Location:  Home» Games » Board Games » Arkham Horror  
Categories
Action Figures
Dolls
Games
Building Blocks
Arts and Crafts
Electronic Toys
Puzzles
Outdoors and sports
Related Categories
• Board Games
Games
Categories
Toys & Games
• Travel Games
Games
Categories
Toys & Games
• Boys
Gender (target_audience_browse-bin)
Browse Refinements
Refinements
Toys & Games
Subcategories
Board Games
Action Games
Adventure & Story Games
Checkers, Chess & Backgammon
Educational Games
Foreign Language Games
Fortunetelling Games
Money & Asset Games
Movie & TV Games
Mystery Games
Sports Games
Strategy Games
Trivia Games
Word Games

Arkham Horror

Arkham Horror
Brand: Fantasy Flight
Category: Toy

List Price: $59.99
Buy New: $39.89
You Save: $20.10 (34%)



New (16) from $39.89

Rating: 4.5 out of 5 stars 30 reviews
Sales Rank: 2366

Autographed: No
Memorabilia: No
Fragile: No
Batteries Included: No
Shipping Weight (lbs): 0
Dimensions (in): 12 x 2.5 x 12

Model: VA09
UPC: 699788109137
EAN: 0699788109137
ASIN: B000ALCC5K

Availability: Usually ships in 1-2 business days

Features:
  • Ages 12+; 1-8 Players; 120-240 minutes
  • Game Board, 16 investigator sheets, 16 investigator markers, 16 plastic stands, 5 dice,
  • 196 investigator status tokens, 189 investigator cards, 8 ancient one sheets, 20 doom tokens,
  • 180 ancient one cards, 60 monster markers, 16 gate markers, 14 miscellaneous markers

Similar Items:

  • Arkham Horror: Dunwich Horror Expansion
  • Arkham Horror: The King in Yellow
  • Arkham Horror Curse of The Dark Pharaoh Expansion
  • Arkham Horror: Kingsport Horror
  • Arkham Horror: Black Goat of the Woods

Editorial Reviews:

Product Description
The End is Near! The year is 1926. The place is Arkham, Massachusetts. Gateways to places horrible beyond imagination are opening up all over town, releasing hideous creatures into the streets to stalk the night. Worse yet, if enough of these gates open up, then a creature of unfathomable power will be unleashed on the world. Pitted against these overwhelming odds is a small band of investigators determined to beat back the uncaring forces of the universe. They'll have to delve deep into the mysteries of the Mythos and use all of their skills, weapons, and spells if they want to have even a slim chance of success. The classic game of Lovecraftian adventure returns in a new edition after almost 20 years!


Customer Reviews:   Read 25 more reviews...

5 out of 5 stars Best board game ever made   May 8, 2007
Mark Twain (North Carolina)
20 out of 20 found this review helpful

I bought this game when it came out. Since then, i have purchased the Black Pharaoh and Dunwich expansions, and we (a group of 5 of us) easily say this is one of our favorite board games ever. The game assumes that you already know something about Lovecraft and the Cthulu Mythos, although if you don't, it does not mean you can't enjoy the game. It just means you might not really understand why a Hound of Tindalos drives you so insane, or what exactly an Elder Thing is.

The unique aspect of the game is its cooperative play. With 2-8 players (with 4-5 being the sweet spot) you work together to defeat one of many Great Old Ones that are intent on destroying Arkham and possibly the entire world. Each game changes the GOO you fight, and there are multiple investigators to pick from, so you aren't playing the same hero each time either. Add to this mix hundreds of common item cards, unique items, spells, and encounters for dozens of locations, and you have a game with practically unlimited replayability.

The object of the game is to move around the board, either fighting or evading monsters that spawn from gates, while collecting clues and having encounters. You can try to seal the gates and prevent monsters from coming through them, but if you don't act fast enough, the GOO will eventually awaken and it comes down to a final combat that is sometimes impossible to win.

One thing dissenters say about this game is that you have to manage lots of "fiddly" bits. And true, you have a ton of playing pieces to arrange and manage throughout the game: your health, Sanity, clues, cards, skill sliders. But once you get into rhythm of the game it all comes naturally (although it will take around 3-5 games to get used to it).

[...]

Note however, that the game becomes increasingly harder with each expansion you add. As of this writing, The King in Yellow comes out this month, and it is going to add a whole new level of difficulty to an already hard game. But the key to AH is this:

THE FUN IS NOT IN THE WINNING.

It is just in the playing, even if you lose horribly (and you will) it is fun seeing just HOW bad you lose. Sometimes the game seems to be alive and is plotting against your every move.

Ok, that's enough ranting. I can't say enough good things about Arkham Horror. Buy the base game, and then slowly integrate the expansions to keep the options coming. It only gets better.



5 out of 5 stars Play the game that hates you and wants to eat your soul!   February 15, 2008
Scott Richardson (Chicago, IL USA)
10 out of 10 found this review helpful

Arkham Horror is extraordinarily complex, and can be a very long game, but it's a ton of fun. Investigators search Arkham and the realms beyond for clues, weapons, and other tools to fight the Ancient Ones. What makes it such a great game is that the mechanics make it a constantly-shifting battle. The investigators can have one thing planned, and everyone knows what their part is going to be, and then suddenly a new effect occurs, entirely shifting the dynamics of what's going on in the game. Teamwork, communication between the players, collaboration, and strategic planning are all vital to the group's success.

Another great feature of this game is that it can be played solo--an option I recommend for first-timers, before introducing it to a group. I solo'd the game before introducing it to my game group, and it was very, very helpful. As I mentioned, there are a LOT of mechanics at work in this game, and it helps to play through it a time or two to get used to what's going on. Ultimately, it's great to play with 4-5 people.

The biggest potential drawback for more casual gamers is that it's a very, very long game. 5-6 hours is probably a fairly accurate estimate of how long an actual game will take. However, the game does a pretty solid job of capturing the feel of Lovecraft's works, and for those hours, you'll feel like you're really battling for your life. Each time my game group plays this game, we come away exhausted, but also exhilarated.

I strongly recommend this game for fans of Lovecraft, horror games, and cooperative strategy games in general.



5 out of 5 stars A Game that keeps you interested from the first move...   November 28, 2006
Enrique (GA USA)
3 out of 3 found this review helpful

I have played this game a couple of times and I must say that this is a really great game. The board, character cards and items used are all well thought of and consistent with game play. I have enjoyed winning one game and loosing the other one... but both times the game was exciting, and knowing that if you do not work together with the other players, the Ancient One will eventually finish off the game.

I would not miss out in having this game as part of my gaming collection, and look forward to the expansion sets coming out. If you like adventure, excitement, strategy and a couple of hours of fun, this game is a must! Richard, you have created a Fantastic Game for all players.



5 out of 5 stars Excellent Game, Requires Lots of Time   January 11, 2008
Andrew W. Lang (Neenah, WI USA)
3 out of 3 found this review helpful

This game is outstanding in concept, design, and mechanics. Although the basic game structure will be the same every time you play; running around trying to close gates and kill monsters, there are endless possibilities for accomplishing these ends. However this game features two significant drawbacks that may scare casual gamers (or some of my pseudo-ADD friends) away: difficulty and time. Understanding the nuances of the rules took about 3 or 4 attempted plays and apparently the expansions only further complicate the matter. I feel that this is as much a benefit as it is a disadvantage because it ensures that gameplay is fun and challenging; it just takes some time getting used to. The amount of time required to play this game and finish is beyond anything else I've ever played, the set-up alone takes a good 10-20 minutes.

About the design of the game: I really appreciated the nice cardstock and cardboard pieces. Unlike a lot of games (especially a lot of Avalon Hill reprints), these pieces and cards and made to last and feature very nice artwork.

Bottom-line: This is not meant for casual gaming, but it is definitely worth the time and effort if you are willing to expend it and really enjoy a good board-gaming session.



5 out of 5 stars Elder Signs and Mi-Go and Dark Young, Oh My!   October 29, 2008
William A. Collins (San Diego, CA United States)
3 out of 3 found this review helpful

Let me first preface this review by saying that I am a great fan of HP Lovecraft, Clark Ashton Smith, Robert E Howard, William Hope Hodgson, Arthur Machen and Lord Dunsany. And, if you didn't know, Arkham Horror is a game based squarely in the world of Lovecraftiana. I just wanted to get that out of the way, so that you know what my bias is. That said, intrinsic and eldritch understanding are not necessary to enjoy this most flavorful of Mythos games. Please visit a wikipedia for more information on these wonderful authors; you might thank me for it later.

This review won't go too far into the mechanics of the game, as I feel that greater reviewers than I have done that very well. Please check out some of those reviews if this one piques your interest. Instead, I am going to give you my feelings on the game after having played it half a dozen times. This review will deal with the base game, and hopefully I will have time to play and review the excellent looking expansions already adorning my cabinetry.

Arkham Horror is a cooperative board game for 1-8 players. It was originally published during the eighties, and this new edition is truly a reworking of that game in every sense of the word (while the original was fun, this one looks like Fantasy Flight Games took twenty years of play testing notes and really did the work right). The players take on the roles of investigators, which are each well-developed characters in the RPG sense of the word with excellent back stories, in the Lovecraftian staple town of Arkham, Massachusetts, during the roaring twenties while something dark and sinister is happening. Of course, it is up to the investigators to, well, investigate the strange goings-on in the town and eventually battle back the other-worldly forces and destroy the Great Old One that is at their crux. The players interact with each other, collect clues, travel through the many districts of Arkham (and beyond!), and have encounters with Mythos beasties. Finally, they may have to actually fight the Great Old One in a winner-take-all end-game battle royale! What more could you want?

Let's take a look at the physicality of what you get for your fifty bones (yeah, it's pricey, but it's most definitely worth it). The box is that nice textured linen. Those always make me feel like the game is classier. I don't know if that really helps the box hold up over time, but it seems like it does. Opening it up, there's tons of thick, four color counters to punch and sort, tons of cards, both large (normal playing card) size and small (think original Ticket to Ride card) size to sort, and character and Great Old One cards. And the behemoth, six-panel board has a nice finish, too. The box has a molded plastic insert that will do fine in storing the myriad components once they are let loose from their cardboard forms, but there won't be a whole lot of room left to spare. I added a small velvet bag to use as a monster cup, and that was pushing it. The artwork is astounding and in very good keeping with the game's artistic gestalt. Fantasy Flight Games does this very, very well, for the most part, and Arkham Horror is no exception. In fact, I think they raised their own bar with this game in particular in reference to Artistic Direction, as everything they put out after this game seemed to me to be a notch higher than games they put out before. Kudos. Every piece of the art, from the box to the manual to the monster tokens to the iconography on the backs of the item cards are all part of a cohesive and consistent whole, which, given the sheer number of different items in this game, is a feat of no small merit. I believe this artistic gravity was achieved in part by re-appropriating the excellent art that was developed over previous years for use in the very good Call of Cthulhu card game. Some people don't like being "sold the same art twice", but it was a very good call by the folks at FFG. It keeps the prices down for us, creates that gestalt, brand gravity, and cohesion, and allows them to make the game maybe a little more profitable than if they had had to consign all new art. So, again, I tip my hat to the folks at FFG for making some excellent decisions regarding the look and feel of this game. It truly is a very well done whole, with every component visually reinforcing each other. Art-wise, every game should be so complete.

Set up is pretty quick and easy once you are familiar with the game, but there is a bit of a steep learning curve before you get to that point. I don't feel that this detracts from the game at all. It's nothing near the level of Axis & Allies or even the C&C games. It's really just separating cards and tokens, drawing character cards and setting them up with the little skill sliders (a very neat component of the game) and money and items, selecting the Great Old One for tonight's game, and putting your character pawns on the their starting location as delineated by the character card. You then add clue tokens to those locations on the board that need them, and you are pretty much done. I store the different loose components in plastic baggies, but I would bet that putting them in a little plastic divider box would speed things up. There are some excellent card tuck boxes on the web. If you use these, the cards will not fit back in the insert in the game box, and I found that it's easier for me to use the insert in the box and then quickly separate the cards before play. You may find differently and I recommend that you at least try those tuck boxes...they are really neat. In any case, the set up is pretty quick and then everyone should be ready to play. I would think that 15-20 minutes might be an average set up time, and given that this is a set up for a 3 hour game, it's not too bad, and that's why I say that this is a *relatively* quick set up.

Play is broken apart into phases: Upkeep, Movement, Arkham Encounters, Other World Encounters, and Mythos.

Play begins with a Mythos phase and then goes into upkeep, so that the Investigators have something to do during that first round. The Upkeep phase is the bookkeeping phase, allowing everyone to refresh their cards (if they were "tapped" last round), perform upkeep actions that might be on your character card or skill cards, and to move your character's skill sliders. A character's skills (as opposed to skill cards, which you can get throughout the game to augment your character) are set into three sets of converse pairs. For example, Speed is paired with Sneak, Fight is paired with Will, and Luck is paired with Lore. The pairs of skills have inverse ratios such that moving your skill slider to a higher Fight score means that you are choosing to have a lower Will score. If you want to be faster, you are going to be less sneaky, etc. You also have another attribute called Focus, and that score determines how many total spaces you can move your sliders during upkeep. If you have a Focus score of more than one, you can split the allowable spaces between different pairs of skills, moving more than one skill slider if you wish. Since you are able to do this every upkeep, it really feels like you are steeling your character's reserve after deciding on a particular plan of action, and deciding on those plans of actions is what really drives the interaction of the players. Being a cooperative game, anything that facilitates player interaction is a good thing, and Arkham Horror has it in spades.

The next phase is the Movement Phase, in which the investigators in Arkham move about and fight or evade any monsters in their new location, and then Investigators in any Other Worlds move, too, either to their second Other World space or back to Arkham. Other Worlds are places like R'lyeh or Carcosa, and you get their by attempting to close a gate (see below).

The next phase is the Arkham Encounter Phase. Depending on where you investigator is, you will be on a street (between locations) or on a location. If you are in a street, nothing occurs. If you are on a location, then there is either a gate on the location or there isn't. If there's no gate, you shuffle that particular location's deck and draw a card and resolve it; sometimes it will help your character out with some cash or a spell, and sometimes it will spawn a monster on you or drain your sanity! If there's a gate on the location, you have to go through the gate and go to the other world on the gate token, or you have to try to close the already explored gate (someone has already gone through it and returned).

After Arkham Encounters are resolved, the next Phase is Other World Encounters. In this phase you simply draw Other World Encounter cards until you get one that has a border color that is allowable by your Other World and then resolve it. Like Arkham Encounters, these can be good or bad.

The final phase is the Mythos Phase. This is the phase where all the Mythos things happen, and it starts by drawing a Mythos card. It tells you where a new gate opens and to spawn a monster. If there's already a gate at that location, then there is a monster surge and monsters pour out of every other gate! If there isn't a gate already there, you draw a new gate token and put it down on the location, the GOO's doom track advances (when it gets to the end, you have to fight the GOO in the endgame!), you put down a new clue token in the location on the mythos card, you move monsters, and you activate any Mythos activity denoted by the Mythos card. That's a lot of stuff for one card to do, but it's not as bad as it seems. Of particular interest here is the monster movement. Monsters all have their own sets of stats and movement details. The Mythos card will say which monsters move, as delineated by a symbol on the card, like a crescent or a circle. All monsters with that symbol move. Here's the neat part, though. All Arkham locations are connected by a series of lines black and white triangles. The Mythos card will have a black and white section on the bottom, with symbols in the two sections. So, the crescent might be in the black box and the circle in the white box. This means that crescent symbol monsters follow the white arrows and circle monsters follow the black. It is a really neat way to have monsters move by themselves. Elegant, really, and gives you the feeling that monsters are really roaming with some sort of plan that man was not meant to know.

The main drive of the game is to get through the gates and return to close them. Closing them is good, but sealing them is far, far better. You need five clue tokens or an elder sign item to seal a gate, but you can close it with a difficult skill check. If you are able to seal it, no more gates can ever open on that location, and the sealed gate counts towards your total needed to win the game (this number of total needed to win is based on number of players). Closed or sealed, you get to keep the gate marker as a gate token, which can be useful later in the game. In my experience, the best bet at winning the game is to get everyone together to seal gates. Sometimes that means that some people collect items while one person goes through the gate, so that as soon as the gate explorer comes back, everyone is waiting to give him items (or an elder sign) to help seal the gate.

I've played a half dozen times now, and despite the length of the game and the sometimes off-putting horror theme, it has become a fast favorite of my gaming group, which is comprised of twenty and thirty-somethings with an equal mix of men and women.

I love the game, even when putting my Lovecraft-bias aside, and will play anytime anyone wants to. I especially love the fact that the characters are so individual and malleable during play; it's almost like playing Call of Cthulhu (the RPG). This makes the game highly re-playable, as well.

In fact, I think that it is a testament to Fantasy Flight Games' character that they paid so much obvious respect to Lovecraft and his Mythos with this game. They clearly went out of their way to make this game truly Mythos-worthy, which is not an easy thing to do. Sure, they could have just put together some new artwork and pumped out the same old game, but they didn't. It makes sense to lose sanity in Lovecraft's world, and Arkham Horror will help you lose it. There is, very much so, a keen sense of unknowable, alien machinations in this game, and it is a pretty slim chance that the investigators have to help push back the darkness, until the next game. And that is really what Lovecraft's stories were about. They were about people, out of their comfort zones, oftentimes against their will, thrust into horrible circumstances, finding a way to hold things back just one more day, so that the rest of the world never has to know...Arkham Horror does that.

If you love cooperative games, heavy, thoughtful themes, and have a penchant for the eldritch, do yourself a favor and pick up a copy of Arkham Horror and invite a few friends over. You'll thank me for it.

Five by Five, B!

w.