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Arkham Horror: The Card Game – Black Stars Rise (EN)

Original price was: $20.00.Current price is: $12.00. In stock

SKU: TOT6209333049

Category: Card games

Strange is the night where black stars rise,

And strange moons circle through the skies,
But stranger still is
Lost Carcosa.
Cassildas Song inThe King in YellowAct 1, Scene 2

Fantasy Flight Games is proud to announceBlack Stars Rise, the fifth Mythos Pack inThePath to Carcosacycle forArkham Horror: The Card Game!

Your investigations have led you far from that fateful first showing ofThe King in Yellowat the Ward Theatre in Arkham. When you could no longer find the answers you needed in Arkham, you voyaged across the Atlantic to France and entered the catacombs of the dead beneath Paris. Now, you travel to the island commune of Mont Saint-Michel, as brooding, dark clouds cover the sky. A storm is comingand its unclear if our world will survive.

Black Stars Riseoffers the latest chapter inThe Path to Carcosacycle, and the latest tale of your own madness. You have looked upon the face of the Stranger. You have beheld the Pallid Mask and the Tattered Cloak. New player cards arrive in this Mythos Pack, cards with palliative names like Stick to the Plan, Narrow Escape, or Ward of Protection. Their names are a lie, dripping with false comfort that only the truly mad will embrace. The darkling spires of Carcosa are breaching the walls between dimensions and Hastur will rule over all


Descent into Madness

You have had cause to doubt your sanity before. The choices youve made along your path have been questionable, at best. Can you be sure that youre seeing reality? If you can still think logically, you may apply Occams Razor. Surely it is far simpler to believe that you have gone insane rather than supposing that the entire world is slowly falling under the sway of a dark god from another dimension.

Of course, its far too late for you at this point. The storm is brewing and bursting above your head, with pelting rain coming down from above and the tide inexorably rising from below. As your tiny steamer takes you out to the island monastery of Mont Saint-Michel, theres no turning back for you.

Make no mistake by letting yourself fall into hope as you approach the island. No matter how grim things have looked in the past, youve always had the act decka singular flicker of light in even the darkest hours. The act deck holds an implicit promise: if you can find a way to advance through the act deck, you have a chance to survive. Things could turn out alright in the end.

WithBlack Stars Rise, your madness reaches new depths. There is no act deck, nor any light in the darkness. At the beginning of the game, youll set up one agenda deck as normaland in place of the act deck, a second agenda deck. The first agenda deck represents the rising tides and flood waters smashing against the sea walls. The second agenda deck corresponds to the monstrous storm lashing the island, its clouds coruscating with eldritch energy. Nothing remains for you, except to choose how you and your friends will meet your demise. And even if you could somehow find a path through the madness and the gate to Carcosa, the floods or the storm would surely destroy you before you could reach it.

Push Your Limits

For you and your fellow investigators, few things push your sanity further to the limit than theSpellsthat you use to toy with uncanny powers far beyond your control. At any moment, these barely-understood incantations could slip away from you, lashing your mind with horrors or unleashing fresh demons upon the world. Its fitting, then, that asBlack Stars Risedraws the tattered robe of insanity close about your shoulders, it delves deeply intoSpells.

Traditionally,Spellshave been the purview of the Mystic class. Still, as Lost Carcosa pushes closer to Earth,Arcane Insight(Black Stars Rise, 266) can spill over into the minds of even the uninitiated, pulling back the shroud of this world and revealing clues that would have gone unseen. Rogues, on the other hand, may find that their natural powers of misdirection andSuggestion(Black Stars Rise, 268) have been amplified, giving them a tool to avoid attention and slip away from even the most dogged pursuers.

Mystics do not go wanting either. The surplus of unnatural, otherworldly energies washing over the world has created a surplus of new converts, such as the upgraded version ofArcane Initiate(Black Stars Rise, 271). The horrors these youngSorcerershave seenand perpetratedhave brought more doom on the world or pushed them to the brink of insanity themselves. But their skills may be sufficient to bring you theSpellsthat you need to buy a few more moments before you inevitably succumb to the suffocating control of Hastur.

The power of theseSpellsis undeniablebut their very power pushes you farther into your doomed spiral into the realms of madness. TheseSpellscannot create a path forward where none exists. They will not conjure an act deck out of nothingness to lead you into Carcosa. But perhaps, in spite of everything, you will continue to struggle onward. Perhaps you will say, in the words of the Survivors,"Not without a fight!"(Black Stars Rise, 272).

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