Through the murky streets of Arkham, unnatural gates are opening to connect our world with strange other dimensions. Out of the depths of these eldritch pathways have begun to crawl profane creatures that even now haunt the innocent, dragging away the unwary and causing havoc on silent midnight streets. At the epicenter of this living nightmare roil whispers of arcane magic cults, ancient family secrets, and a truth too terrible to behold. Join as one of a team of intrepid investigators committed to rooting out these otherworldly portals before an ancient evil reawakens, bringing its ancient horror back to destroy the world as we know it. Welcome to the horror of 1920's Arkham, Massachusetts!
The Lurker at the Threshold
, the newest expansion set for Arkham Horror
, is now on sale at your local retailer and on our webstore
This expansion brings new levels of dread to your table top, with the addition of a brand new Herald Sheet for "The Lurker at the Threshold" – a powerful and malevolent being that has appeared to prepare the way for the Ancient One, plus more than 200 components and some extraordinary new game mechanics to boot.
One of the highlights is the full set of 18 Gate markers that are designed to replace those from the Arkham Horror core set, as well as those from The Dunwich Horror and The Kingsport Horror. They are treated exactly the same as the previous Gate markers, except that each Gate now has an additional characteristic. For example, the "Gate of Madness" will cause an investigator to lose one Sanity when they fail to close the Gate, and a "Moving Gate" that can move along with monsters during the Mythos phase.
Brand new to The Lurker at the Threshold are Relationship Cards for use in games with two or more players. Each player draws one Relationship Card at the start of the game, which describes some advantage gained due to how the investigator to your left is related to you. Perhaps you are business associates and mutually reap the benefits of income, or both are Students of the Arcane and gain more frequent access to the Spell deck. No matter how you're related, these will bring a more interesting back-story to your game, involving your characters in more interesting ways than ever before.
Finally, The Lurker at the Threshold introduces the Dark Pact deck which will tempt foolish investigators to enter into a terrible arrangement with the Lurker itself. Although these Dark Pacts may grant your investigator enhanced abilities, there is sure to be a cost. What happens when the price too high?
Of course with over 100 new Location cards, Mythos, Gate cards and Spells, plus more Common and Unique Items, The Lurker at the Threshold
will enhance and expand the enjoyment of Arkham Horror
for players of all skill levels. Check out our previews on relationships
, dark pacts
, reckoning cards
, and gates
(you can also download the rules
on our support page
), then head to your local retailer and grab your copy!
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.
This seems like a nice set to include seamlessly into any other mix of expansions. It's more generic than the King in Yellow or Dark Pharoah, and does an even better job than Black Goat of the Woods of that. The earlier small expansions are best used with just the Arkham board, since their themes command too much attention to be used thematically with Dunwich, etc.
That said, I wouldn't mind seeing a future small "event" expansion like the King in Yellow or Dark Pharoah.