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.

📐Table for card play — cards define locations + investigators + enemies~90 min🌤indoor
Photo · Wikipedia

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.

ActionPoints
Complete scenario1-3 XP per investigator + narrative reward
Investigate location for cluesClues advance Act deck
Defeat enemiesXP printed on enemy card
Campaign completionNarrative 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. 1

    Buy Revised Core Set 2021

    $60 USD; 5 investigators + Night of the Zealot campaign.

  2. 2

    Play solo first campaign

    Learn mechanics without multiplayer overhead.

  3. 3

    Use pre-built starter decks

    Delay deck-building until 2nd campaign.

intermediate

  1. 1

    Buy Dunwich Legacy or Path to Carcosa campaign box

    First expansion campaigns; PTC widely considered greatest.

  2. 2

    Build custom decks via ArkhamDB

    Free web tool; industry standard.

advanced

  1. 1

    Play all campaigns 2-handed

    Solo controlling 2 investigators = deep tactical experience.

  2. 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