Arkham Horror: The Card Game
COOPERATIVE INVESTIGATION LIVING CARD GAME (2016) by FANTASY FLIGHT GAMES. Designed by NATE FRENCH + MATT NEWMAN. 1-4 players play INVESTIGATORS solving H.P. Lovecraft-inspired mysteries across CAMPAIGN storylines (multi-scenario arcs). Uses DECK-BUILDING + narrative choices + persistent character progression. HELD BGG TOP-10 since 2018 (peaked #2). Considered THE BEST COOPERATIVE CARD GAME + best Cthulhu-mythos game ever. Massive campaign expansion library (Night of the Zealot, Dunwich Legacy, Path to Carcosa, Forgotten Age, Circle Undone, Dream-Eaters, Innsmouth Conspiracy, Edge of the Earth, Scarlet Keys, Feast of Hemlock Vale, Drowned City). 1-2 hours per scenario.
What is Arkham Horror: The Card Game?
ARKHAM HORROR: THE CARD GAME is a COOPERATIVE INVESTIGATION LIVING CARD GAME (LCG) published by FANTASY FLIGHT GAMES (2016) — designed by NATE FRENCH + MATT NEWMAN. Set in the H.P. LOVECRAFT-inspired ARKHAM HORROR FILES universe (shared with Eldritch Horror, Elder Sign, Mansions of Madness). 1-4 players (best at 1-2) play INVESTIGATORS solving occult mysteries across MULTI-SCENARIO CAMPAIGNS. HELD BGG TOP-10 SINCE 2018 — peaked #2; currently #5-8 in 2026. Considered THE BEST COOPERATIVE CARD GAME + THE BEST H.P. LOVECRAFT / CTHULHU MYTHOS GAME ever made. GAMEPLAY: Each player picks an INVESTIGATOR (Roland Banks the FBI Agent, Daisy Walker the Librarian, Skids O'Toole the Ex-Con, Agnes Baker the Waitress, Wendy Adams the Urchin, Ashcan Pete the Drifter — 30+ investigators released) with unique starting deck + signature cards + weaknesses. Build 30-card DECK from investigator's CLASS (Guardian, Seeker, Rogue, Mystic, Survivor + neutral). Play through SCENARIO (individual game) → CAMPAIGN (linked 6-12 scenario arc with persistent consequences). GAMEPLAY LOOP: Each scenario has ACT deck (player progression) + AGENDA deck (villain/doom progression) + ENCOUNTER deck (random terrors + enemies). Turn: (1) MYTHOS phase (advance doom, draw encounter card, enemies attack); (2) INVESTIGATION phase (players take 3 actions each: Move, Investigate location, Fight enemy, Evade enemy, Play card, Draw card, Gain resource); (3) ENEMY phase (enemies engage + attack); (4) UPKEEP (draw + refresh). CAMPAIGNS have branching narratives: choices in one scenario affect later scenarios (investigators may die permanently, mental trauma persists, cards added/removed from decks). SANITY + HEALTH TRACKED SEPARATELY — mental collapse from Cthulhu horror as scary as physical damage. CAMPAIGN LIBRARY (each = boxed set + 6 mythos packs): (a) NIGHT OF THE ZEALOT (core box, 3 scenarios); (b) DUNWICH LEGACY (2017, 8 scenarios); (c) PATH TO CARCOSA (2017-2018, 8 scenarios, considered greatest); (d) FORGOTTEN AGE (2018, 8 scenarios, jungle Mesoamerica); (e) CIRCLE UNDONE (2019, 8 scenarios, witch cult); (f) DREAM-EATERS (2019, 8 scenarios); (g) INNSMOUTH CONSPIRACY (2020, 8 scenarios, ocean horror); (h) EDGE OF THE EARTH (2021, 8 scenarios, Antarctica expedition); (i) SCARLET KEYS (2022, 8 scenarios, globetrotting spy noir); (j) FEAST OF HEMLOCK VALE (2023-2024, 8 scenarios); (k) DROWNED CITY (2024-2025, 8 scenarios, current). Plus RETURN TO series (revised original campaigns), PARALLEL investigators, STANDALONE scenarios. AWARDS: Golden Geek Best Cooperative Game 2017-2020; Origins Award 2017 Best Card Game; consistently top-10 on BoardGameGeek; considered a masterpiece of narrative game design. DIGITAL VERSION on iOS + Android via Fantasy Flight (2020+).
Quick facts
Category
Card Games
Type
Individual
Players
1–4
Duration
~90 min
Where played
indoor
Field / court
Table for card play — cards define locations + investigators + enemies
Country of origin
🇺🇸 United States
Estimated origin
Designed 2015-2016 Nate French + Matt Newman; released Aug 2016 FFG; ongoing quarterly campaign releases
Olympic
No
Popularity
major
How it works
Objective
Complete scenario objectives (advance ACT deck) before AGENDA deck advances too far (doom = defeat). Across campaigns, keep investigators alive + gather resources + make narrative choices affecting future scenarios.
Rules
Basic rules
Build 30-card deck from investigator class + neutral
Each investigator has 5-8 class cards + weaknesses; deck-building via ArkhamDB.
Scenario = ACT deck + AGENDA deck + ENCOUNTER deck
Advance Act to progress; Agenda advances via time or doom threshold.
Turn: Mythos → Investigation → Enemy → Upkeep
4-phase turn structure.
Investigator has 3 actions/turn: Move, Investigate, Fight, Evade, Play, Draw, Resource, Skill Test
Simple action economy.
Skill Test: base skill + card commits vs difficulty + chaos token
Draw chaos token from bag; add modifier; pass or fail.
Sanity + Health tracked separately
Mental collapse from horror as dangerous as physical.
Campaign persistence: mental trauma + physical trauma between scenarios
Deaths + injuries carry forward.
Scoring
Each scenario: complete narrative objectives (defeat monster, gather clues, solve mystery). Campaign: track XP + narrative choices + investigator survival. No traditional VP.
| Action | Points |
|---|---|
| Complete scenario | 1-3 XP per investigator + narrative reward |
| Investigate location for clues | Clues advance Act deck |
| Defeat enemies | XP printed on enemy card |
| Campaign completion | Narrative victory + investigator progression |
Win condition · Complete scenario objectives (Act deck advances to resolution). Full campaign win = complete all scenarios with investigator surviving.
Playing area
Called
Table for card play — cards define locations + investigators + enemies
Dimensions
60cm × 90cm table space typical
Modular card-based layout: LOCATION cards form the map (connected by movement), investigator play area (deck, hand, resources, damage, horror), scenario reference cards, encounter deck, act/agenda deck.
Equipment
Arkham Horror LCG Revised Core Set (2021)
$60 USD; 5 investigators + Night of the Zealot 3-scenario campaign + all core cards
Campaign expansion boxes ($60-80 each)
Complete campaigns (8 scenarios) in single box (2020 onward)
Individual investigator packs ($10-15 each)
New investigators + signature cards
Custom chaos tokens
Included in core; drawn from bag for skill tests
Damage + horror + resource tokens
Included in core
Card sleeves (competitive quality)
$20-40; heavy shuffling wears cards
ArkhamDB (arkhamdb.com) — deck-building site
Free web tool; industry-standard
Digital version (iOS/Android)
$10-30; official FFG app
Strategies
Balance clue-hunters + fighters
Multi-player teams need mix: Seeker for clues + Guardian for combat + Mystic for spells + Rogue for evade.
Chaos bag math
Track token distribution; know pass odds for skill tests.
XP investment in signature cards
Save XP for high-impact upgrades to signature/2-XP cards.
Trauma minimization
Physical + mental trauma persists across campaign — avoid heroics if not needed.
Chaos token 'Auto-fail'
The tentacle token always fails; plan around it.
Campaign narrative choices
Choices affect future scenarios; some 'evil' choices grant power at moral cost.
Terminology
- Investigator
- Player character with unique starting deck + signature cards + weaknesses.
- Class
- Guardian / Seeker / Rogue / Mystic / Survivor — deck-building card pools.
- Act deck
- Player progression cards; complete to advance scenario.
- Agenda deck
- Villain progression; advances via time/doom; too far = defeat.
- Encounter deck
- Random terrors + enemies drawn each mythos phase.
- Chaos bag
- Token pool drawn from during skill tests; scenario/campaign difficulty adjustment.
- Trauma
- Physical/mental damage persisting between campaign scenarios.
- Signature card
- Investigator's unique 1-of-a-kind card.
- Weakness
- Investigator's mandatory 1-of drawback card.
- XP
- Experience points earned per scenario; spent on card upgrades.
Major competitions
Golden Geek Best Cooperative Game 2017-2020
annual · worldwide · since 2017
Origins Award Best Card Game 2017
once · USA · since 2017
BGG Top-10 Ranked 2018-2026
ongoing · worldwide · since 2018
ArkhamDB deck-of-week features
weekly · worldwide · since 2016
Where it is played
Governing bodies
Fantasy Flight Games (publisher)
Founded 1995 · Roseville, Minnesota, USA
Asmodee (parent)
Founded 1995 · France
Famous names & records
Famous athletes
- Nate French (USA) — Co-designer; Star Wars LCG + Lord of the Rings LCG designer
- Matt Newman (USA) — Co-designer + developer
- MJ Newman (USA) — Story writer
- Drawn to the Flame + Mythos Busters + Card Talk — Popular AH LCG podcasts
Learn this sport
beginner
- 1
Buy Revised Core Set 2021
$60 USD; 5 investigators + Night of the Zealot campaign.
- 2
Play solo first campaign
Learn mechanics without multiplayer overhead.
- 3
Use pre-built starter decks
Delay deck-building until 2nd campaign.
intermediate
- 1
Buy Dunwich Legacy or Path to Carcosa campaign box
First expansion campaigns; PTC widely considered greatest.
- 2
Build custom decks via ArkhamDB
Free web tool; industry standard.
advanced
- 1
Play all campaigns 2-handed
Solo controlling 2 investigators = deep tactical experience.
- 2
Return-to campaigns for veteran challenge
Revised original campaigns with new twists.
Frequently asked
What is Arkham Horror: The Card Game?+
COOPERATIVE INVESTIGATION LIVING CARD GAME by FANTASY FLIGHT GAMES (2016). Designed by Nate French + Matt Newman. 1-4 players play INVESTIGATORS solving H.P. Lovecraft-inspired mysteries across CAMPAIGN storylines (multi-scenario arcs with persistent consequences). Uses DECK-BUILDING + narrative choices + investigator progression. HELD BGG TOP-10 since 2018. Considered THE BEST COOPERATIVE CARD GAME + best Cthulhu-mythos game ever. Massive campaign library.
How is Arkham Horror LCG different from Arkham Horror board game?+
SAME UNIVERSE, VERY DIFFERENT GAMES. ARKHAM HORROR BOARD GAME (2005, 3rd Edition 2018) = board-based tactical horror with tokens + dice on physical map. ARKHAM HORROR LCG (2016) = pure card game with deck-building + narrative campaigns; no physical board. LCG is more STRATEGIC (deck-building) + more NARRATIVE (multi-scenario campaigns). Board game is more TACTICAL (map exploration). Both are great; LCG has more staying power via campaigns + is cheaper to expand.
Which Arkham Horror LCG campaign should I play first?+
PLAY NIGHT OF THE ZEALOT (core box) FIRST — 3 scenarios, teaches all mechanics. Then choose: (a) DUNWICH LEGACY — classic Lovecraft small-town horror, well-loved introduction; (b) PATH TO CARCOSA — considered the GREATEST campaign, theater-based cosmic horror; (c) FORGOTTEN AGE — jungle Mesoamerica adventure, more physical; (d) CIRCLE UNDONE — witch-cult mystery, tightest design. AVOID starting with EDGE OF THE EARTH or DREAM-EATERS as first expansion (complex mechanics).
Sources & provenance
- Fantasy Flight Games — Arkham Horror LCG— FFG
- BoardGameGeek — Arkham Horror LCG— BGG
- Wikipedia — Arkham Horror: The Card Game— Wikipedia
- ArkhamDB (community deck-building site)— ArkhamDB