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You arrived too late to stop the loathsome rite & a monstrous transdimensional Ancient One tears through reality An iridescent rift slashes across the darkened skies heralding the nightmarish creatures that pour into the hallowed buildings of Miskatonic University As howls & screams cut through the night there is only one path left for your fearless investigators&8212;hold back the horde long enough to somehow reverse the summoning Arkham Horror Final Hour is a fully co-operative fast-paced board game for one to four players An endless tide of monsters sweeps across the Miskatonic University campus & you must hold them back all while searching desperately for the ritual components you need to put an end to this insanity Playable in under 60 minutes your fate depends on cooperation between you & your fellow investigators The odds against you are astronomical but if you don&8217;t succeed this will indeed be the final hour for Arkhamand the world Players 1-4 Playing time 60 mins Ages 12 ...
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You thought that the final curtain had closed on your dealings with The King in Yellow When the cursed play first came to Arkham it was followed by a string of disappearances delusions suicides & madness Throughout The Path to Carcosa cycle which marked the second full-length campaign for Arkham Horror The Card Game your search for answers took you across the sea to the shining lights of Paris & beyond to Dim Carcosa & before the throne of Hastur himself in eight unique scenarios that tested your conviction made you doubt your senses & pushed you to the edge of insanity But now madness returns to Arkham for an encore performance&8230; Players 1-2 Playing time 60-120 mins Ages 14 ...
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£13.99
Blood on the Altar is the third Mythos Pack in The Dunwich Legacy cycle for Arkham Horror The Card Game Its sixty cards (including a complete playset of each new player card) challenge you to delve the secrets of Dunwich where you suspect a series of recent disappearances may be related to the events in Arkham But the more you explore the more you get the impression the townsfolk aren&t exactly pleased to see you There are secrets in this town that its inhabitants don&t wish to share… Even as your investigation of the town leads you to many of the locations infamously identified in HP Lovecraft&s classic tale The Dunwich Horror the player cards in Blood on the Altar allow you to translate the experience you gained in your previous adventures to Permanent new Talents several new assets events & skill cards & higher-level more efficient versions of cards from the Core Set This is not a standalone product It requires the Arkham Horror The Card Game Core Set & The Dunwich Legacy deluxe expansion to play ...
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£14.99
Union & Disillusion is the fourth Mythos Pack in The Circle Undone cycle for Arkham Horror The Card Game After your brush with the Silver Twilight Lodge in For the Greater Good you journey to the banks of the Miskatonic River in search of the four souls who went missing from one of the Lodge’s events Between two of the bridges that span the river there stands the Unvisited Isle The foggy shores are barren & unwelcoming & as you row closer you try to remain silent as if to keep the river itself from noticing Not a soul greets you as you draw closer to the island save for the judging gaze of ghostly birds that observe you from the trees In the distance a pillar of spectral energy is rising into the clouds a vortex of otherworldly mist spiraling about it As you explore the island you will find braziers scattered at various locations that you can either light or douse with the new Circle action ability Lighting these braziers may help push back the heavy mist allowing you to further explore the island but it may also be the key step in completing the ritual that has already begun How far can you push Arkham to the brink of chaos without surrendering the city to the dark forces battling for control of it? Players 1-2 Playing time 60-120 mins Ages 14 ...
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Before the Black Throne is the sixth & final Mythos Pack in The Circle Undone cycle for Arkham Horror The Card Game After your battle to close the rips in reality in In the Clutches of Chaos you have left your city & your world behind traveling an impossible distance & yet you are still many leagues from the nighted throne where your ultimate foe stirs As you are chased by your fate across the cosmos you may be forced to bring “empty space” into play losing the top card of your deck as you place it facedown to embody the seemingly infinite space that divides you from the rest of humanity This is not a location it cannot be entered or investigated & the only way to reclaim your lost card is to fill the empty space with a Cosmos location These impossible places drawn from the new Cosmos deck do not have set places they must connect to Rather each Cosmos card has a connecting instruction you must obey in order to place it Torn from all you know it may be easy to surrender to the existential dread but even if all you can do is delay the inevitable the battle is not over yet! Players 1-2 Playing time 60-120 mins Ages 14 ...
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£15.99
In the Clutches of Chaos is the fifth Mythos Pack in The Circle Undone cycle for Arkham Horror The Card Game After your fateful investigation in Union & Disillusion the state of the city continues to decay Breaches in reality begin to rip through the fabric of the Earth & a faint melody of discordant pipes can be heard throughout the streets of Arkham Frightened citizens have sealed themselves in their homes yet you continue to patrol the streets desperate for some solution to end the chaos In In the Clutches of Chaos doom does not accrue at the usual rate Instead breaches are made at various locations marked by resource tokens When enough breaches have been made a single location an incursion occurs An incursion adds doom to its location & causes the breaches to spread opening rifts in reality at connecting locations Your goal is to prevent incursions by removing the breaches that cause them but this can only be done by activating the action abilities on each location If you do not maintain control over the breaches you may soon find yourself overwhelmed with Arkham falling into madness You cannot allow that to happen! Players 1-2 Playing time 60-120 mins Ages 14 ...
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£23.99
You thought the cases were closed relegated to a past that was best left forgotten Beginning with a search for two missing Miskatonic University professors your inquiries in The Dunwich Legacy launched you on a campaign that led from the decrepit streets of Dunwich to the infamous Clover Club & realms beyond But questions from these strange investigations still linger compelling you to board the train to Dunwich once more Return to the Dunwich Legacy invites you to re-open your old cases & experience the first full-length campaign for Arkham Horror The Card Game with fresh eyes as you encounter new challenges & new surprises Across this expansion’s 81 new scenario cards & 23 new player cards you’ll explore new locations face more ghastly treacheries & enhance your investigator’s abilities as you face even more unspeakable terrors Finally Return to the Dunwich Legacy also features a premium box & thirty-two divider cards to conveniently store your complete campaign in one place Players 1-2 Playing time 60-120 minutes Ages 14 ...
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The Wages of Sin is the second Mythos Pack in The Circle Undone cycle for Arkham Horror The Card Game " Between the phantasms of nightmare & the realities of the objective world a monstrous & unthinkable relationship was crystallizing & only stupendous vigilance could avert still more direful developments" –HP Lovecraft “ The Dreams in the Witch House” You are not safe in this city any more Your journey first began with a dark prophecy from a soothsayer & it has led you to the dangerous shining halls of Josef Meiger&s estate & the dilapidated Witch House of French Hill in search of buried histories best left forgotten Tangled up with all of it is a long-dead sorceress from Arkham&s past so perhaps the best place to start is where so many witches like her met their end hundreds of years ago ...
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£26.24
We think we know the history of the Earth but there are secrets that lie beyond our reckoning & 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 & forgotten Aztec city it sets into motion a plot that could unravel the very fabric of time The Forgotten Age is the third deluxe expansion for Arkham Horror The Card Game Here your team of investigators embark on a scientific expedition to the rainforests of Southern Mexico in two new scenarios each of which can be played as a standalone adventure or can act as the beginning of a new campaign for your team This expansion introduces five new investigators to Arkham Horror The Card Game along with sixty-four player cards & eighty-seven encounter cards including an all new exploration deck that presents new challenges for you to overcome as you find yourself falling into The Forgotten Age This is not a standalone product A copy of the Arkham Horror The Card Game Core Set is required to play ...
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£15.99
The Secret Name is the first Mythos Pack in The Circle Undone cycle Following the events of The Circle Undone you are desperate to find more information about the dangerous new coven of that has taken up residence in Arkham Such knowledge is difficult to come by even in a place like Arkham but you do know of one witch whose story has been passed down for nearly two hundred years Keziah who escaped from the Salem Gaol back in the late 1600’s & whose ghost still supposedly haunts the condemned Witch House in French Hill With many questions & few leads you have no choice but to chase the ghosts of Arkham’s past As a new cycle begins you will need new tools to help you battle these unholy forces To help you with this task some of the new player cards in The Secret Name belong to more than one class These cards which can be identified by their golden hue & dual class icons in the upper right corner of the card can be added to your investigator’s deck if you have access to either of the classes detailed on the card If however an investigator has limited access to one of the classes on a multiclass card that card will occupy one of the investigator’s limited slots even if they have unlimited access to the other class detailed on the card But with diverse uses & powerful effects they make a worthy addition to any investigator’s arsenal ...
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Arkham Horror: The Card Game – For The Greater Good Mythos Pack

For The Greater Good is the third Mythos Pack in The Circle Undone cycle for Arkham Horror The Card Game Following the events of The Wages of Sin you are disturbed to learn that there have been even more strange sightings in Arkham and worse several more people have disappeared You need helpYour relationship with the Order of the Silver Twilight cannot continue to balance on the edge of a knife You must decide whether you will place your trust in them or count them among your enemies and this decision will shape your adventure moving forward determining your ties to the Lodge and which areas of the manor you will have access to At first glance several of the player cards featured in For the Greater Good may look familiar In The Secret Name the Arkham Horror LCG broke the boundary between
player factions by introducing player cards like that belonged to multiple classes Now as your investigators continue to gain experience from their research into Arkham’s secret history you will have the chance to upgrade these cards into more powerful versions that fit into classic single-class categories Each version of these upgraded cards feature distinct art pieces and abilities that play into the core focuses of their classes growing with your investigators as their search for answers continue Players 1-2Playing time 60-120 minsAges 14
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For The Greater Good is the third Mythos Pack in The Circle Undone cycle for Arkham Horror The Card Game Following the events of The Wages of Sin you are disturbed to learn that there have been even more strange sightings in Arkham & worse several more people have disappeared You need help Your relationship with the Order of the Silver Twilight cannot continue to balance on the edge of a knife You must decide whether you will place your trust in them or count them among your enemies & this decision will shape your adventure moving forward determining your ties to the Lodge & which areas of the manor you will have access to At first glance several of the player cards featured in For the Greater Good may look familiar In The Secret Name the Arkham Horror LCG broke the boundary between player factions by introducing player cards like that belonged to multiple classes Now as your investigators continue to gain experience from their research into Arkham’s secret history you will have the chance to upgrade these cards into more powerful versions that fit into classic single-class categories Each version of these upgraded cards feature distinct art pieces & abilities that play into the core focuses of their classes growing with your investigators as their search for answers continue Players 1-2 Playing time 60-120 mins Ages 14

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