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.

Write Comments     
More News [+]
Comments (17)

Published: 2/28/2011 7:50:43 PM

I'll buy this as soon as it's out as it sounds great. There is more in this article about Dunwich Horror than the new expansion itself - more please.... 

Published: 2/28/2011 5:37:13 PM

Personally, having bought DH expansion, I love the injury and madness cards. The problem is, in general, they are pretty nasty and unless you are desperate, you are betting off losing half your stuff and spending a little time healing rather than taking one of these. Unless you are the Athlete, who can choose two and pick one and won't be Devoured if she gets a duplicate.

As cool as they are, rarely does anyone I play with ever take these as an alternative to the normal insane/unconscious option.

Published: 2/28/2011 5:29:50 PM

Oh boy, it's making an already hard game to win even harder, even if with good luck and even better cooperration btw. the investigators!

Published: 2/28/2011 5:02:30 PM

That's some sadistic stuff. I love it.

Published: 2/28/2011 4:53:56 PM

Wow, these are sure nasty cards, and make the risk ratio for taking a madness/injury something to be concerned about, even if it is only your first card.

Would have liked a few more spoils, though. This teasing is rough.

© 2014 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS