What Has Changed?
To be honest, nothing about the game itself has changed. This is still the same Arkham Horror: The Card Game that many have come to know and love over the past five years, and none of the cards included in the Revised Core Set are new to the game. The rules are the same, the campaign is the same, the experience is the same. Even the cards are mostly the same, with the only difference being the inclusion of a handful of higher-level cards from some of the game’s earlier expansions to give newer players more options when spending experience. But even then, these cards already exist as part of the game, which means if you already have all the existing Arkham Horror LCG products, then there will not be anything in the Revised Core Set that you need for yourself.
However, this is the perfect opportunity to introduce a friend or family member to the game. The Revised Core Set comes with everything a newcomer needs to get their Arkham Horror LCG collection started, including a full playset of cards and components to support up to four players for the initial campaign.
The contents of the box have received an organizational upgrade, meaning that it’s much easier to find specific cards than it was before. Each investigator is packaged right alongside all the cards in their suggested starting deck, and each scenario has all of its cards packaged separately from the others, which means all you will need to do to get started is shuffle the decks and you’re ready to go. On top of that, some additional quality-of-life improvements have been made, such as new numbered resource and clue/threat tokens and even a lead investigator token!
Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!
In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult.
No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries.
Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world...
The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand—and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.
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