Das Brettspiel Arkham Horror spielt in der Zeit von in der Stadt Arkham in Massachusetts. Dort strömen Monster durch geöffnete Tore aus anderen Welten. Arkham Horror: Das Kartenspiel verwischt die traditionellen Grenzen von Rollen- und Kartenspielen. In diesem Alles oder Nichts (Regeln). Download. Diese Spielregel wurde eigens geschrieben, um Neueinsteigern die Regeln von Arkham. Horror beizubringen. Um euch den Einstieg zu erleichtern, wurden.
Arkham Horror: Das Kartenspieldritte Anhang enthält die vollständigen Regeln für die Vorbereitung einer. Partie Arkham Horror: Das Kartenspiel. Im vierten Anhang befinden sich detaillierte. Das Spiel ist berüchtigt für sein grottenschlechtes Regelheft, aber es ist machbar, sofern auch nur ein Spieler die Regeln gut kennt. Am besten. Diese Spielregel ist als Einleitung für neue Spieler von Arkham. Horror: Das Kartenspiel gedacht. Sie sollte als Anleitung verwendet werden, während man das.
Arkham Horror Regeln Navigation menu VideoArkham Horror Kartenspiel Anleitung
In der verschlafenen Stadt Arkham in Massachusetts versucht eine kleine Gruppe von Ermittlern die Natur einer finsteren Bedrohung aufzudecken, welche die Menschheit gefährdet.
Doch Vorsicht! Die arkanen Reiche halten zahlreiche Schrecken bereit und die Ermittler müssen darauf achten, dass sie ihre an einem seidenen Faden hängende geistige Gesundheit nicht verlieren und überleben.
In diesem kooperativen Spiel schlüpfen die Spieler in die Rolle eines Ermittlers und stellen ihr individuelles Deck so zusammen, dass es ihre Stärken und Schwächen widerspiegelt.
Euer Gelingen oder Scheitern im ersten Abenteuer, Die Zusammenkunft, wird nicht nur den Grundstein für kommende Abenteuer legen, sondern auch entscheiden, wie viel Erfahrung ihr für das Upgrade eures Decks ausgeben könnt.
In seinem andersweltlichen Gewölbe des Todes und der Verwesung schläft der Verschlinger aus der Tiefe. Sollte er erwachen, wird er Arkham vernichten.
Dieser Pack umfasst 60 vorsortierte Karten. Dieses Spiel enthält 60 Karten, mit neuen Spielerkarten, die bestehende Kartensätze ergänzen.
However instead of just increasing the difficulty, these expansions provide an alternate way to play through the campaign with alternate story effects.
They also provide player cards with the first one providing 20 player cards. They are also not the Print on Demand quality that is found in the stand-alone scenarios.
Arkham Horror: The Card Game also has novellas where each novella is focused around a specific investigator and come with 5 promo cards.
These promo cards include 1 alt-art investigator card, 1 alt-art mini investigator card, 1 replacement signature card, 1 replacement signature weakness, and 1 card with instructions for the replacement cards.
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Q4 . There are several locations off the routes, such as Miskatonic University or Dark's Carnival, where a player's investigator may have encounters, or where a gate to another world may appear.
The other worlds themselves are in a row at the top of the game board. Encounter events in Arkham are determined by rolling a die and consulting a table for that location.
Investigators usually move a random number of spaces based on the roll of two six-sided dice. The investigator cards are pre-made, with four fixed attributes: Fast Talk, Fight, Knowledge, and Sneak.
To successfully use an attribute, the player rolls one six-sided die to get a value equal or below the attribute's value.
Paperclips are used to track two numbers that frequently change: Sanity and Strength. The turns of the investigators are preceded by the "Mythos Phase", where a gate and monsters may appear.
Monsters that appear move throughout the town, attacking any investigators they happen upon; seeing some monsters results in a sanity loss.
In true Lovecraft fashion, if an investigator in the town loses all Sanity or Strength, they are ignored by the monsters.
The collapsed investigator is transported to the Sanitarium or Hospital, as appropriate, for treatment. Such vital losses in the other worlds result in the death of the investigator, and the player must start a new one.
For each new gate that opens, the Doom Counter increases by one; the "Doom of Arkham" occurs if the Doom Counter reaches If this happens, all players lose.
Victory is achieved by closing all of the gates that have opened. Closing a gate requires passing into it to another world, and taking two encounters there; upon return to Arkham, the investigator must attack the gate successfully to close it.
Closing a gate reduces the Doom Counter by one. In the April edition of Dragon Issue , Ken Rolston called the game his "first choice for a board game with [fantasy role-playing game] feel.
It has everything I want in this respect. Each player selects an investigator character that is provided with the game. These characters have three pairs of statistics to represent their strengths and weaknesses, and the ability to "slide" their current focus on each scale towards either extreme or keep it relatively average.
For example, Lore and Luck is one pair - if you maximize your character's Lore, you simultaneously minimize his or her Luck. Characters are further defined by a starting inventory and special abilities.
Most importantly, each character has the stats of Sanity and Stamina. These respectively measure the character's mental stability and physical health i.
The back of each card includes a brief history for the character, in case players wish to add an element of roleplaying to the game. Each player's character is placed on the game board at the location specified on their card.
They are given any items specified as well as their starting Sanity and Stamina tokens. At this time, the players should also pick which Ancient One they will be attempting to defeat.
This is usually done by randomly drawing the Ancient One's card, but can also be selected intentionally if the players choose to do so.
The basic resolution mechanic is to roll a number of six-sided dice equal to the statistic, plus any modifiers. Results of a five or a six on a die is considered a success.
Most checks only require a single success, with the general exception of Combat rolls when fighting monsters. For instance, a card may require a Lore -1 roll.
If the character has a Lore stat of 4, they would roll three dice and if at least one die lands on a five or six the character has passed the roll and may gain a benefit , otherwise he or she has failed and may suffer a consequence.
Characters may also become Blessed, which allows them to succeed on a four or higher; or Cursed, which means they can only succeed on a roll of six.
Throughout the game, characters collect Clue tokens; a Clue token can be spent to get a bonus die during a roll after the original roll fails to produce enough successes.
There are Skill cards that can be acquired, increasing a statistic by one as well as granting an extra bonus die when you spend a Clue token on that particular type of roll.
Each turn, the players move their characters on the board and either have Encounters at a location by drawing cards specific to that board location or fight monsters.
They may also purchase items at some locations, or take advantage of other special features. Either way, it takes the place of their normal Encounter card draw for that turn.
Characters who encounter monsters have the option to sneak past them or fight them. Fighting a monster first involves a Sanity check, needing only a single success but losing Sanity tokens indicated on the monster if the roll fails.
After that check, the character may cast spells or use weapons to affect the combat. If the monster is not immediately destroyed or removed from the board, they then roll Fight plus any bonuses from weapons, items or spells.
Some monsters only require a single success, while others may require several to destroy. At the end of each turn, the first player draws a card from the Mythos deck.
This causes a gate to another world to open, as well as releasing new monsters onto the board, causing existing monsters to move on the board and often adding a new effect to gameplay.
If enough monsters appear on the board, they are recycled, and the terror level of Arkham increases, indicating that Arkham is slowly being completely overrun by monsters.Typically, when a new gate opens a token goes onto the Ancient One's card. However, there are forces working against the Wie Viele Steine Bei MГјhle, represented by the Agenda deck and encounter deck. In diesem kooperativen Spiel schlüpfen die Spieler in die Rolle eines Ermittlers und stellen ihr individuelles Deck so zusammen, dass es ihre Stärken und Schwächen widerspiegelt. Weather may make it more difficult to move through the streets or a rumor might require investigators to complete an action in a certain number of turns to prevent even worse effects from happening. Media based on H. Bonus Regel. News of the game was originally leaked in Arkham Horror Regeln before being officially announced in August of that same year. Also, a new mechanic of making pacts with the Lurker itself were introduced. Campaign play is the default mode of the game,  allowing a player to progress through a series of scenarios. They also provide player Gta 5 Geld Cheaten with the first one providing 20 player cards. When the total number of doom in play reaches the doom threshold of the agenda card, Monopoly Spielkarten agenda will advance, often to negative consequences. During the Investigation phase, the investigators each take up to three actions.