News for February 2011
Echoes of Dunwich 17
A preview of Miskatonic Horror, the upcoming expansion for Arkham Horror
Arkham Horror | Published 28 February 2011

A scream pierces the silence hanging over the lazy hills of Dunwich as you leave the deserted train station. Besides an eerie breeze twining through the trees, there is no movement in sight. Your memory is still hazy, and you can’t quite remember what brought you here. Surely there’s an explanation...

The upcoming release of Miskatonic Horror will breathe new and frightening life into your games of Arkham Horror. With new content for the Arkham Horror base game and each of its expansions, Miskatonic Horror has something for everyone. Today we’ll take a look at how you can enhance your Arkham Horror games with both the Miskatonic Horror expansion and the Dunwich Horror expansion.

It’s Just a Scratch

In addition to adding a new game board, eight new Investigators, four new Ancient Ones, and much more to Arkham Horror, the Dunwich Horror expansion also introduces the Madness and Injury cards. These cards offer investigators a vital choice when they are reduced to either zero sanity or zero stamina.

Normally when investigators are reduced to zero stamina, they are knocked unconscious, forcing them to discard items and Clue tokens. Similarly, losing enough sanity will result in an investigator being driven insane, also losing some of their loot. With the Arkham Horror base game, this consequence is inevitable.

However, with Madness and Injury cards, players can decide to power through their physical and metal trauma instead of losing their hard-earned progress. Rather than suffering the normal penalties of being knocked unconscious or driven insane, players can draw an Injury or Madness card, respectively, to restore their stamina/sanity to its max and keep all their items.

These cards are retained by players, giving their investigator a long-term penalty according to the type of card. Injury cards are grievous physical wounds that will affect stats, abilities, or inventory. Madness cards are mental illnesses that hinder your investigator’s ability to think straight.


(Injury and Madness card backs)

In addition to these drawbacks, investigators who draw too many Injury cards or too many Madness cards risk being devoured, which happens if you ever receive a duplicate of a single card.

Not Just a Preexisting Condition

Among its other additions to Dunwich Horror, the Miskatonic Horror expansion adds many new Injury and Madness cards to your card pool. Not only do these cards vary the types of traumas your investigators can receive, but they also increase the risk involved when taking an Injury or Madness card.


(New Injury and Madness cards from Miskatonic Horror)

Previously, your chances of becoming devoured as a result of one of these cards were limited to taking on too many physical injuries or too many mental illnesses. But now, the risk has been applied to gaining cards of either type. Certain Injury cards in Miskatonic Horror now act as duplicates of Madness cards, and vice versa, making it even deadlier for investigators to power through the pain.

Check back soon for more information on Miskatonic Horror!

Arkham Horror is a board game of mystery and madness set in Arkham in the 1920's. 1-8 players cooperate to investigate the strange happenings about the town, and race to prevent ancient evil from surfacing.

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Comments (17)

Daeran Angelfire
Published: 3/8/2011 10:33:14 AM
#17

 I can't wait to play this! I was noticing how powerful is the Lurker expansion, I hope Miskatonic Horror fixes that...

mechangel
Published: 3/8/2011 10:06:02 AM
#16

Too much awesome!!!

erikwm
Published: 3/7/2011 1:27:42 PM
#15

I love this game! It's awesome. And the expansion? A must. Seriously! AWESOME!!!!! I love it.

VonSwarzenhausen
Published: 3/1/2011 6:34:21 PM
#14

It's an intriguing concept, Injuries and Madness, and I relish watching a particular friend of mine repeatedly get devoured because he loves playing almost every game irrationally. Some days we're amused; other days, irritated. Looking at this through his eyes, it's an opportunity (with reasonable risk) to make a strong investigator more effective by not going unconscious/insane, and thus, stay in the game. After all, this saves a turn or two, which frequently makes all the difference.

We've recently put away the Lurker expansion because it gives the investigators too big an advantage. (We had to reduce our 3-player games to 2-player game to accomodate the power shift.)  The Dunwich expansion was all I'm lacking but now am looking forward to Miskatonic Horror!

xfoley8
Published: 3/1/2011 3:42:55 PM
#13

I play that it's mandatory to take Injury/Madness.  I always liked the idea that losing a battle with a monster would result in some (likely) permanent damage- only makes sense, thematically speaking.  This expansion is looking like a must.

Harbinger07
Published: 3/1/2011 9:12:33 AM
#12

This sounds awesome.  It would also be great if this expansion could do anything to balance the rate at which gates spawn on expansion boards relative to the main game board when multiple expansions are in play.  All too frequently it seems that expansion boards are only infrequently the sites of gate openings in larger games. 

Dam
Published: 3/1/2011 2:06:44 AM
#11

Pretty much all the reasons Avi_dreader mentioned (man it hurts agreeing with Avi), except the retiring bit. I don't retire people. But getting back to full + keeping your stuff + saving a turn = auto-choice.

ricedwlit
Published: 2/28/2011 10:09:06 PM
#10

 I love these.  Like Avi I always take the injury/madness cards. It's nice to see that the news have more "bite" to them, in addition to handling the dilution problem that would occur with more cards being added.  

Here's hoping the same though went into the other components.

Avi_dreader
Published: 2/28/2011 8:41:28 PM
#9

 Heh.  I *love* these new cards.  Madness and injuries had become pretty toothless.  So far these two are wonderfully thematic too.

@ Dvang

I literally *never* do not take a madness/injury card (when given the choice).  They're so much preferable to losing half your items and your clues. PLUS they save you two dollars and a turn spent fully healing.  They can even teleport/heal you and save transport money if you need quick movement.

And of course, if you do get one of the two that are somewhat crippling (the clue limiting ones), you can get your investigator deliberately devoured or retired.

causeitwasfunny
Published: 2/28/2011 8:41:23 PM
#8

I noticed that the cards in this expansion have the icon for whichever previous expansion they are expanding upon, but in gold instead of black.  I gotta say, this is a plus for me.  I don't have tuck boxes for the smaller cards, so I always keep my boxes around so they have a place to go after we play.  This will help alleviate separation after a game.

Yes, I always separate after every game.  It's a little tedious, but I've got it down to a science now.

MustardTheTroops
Published: 2/28/2011 8:36:43 PM
#7

I hadn't even considered the fact that more madness/injuries would dilute the devouring effect. I'm glad FFG thought of it... and I like the crossover effect between madnesses and injuries. I can't wait to see how it affects the other expansions, like CotDP or KH.

Winter324
Published: 2/28/2011 8:23:57 PM
#6

We play the opposite of Dvang.  The injury/madness cards are the first, best choice.  This will just make things that much more 'interesting'. 

Putting aside the money and shelf space now.

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