
2008 · Fighting
Arkham Horror: Kingsport Horror Expansion
Adds the coastal, dream-haunted town of Kingsport as a new play area for the base game. Players take on investigators who travel between Kingsport locations, confront newly introduced monsters and encounter locals and oddities via new encounter and encounter-set cards. The expansion supplies a large town board, eight investigators, several Ancient Ones and associated Heralds and Guardians, plus new decks of monsters, items, and events that integrate with the core game’s mystery-and-investigation mechanics. Play expands the campaign options and presents new threats and allies to manage while pursuing the game’s objectives.
- Players
- 2–8 best 4
- Playing time
- 120–240 min
- Age
- 12+
- Complexity
- 3.4 / 5
On Ludoya's tables
Full stats in Ludoya- 8
- Plays logged
- 6
- Players
- 2h 47m
- Average play
- 19
- In collections
- 2
- On wishlists
- 1
- Pre-ordered
7.3/10
from 5 Ludoya reviews
Tom7.2 Dice Tower Reviews: Arkham Horror: Kingsport Horror Expansion
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Do monsters on the Kingsport board count toward the monster limit or go to the Outskirts?
No. Monsters on the Kingsport board do not count against the monster limit and are not sent to the Outskirts. (Rulebook, p. 7)
How do I travel between Arkham and Kingsport?
You must be at Arkham’s Train Station or a depot location in another town during movement, then spend $1 and 1 movement point to move to the Train Station or any depot in another town. This does not interrupt your remaining movement. (Rulebook, p. 7)
Can I just fight an Elusive monster when I’m in its area?
No. You may enter or end movement in an area with an Elusive monster without fighting or evading it, but to initiate combat you must first pass an Evade check against it; failure immediately ends your movement. (Rulebook, p. 8)
How does aquatic monster movement work?
If an aquatic monster begins movement in an aquatic location, it moves directly to another aquatic location containing an investigator, choosing the investigator with the lowest Sneak if there is more than one. If no such destination exists, it moves normally along the arrows; the River Docks and Unvisited Isle are aquatic locations. (Rulebook, pp. 7–8)
When does a rift open, and when does it spawn monsters?
A closed rift gains a progress marker whenever the Mythos card’s movement pattern matches one of its tracks; when all four spaces are filled, it opens at the Mythos card’s gate location, even if an elder sign is there. An open rift activates starting on the following turn, moving according to the Mythos movement arrow and then spawning a monster. (Rulebook, p. 8)
How do we close a rift once it has opened?
Investigating a rift progress marker requires having an encounter at the location shown on that marker; while the rift is open, turn that marker facedown. Once all four associated markers are facedown, the rift closes and the markers are discarded. (Rulebook, p. 10)
Free, on web, Android and iOS
Play Arkham Horror: Kingsport Horror Expansion with Ludoya
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Game facts (players, playing time, age, credits) from BoardGameGeek.

