Arkham Horror: The Card Game

Arkham Horror: The Card Game

#32BGG8.1RATING
Consulted 1 times·Updated Jun 8
1–2
PLAYERS
60–120
MINUTES
2
BEST WITH
3.6
HEAVY
Ask Mira about Arkham Horror: The Card Game
DESIGNER CLARIFICATIONS3
  • Weakness card type after being drawn depends on its printed card typedesigner
    CONTEXT
    Players were uncertain whether weaknesses behave as player cards or encounter cards once drawn from the deck.
    RULING
    Weaknesses in your deck are player cards. Once drawn, their printed card type determines how they function. Encounter-type weaknesses (e.g. Cover Up, Searching for Izzie) may have their abilities triggered by any investigator at the same location; player-type weaknesses (e.g. Necronomicon, Baron Samedi) may only be triggered by their controller.
    AUTHOR: Scorpion0x17 (Scott Hill, relaying Matthew Newman — Associate LCG Designer, FFG)SOURCE: boardgamegeek.comDATE: 2017-04-10
  • How to identify player cards vs. encounter or scenario cardsdesigner
    CONTEXT
    Companion ruling to D1, clarifying the distinction between card types for weakness resolution.
    RULING
    Scenario cards are locations, acts, agendas, treacheries, and enemies (RR pp. 28–29). Player cards are investigators, events, skills, and assets (RR pp. 30–31). Weaknesses are player cards while in the deck; once put into play, many function as encounter cards depending on their printed subtype.
    AUTHOR: Scorpion0x17 (Scott Hill, relaying Matthew Newman — Associate LCG Designer, FFG)SOURCE: boardgamegeek.comDATE: 2017-04-10
  • Story assets are player cards while controlled, scenario cards while notdesigner
    CONTEXT
    Companion ruling to D1–D2, addressing the dual nature of story assets.
    RULING
    Story assets have a player card type but are also scenario cards. When controlled by a player they are treated as player cards. When not under any player's control they are treated as scenario cards. The card back does not affect this determination.
    AUTHOR: Scorpion0x17 (Scott Hill, relaying Matthew Newman — Associate LCG Designer, FFG)SOURCE: boardgamegeek.comDATE: 2017-04-10
Q&A2
  • Free triggered abilities can be activated multiple times per windowlinked official source
    QUESTION
    Can a free triggered ability (lightning bolt icon) be used more than once during the same trigger window?
    ANSWER
    Yes. Unless the ability has a printed limitation, it may be used as many times as the player can pay its cost within the same trigger window. (Official FAQ, The Wages of Sin Edition, p. 8)
    AUTHOR: dungdna2000SOURCE: boardgamegeek.com(last post 2019-05-13)DATE: 2016-10-21
  • Evidence must be spent from the specific card that bears the abilitylinked official source
    QUESTION
    When a card has evidence placed on it and an ability that spends evidence, does the evidence have to come from that same card or from any source?
    ANSWER
    Evidence must come from the same card bearing the ability — it cannot be spent from another card. Additionally, resources referenced by card abilities that draw from the general pool (such as leyline tokens) come from the communal token supply, not from the individual player's personal resources.
    AUTHOR: Killbray (relaying Alex Werner, FFG, via email)SOURCE: boardgamegeek.comDATE: 2022-12-14
EDGE CASES4
  • Failed attack against an enemy engaged with another investigator harms that investigatorlinked official source
    SITUATION
    A player attacks an enemy that is currently engaged with a different investigator, and the attack fails.
    RULING
    The failed attack's damage is dealt to the investigator the enemy is engaged with, not to the attacker. (RR p. 12)
    AUTHOR: Kengi (Ken Grazier, designer)SOURCE: boardgamegeek.comDATE: 2016-10-20
  • Items that run out of Uses are not automatically discardedlinked official source
    SITUATION
    A player asset depletes its last Use token. Nothing on the card says to discard it.
    RULING
    Depleting all Uses does not automatically discard the asset. The card remains in play unless its own printed text specifically instructs the player to discard it when empty. (RR p. 21)
    AUTHOR: Kengi (Ken Grazier, designer)SOURCE: boardgamegeek.comDATE: 2016-10-20
  • An exhausted enemy does not engage any investigator until it readieslinked official source
    SITUATION
    An enemy is exhausted (e.g. via a successful evasion attempt). Investigators move through or to its location.
    RULING
    An exhausted enemy does not engage any investigator for any reason until it readies again — typically at the Upkeep phase. (RR p. 11)
    AUTHOR: Kengi (Ken Grazier, designer)SOURCE: boardgamegeek.comDATE: 2016-10-20
  • No card value can go below zero; a 0-difficulty test passes unless the auto-fail token is drawnlinked official source
    SITUATION
    Negative modifiers would reduce a skill value or difficulty below zero, or an investigator faces a 0-difficulty test.
    RULING
    No quantity can be reduced below zero — negative modifiers apply but any value that would fall below zero is treated as zero. A 0-difficulty test cannot be failed by any means other than drawing the auto-fail (Tentacle) chaos token. (RR p. 15)
    AUTHOR: Kengi (Ken Grazier, designer)SOURCE: boardgamegeek.comDATE: 2016-10-20

Last researched: 2026-04-29

CATEGORIES

Adventure·Card Game·Collectible Components·Exploration·Horror·Novel-based

MECHANICS

Action PointsArea MovementCommunication LimitsCooperative GameDeck ConstructionEventsHand ManagementMap DeformationModular Board

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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

Catan — Roads & Building, p. 7

At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.

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Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

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