou
* Carnevale of Horrors
* The Labyrniths of Lunacy
* Guardians of the Abyss
* Murder at the Excelsior Hotel
* The Blob That Ate Everything
* War of the Outer Gods
* Machinations Through Time
* Barkham Horror: The Meddling of Mewolathotep

## Experience

During scenarios, investogators earn experience points that may be used to purchase new cards for their decks.

*The following is taken directly from the Arkham Horror LCG Rulebook:*

After recording the results of a scenario, the investigators are ready to reflect on their experiences and purchase new cards for their decks. To do this, follow these steps, in order:

**1. Count experience.** Each investigator earns experience equal to the total victory value of all cards in the victory display plus or minus any bonuses or penalties indicated by the campaign guide for that resolution. This total is added to any unspent experience an investigator has recorded from previous scenarios in this campaign.

**2. Purchase new cards.** New cards may be purchased and added to a player's deck by spending experience equal to the card's level (denoted by a number of pips in the upper left hand corner of the card). While purchasing new cards, observe the following rules:

* An investigator's deckbuilding guidelines (found on the back of the investigator card) must be observed while that investigator is purchasing new cards. Only cards the investigator has access to may be purchased. The deck-size requirement must also be maintained, so that for each (nonpermanent) card purchased and added to a deck, a different card is removed from the deck. Weakness cards and cards that must be included in an investigator's deck may not be removed while that investigator is purchasing new cards.
* Each card costs experience equal to the card's level, *to a minimum of 1* (purchasing a level zero card still costs 1 experience). The number of pips beneath a card's cost indicates the card's level.
* (Added in FAQ, section 'Game Play', point 1.8) When purchasing a new card during campaign play, an investigator must pay a minimum of 1 experience. As a result, level 0 cards cost 1 experience to purchase. This minimum only applies when purchasing new cards. It does not permanently alter a card’s level or experience cost, and does not apply when upgrading a card to a higher level version.
* When purchasing a higher level version of a card with the same title, the investigator may choose to "upgrade" that card by paying only the difference in experience (to a minimum of 1) between the two cards and removing the lower level version of the card from his or her deck.
* New cards are purchased (or upgraded) individually. If an investigator wishes to purchase more than 1 copy of a new card, each copy must be paid for separately, and one card must be removed from that investigator's deck for each copy purchased.
* The above processes, and any specific instructions provided by the campaign guide, are the only methods by which a player may modify his or her deck during a campaign.

**3. Record unspent experience.** Each investigator records any unspent experience on the campaign log. This experience may be spent at a later time during this campaign.

## Trauma

However, in addition to earning experience, investigators who are defeated will suffer physical trauma or mental trauma. Investigators who suffer too much trauma may be killed or driven insane, permanently removing them from the campaign (although players are free to continue playing with a new investigator).

*The following is taken direclty from the Arkham Horror LCG Rulebook:*

Trauma reflects permanent damage that has been done to an investigator's health and/or psyche. If an investigator is defeated in a scenario that investigator is eliminated from the scenario but not necessarily from the campaign.

If an investigator is defeated by taking damage equal to his or her health, he or she suffers 1 physical trauma (recorded in the campaign log). For each physical trauma an investigator has, that investigator begins each subsequent scenario in the campaign with 1 damage. If an investigator has physical trauma equal to his or her printed health, the investigator is **killed**.

If an investigator is defeated by taking horror equal to his or her sanity, he or she suffers 1 mental trauma (recorded in the campaign log). For each mental trauma an investigator has, that investigator begins each subsequent scenario in the campaign with 1 horror. If an investigator has mental trauma equal to his or her printed sanity, the investigator is driven **insane**.

If an investigator is defeated by simultaneously taking damage equal to his or her health *and* horror equal to his or her sanity, he or she chooses which type of trauma to suffer.

If an investigator is killed or driven insane, that player must choose a new investigator to use in the next scenario, and creates a new deck for that investigator. Investigators that are killed or driven insane cannot be used for the remainder of the campaign (see "Killed/Insane Investigators" on page 13).

If a player attempts to choose a new investigator and there are no investigators remaining in the pool, the players have lost and the campaign ends.