Arkham Horror: Dunwich Horror Expansion

2006 · Gebaseerd op een roman

Arkham Horror: Dunwich Horror Expansion

Adds the rural town of Dunwich and its eerie surroundings to the campaign, including the Whateley farm and other countryside locations. Introduces new investigators, Ancient Ones, monsters, location and Mythos cards, and expanded decks so each site holds more cards. Players can travel by train to Dunwich, explore new outer worlds, and face a powerful mounted Horror unique to the region. Implements new mechanics and options for injury and madness, condition cards that grant shared effects, unresealed gates, and a set of revised rules and replacement cards to address errata.

Spelers
1–8 best met 4
Speeltijd
240 min
Leeftijd
12+
Complexiteit
3,5 / 5
7,9 op LudoyaGevechtUitbreiding voor basisspelPunt-naar-puntbewegingDobbelstenen gooienHandbeheer

Aan de tafels van Ludoya

Alle statistieken in Ludoya
6
Vastgelegde speelsessies
3
Spelers
47
In collecties
1
Op verlanglijsten
1
Voorbesteld

7,9/10

uit 16 Ludoya-recensies

  • BWizard6,6

    :thumbsup:

    Geen speelsessies geregistreerd

  • Tom8,0

    Best expansion (and largest) so far. I especially like the injury and madness cards - which give players a real, difficult choice.

    Geen speelsessies geregistreerd

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Regelvragen

Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.

How do I travel between Arkham and Dunwich?

During movement, you must be at Arkham’s Train Station or a depot in another town. Spend $1 and 1 movement point to move to the Train Station or any depot in another town; this doesn’t interrupt your normal movement (p. 5).

What’s the difference between completing a Task and a Mission?

For each step, end your movement in the listed area. A Task requires you to spend an Arkham Encounter Phase there; a Mission also requires you to discard or spend its listed sacrifice at the start of Upkeep while still in that area (p. 5).

Do monsters in Dunwich count toward the monster limit or go to the Outskirts?

No. Monsters on the Dunwich board don’t count against the monster limit and never go to the Outskirts; vortices keep their numbers in check (pp. 5, 7).

What happens when a monster moves into a vortex?

Return it to the monster cup, raise the terror level by 1, and add a Dunwich Horror token if fewer than three are on the track. When the track reaches three tokens, place the Dunwich Horror in Sentinel Hill (p. 7).

If I’m knocked unconscious or driven insane, can I take an Injury or Madness card instead?

Yes. At 0 Stamina or Sanity, respectively, you may take the matching card; you keep your items and Clue tokens and restore that stat to its maximum, but still move to the appropriate destination and draw a card (p. 6).

How do stalker monsters choose where to move?

If an investigator is in an adjacent street area or unstable location, a stalker moves toward an investigator instead of following its arrows; it can cross lines without arrows, but can’t enter stable locations to pursue someone. If multiple investigators qualify, it targets the one with the lowest Sneak; the first player decides ties (p. 6).

Opent de regelassistent van Ludoya, die het spelregelboek van dit spel leest.

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