Arkham Horror: The Card Game - Where Doom Awaits - (engl.)
"You realise, of course, the utterly stupendous nature of the matter before us. To us, as to only a few men on this earth, there will be opened up gulfs of time and space and knowledge beyond anything within the conception of human science and philosophy."
–H.P. Lovecraft, The Whisperer in Darkness
Fantasy Flight Games is proud to announce the upcoming release of Where Doom Awaits, the fifth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!
Who could have ever guessed that your search for two missing professors would lead to this? The wind howls. Ritual magic vibrates through the air. And the world is ripping apart. Your time is running out. Your doom is fast approaching!
Even as it carries your investigations rapidly toward their climactic conclusion, the scenario from Where Doom Awaits dizzies your investigator with a distorted version of reality. The woods outside of Dunwich are changing. You'll find clearings strewn with blood and bodies, rivers frozen solid despite the temperate air, and paths that rip open, revealing chasms through the dimensions and other worlds elsewhere in the void…
Strangely, though, you'll find yourself not wholly unprepared for the alien challenges these dimensional rifts represent. Perhaps you may have found the situation overwhelming at the beginning of your investigation, but the intervening days—and Mythos Packs—will have supplied you with the experience and resources you need to find your way through these altered woods.
In fact, you'll find even more resources among the expansion's twenty-eight player cards (two copies each of fourteen different cards), provided you've earned the experience points to add them to your deck.
Gear Up and Get to Work
Among the new player cards you'll find in Where Doom Awaits are no fewer than seven different cards of level three or higher. Like "I've had worse…" (Where Doom Awaits, 261) and Ace in the Hole (Where Doom Awaits, 266), these are powerhouse cards that won't just force you to think about how to build your deck—they'll force you to budget your experience points as you play through your campaign.
Will you spend your experience in smaller increments, outfitting yourself from adventure to adventure with cards like Extra Ammunition (Core Set, 26), Flare (The Miskatonic Museum, 115), and Deduction (The Essex County Express, 150)? Or will you save six experience for an Ace in the Hole?
These are choices made possible by the game's campaign mechanics and the way card levels permit wildly powerful abilities to exist alongside more generic fundamentals. And they give you freedom to explore wildly different character builds. After all, your character is your deck, and if adding a couple copies of "I've had worse…" lends you the reassurance you need to set off headlong into a distorted reality, then your investigator is bound to play differently than if you had worked toward the ability to take the equivalent of two turns in a row.
In fact, in the woods outside of Dunwich, all those extra actions may prove troublesome as you explore an Eerie Glade (Where Doom Awaits, 286). Then again, those actions could save you from ruin if you accidentally stumble into some Uprooted Woods (Where Doom Awaits, 291). The problem is that you won't know what you'll find down yourAltered Path until you follow it.