Fantasy Flight Games

FFGAHB01

Arkham Horror (Third Edition)

Rated 5.0 out of 5
Based on 2 reviews
average rating 5.0 out of 5
Based on 2 reviews
  • 5 Stars
    2 Reviews
  • 4 Stars
    0 Reviews
  • 3 Stars
    0 Reviews
  • 2 Stars
    0 Reviews
  • 1 Star
    0 Reviews
100% of reviewers would recommend this product to a friend
2 Reviews
Reviewed by Simon C., from United Kingdom
Verified Buyer
I recommend this product
Rated 5 out of 5
Review posted

Great thematic co-op

It takes the best bits of Arkham Horror 2nd edition and combines it with some of the mechanics from the card game. The storytelling is fantastic and it plays it a lot quicker than 2nd edition. Love it and can't wait for the inevitable expansions!

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Reviewed by Tommy W., from United Kingdom
I recommend this product
Rated 5 out of 5
Review posted

The boardgame of the card game of the boardgame

An interesting update of the classic table-eating game, the third edition is more focused, and more narrative driven than the previous version game. It comes with four scenarios, and 12 investigators (so there's plenty of replayability in combinations), and the scenario determines both the narrative (as is traditional, the game recommends starting with Azathoth, who bring wibbly-wobbly sanity sapping events), and the monsters which are like to appear (mostly cultists). The end of turn mechanism involves drawing event tokens from a bag, and only returning the tokens when the bag empties: this ensures that all the events will happen, both beneficial and terrible; it's just a question of in what order.

The narrative will make it easier with new players (as there are obvious things to do, rather than relying on experienced players to have a feel for efficient starting options), and considerably shorter playing time (3 hours or so). It'll be getting more table time than the bloated 2nd edition does (although 2nd edition will still come out for those special occasions).

The box includes a getting starting guide, so it's possible to start playing immediately after organising the components, without having to read the entire rule book (admittedly, we lost the first game, but it was playable. Replaying it added deliberation and understanding from our side, so we won the second time).

Obviously, FFG's production line will start churning out expansions by the truck load.

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The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the Arkham Horror. Will they prevail?

Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

The game is split into a series of rounds made up of four phases.

  • The Action Phase
  • The Monster Phase
  • The Encounter Phase
  • The Mythos Phase

The Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions.

  • Move – Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn.
  • Gather Resources – Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move
  • Focus – Focus one of your skills, increasing its value.
  • Ward – Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings.
  • Attack – Attack a monster engaged with you.
  • Evade – Try to escape from a monster engaged with you.
  • Research – Search for clues at your location.
  • Trade – Trade money, clues, items, and more with other investigators at your location.

 

1-6 PLAYERS | 120-180 MINS | AGES 14+

 

REVIEWS

average rating 5.0 out of 5
Based on 2 reviews
  • 5 Stars
    2 Reviews
  • 4 Stars
    0 Reviews
  • 3 Stars
    0 Reviews
  • 2 Stars
    0 Reviews
  • 1 Star
    0 Reviews
100% of reviewers would recommend this product to a friend
2 Reviews
Reviewed by Simon C., from United Kingdom
Verified Buyer
I recommend this product
Rated 5 out of 5
Review posted

Great thematic co-op

It takes the best bits of Arkham Horror 2nd edition and combines it with some of the mechanics from the card game. The storytelling is fantastic and it plays it a lot quicker than 2nd edition. Love it and can't wait for the inevitable expansions!

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Was this helpful?
Reviewed by Tommy W., from United Kingdom
I recommend this product
Rated 5 out of 5
Review posted

The boardgame of the card game of the boardgame

An interesting update of the classic table-eating game, the third edition is more focused, and more narrative driven than the previous version game. It comes with four scenarios, and 12 investigators (so there's plenty of replayability in combinations), and the scenario determines both the narrative (as is traditional, the game recommends starting with Azathoth, who bring wibbly-wobbly sanity sapping events), and the monsters which are like to appear (mostly cultists). The end of turn mechanism involves drawing event tokens from a bag, and only returning the tokens when the bag empties: this ensures that all the events will happen, both beneficial and terrible; it's just a question of in what order.

The narrative will make it easier with new players (as there are obvious things to do, rather than relying on experienced players to have a feel for efficient starting options), and considerably shorter playing time (3 hours or so). It'll be getting more table time than the bloated 2nd edition does (although 2nd edition will still come out for those special occasions).

The box includes a getting starting guide, so it's possible to start playing immediately after organising the components, without having to read the entire rule book (admittedly, we lost the first game, but it was playable. Replaying it added deliberation and understanding from our side, so we won the second time).

Obviously, FFG's production line will start churning out expansions by the truck load.

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Shipping

All online orders are picked from our separate warehouse. We always ensure that your games are well packed before leaving. Wherever possible we'll re-use a cardboard box that we received games in from one of our suppliers. We figure it's better that way for our planet. But we do also use new boxes and wraps. If you have a strong preference either way please let us know in your Order Comments.
 

UK Orders

We aim for orders placed before 1:30pm Monday to Friday to be dispatched on the same working day. If this is not possible, your order will be dispatched on the next working day. Orders placed outside our Monday to Friday office hours will be dispatched on the next working day.

Delivery is free on all orders of £65 or more. Orders with a value of less than £65 will incur a delivery charge as follows:

£4.50 - Royal Mail Tracked 48 (2-3 business days delivery time)

£6.00 - Royal Mail Tracked 24 (1-2 business days delivery time)

£5.50 - DHL (next business day delivery, mainland UK only)

International Delivery

If you are from further afield please contact us to discuss.

 
Collect in Store
At check-out you will to have the option to collect your order from our cafés in either Oxford or Bath and avoid the shipping charge. We will notify you by email as soon as your order is ready to collect. Allow up to 3 days for Oxford collection orders and 7 days for Bath collection orders. Orders will be held for a maximum of 21 days before being returned to our warehouse.
 
 
Additional Information
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Please note working day delivery does not include Sunday, Bank Holidays, Public Holidays and substitute days (see the GOV UK website for clarification). 
 
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Shipping times are not guaranteed. From time to time unforeseen problems that are outside of our control can lead to postal delays. We do not accept responsibility for this these and will not refund shipping fees in these circumstance. If it is imperative that your order must reach reach you the next working day please contact us so that we can quote for a guaranteed next day postal service.

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