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 [LCG Coopératif] Arkham Horror

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Katagena
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MessageSujet: [LCG Coopératif] Arkham Horror   Mar 2 Aoû 2016 - 17:30

"Assuming that I was sane and awake, my experience on that night was such as has befallen no man before. It was, moreover, a frightful confirmation of all I had sought to dismiss as myth and dream."
    –H. P. Lovecraft, The Shadow Out of Time
Fantasy Flight Games is proud to announce the upcoming release of Arkham Horror: The Card Game, the Living Card Game® of Lovecraftian mystery, monsters, and madness!
Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between roleplaying and card game experiences, Arkham Horror: The Card Game is a game of cooperative investigations for one to two players (or up to four players with two Core Sets).
You and your friends become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult.
No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries.

Live Through Horrifying Mysteries

Arkham Horror: The Card Game, more than any card game before it, is a blend of the traditional customizable card game and roleplaying experiences. You become one of the game's investigators and customize your deck of cards to reflect your personal strengths and resources. However, as the investigators of Arkham LCG all have their own distinct personalities, each comes with his or her own deckbuilding requirements.
For example, when you conduct your investigations of Arkham as the Federal Agent Roland Banks (Core Set, 1), your deck must include the cards Roland's .38 Special (Core Set, 6) and Cover Up (Core Set, 7), along with one basic weakness, such as Paranoia (Core Set, 97) or Amnesia (Core Set, 96). These character-specific cards, then, are part of who Roland actually becomes throughout the course of your adventures, and they don't count against your basic deck size.
The rest of your deck is made up of cards that belong to the different classes available to your character. Again, using Roland as our example, he can use cards that belong to either the Guardian or Seeker classes, as well as Neutral cards. Altogether, there are five different classes in Arkham LCG, one corresponding primarily to each of the five different investigators in the Core Set, and each encourages a remarkably different approach to your investigations.
Perhaps most important, though, is the measure of freedom you're given to decide how you'll use the different resources at your disposal. Explore locations, battle monsters, search for the right equipment, or race across the city—you're free to pursue whatever course of action seems best to you at the moment. Your actions aren't determined by the cards in your hand; instead, you'll find opportunities to make use of your cards, according to the actions you wish to take. You have three actions each round, and in the best of all roleplaying traditions, it's what you do when it's your turn to act that determines whether you will escape from a ravenous pack of ghouls, unmask a cult devoted to the Ancient Ones, or go mad. Your choices determine the shape of your adventures!

Your Actions Have Consequences

Each of your adventures in Arkham Horror: The Card Game carries you deeper into the mysteries that previously haunted only those unfortunate souls touched by madness or otherwise tuned to the senses that few of us often employ. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world…
It is easy to enjoy Arkham LCG as a series of standalone adventures. However, as much as all of your adventures thrust you into the midst of thrilling and horrifying situations, it is only when you see how they follow upon each other that you truly begin to understand the madness at the edges of Arkham LCG… The basic mode of play is not the adventure, after all, but the campaign. And all your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand.
You might be scarred by your adventures, your sanity strained, and the onset of madness creeping in at the corners of your mind. You will make choices that determine whether or not your allies will continue working with you. You may alter Arkham's landscape, burning buildings to the ground. And you may gain valuable experience with which you can better prepare yourself for the adventures that still lie before you.
The Core Set comes with three adventures that link together in the Night of the Zealot campaign. Your successes or failures in the first of these adventures, The Gathering, will determine not only how you'll set up the future adventures, but they'll determine how much experience you'll be able to spend upgrading your deck.
Many of the cards in Arkham LCG feature one to five pips near their costs that indicate their "level." While you won't start your campaign with these cards, you can spend experience to buy them and upgrade your deck between adventures, replacing other cards and "leveling-up" your investigator. This ability to advance your character throughout a campaign is yet another way that Arkham Horror: The Card Game opens a portal between the realms of card gaming and roleplay.

Your Gateway to the Other Worlds

Because Arkham Horror: The Card Game is a Living Card Game, the Core Set is not just the beginning of your adventures, it is your gateway to new worlds, new dimensions, and a whole new level of thought and understanding.
While the Core Set comes with enough cards to promote a wide variety of different decks, and its adventures will reward you with hours upon hours of fascinating and horrifying mysteries, it also sets you apart from the vast majority of humanity—all those people who blissfully and ignorantly go about their lives unaware of the other worlds that border upon ours, the Ancient Ones that inhabit those alien realms, and the foul rituals conducted on earth by those mortals who worship them.
Thus set apart, your world view shifts, and you see things differently, and this seeing doesn't end with the Core Set. It continues with each Mythos Pack and Deluxe Expansion and the new campaigns they introduce. It continues with their adventures and player cards, and you may even run across new investigators along the way.

Enter the Mythos

A shadowed figure walks quietly and quickly through the darkened streets of Arkham. Clouds obscure the moon and stars, and a light rain patters on the city's roofs and walls. You follow at a distance. What is this figure's connection to the recent disappearances? Suddenly, you feel you are being watched. You hear a low growl from the alleyway. You turn, but see nothing…
Pursue layered mysteries within a world of Lovecraftian horror. Arkham Horror: The Card Game is scheduled for release in the fourth quarter of 2016. Until then, watch for our previews, and visit the Arkham Horror: The Card Game website to uncover even more clues!



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Katagena
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Mar 2 Aoû 2016 - 17:30

"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
     –H.P. Lovecraft
The boundaries between worlds have drawn perilously thin…
Arkham Horror: The Card Game is a cooperative Living Card Game® set amid a backdrop of Lovecraftian horror. As the Ancient Ones seek entry to our world, one to two investigators (or up to four with two Core Sets) work to unravel arcane mysteries and conspiracies.
Their efforts determine not only the course of your game, but carry forward throughout whole campaigns, challenging them to overcome their personal demons even as Arkham Horror: The Card Game blurs the distinction between the card game and roleplaying experiences.

Enter the Mythos

In Arkham Horror: The Card Game, you become one of the unlikely group of investigators living and working in or near the quiet New England town of Arkham. You might assume the persona of Federal Agent Roland Banks, or you might slip into the role of street urchin Wendy Adams.
Regardless of which investigator you become, you'll begin play with a number of different strengths and weaknesses. Some of these are indicated by your double-sided investigator card. Others are built into your deck.
This is because, as with Wendy Adams (Core Set, 5), each investigator comes with deckbuilding requirements that include two character-specific cards and a weakness. In Wendy's case, this means her deck will always include Wendy's Amulet (Core Set, 14) and Abandoned and Alone (Core Set, 15), as well as a basic weakness—possibly Amnesia (Core Set, 96) or Paranoia (Core Set, 97).
You'll have a good measure of freedom in the design of the rest of the deck. You can load it with different gear you might equip, allies that you'd like to accompany you, spells you might cast, weapons to help you battle the strange monsters you encounter, talents you can develop, and events that might grant you valuable momentary advantages. However, no matter which cards you build into your deck, you'll have to remain cognisant of your physical limitations.
Even if you're fighting monsters that defy explanation, you're still only human. That means you've only got one neck, one body, and two hands. It also means that your mind can only withstand so much strain before you go mad. Accordingly, in Arkham LCG, your investigator can only equip a limited number of items. And you'll count yourself lucky to find even one ally bold enough to accompany you along the way.
For all the freedom you gain in building your deck, however, the greatest freedom you gain as an investigator in Arkham LCG is the ability to steer your investigation in whichever direction you wish. Do you want to scour a room for signs of the occult? You can. Do you want to leave the room and explore another location? You can. Would you prefer to load your weapon in case the sounds that you're hearing are being made by something not fully human? You can.
Your decisions in Arkham LCG aren't limited by the cards in your hand. Rather, you have three actions each round to use as you wish—to search for clues, to move, to battle monsters, or to dig for resources and equipment. You're the character; you're not limited by the cards in your hand.

Layers of Mystery

In Arkham Horror: The Card Game, after you've assumed your role as investigator and prepared your deck of resources, you're ready to embark upon a series of strange and mysterious adventures.
Instead of trying to defeat other players, the goal of Arkham LCG is to successfully unearth the secrets of the Ancient Ones, their minions, their cults, and the unfathomable evils that they're perpetrating within the streets of Arkham. In order to do this, you must find a way to gather enough clues that you can solve the mystery immediately before you. This is done by exploring locations, discovering the clues they hold, and using those clues to advance the act deck.
However, you have to move quickly, because you and your companions aren't the only active parties in this game. In addition to the act deck, there is also an agenda deck. While you and your companions are conducting your investigation, the forces of evil are advancing their agendas.
Each round, you'll place doom upon the active agenda, and discover other cards that will accelerate this impending doom. Should enough doom be placed upon an agenda, the forces of evil will have moved another step along their ultimate design, and should they progress through the agenda deck before you and your friends successfully complete the act deck, you lose.
These forces of evil won't just be working in the shadows. They'll confront you at every turn, hoping to defeat you and thwart your efforts. Each adventure comes with rules that help you quickly assemble a custom-tailored Scenario deck that reflects the different enemies, obstacles, hexes, curses, and other treachery you may face during your investigations. Along with the any rules specific to the adventure, as well as its act and agenda decks, this scenario deck gives life to the game's eerie mysteries.
You may find overhear Mysterious Chanting (Core Set, 171) echoing through the halls of Miskatonic University. The floorboards may break open beneath you as Grasping Hands (Core Set, 162) reach and flail blindly about, grasping and clawing at your ankles. Or your investigation of a damp cellar may lead you straight into the path of an Icy Ghoul (Core Set, 119). There's no telling what you may encounter—the range of possibilities is utterly unfathomable.

A Gateway to Other Worlds

Beware! Once your eyes have opened to the terrifying realities of our world, you can never unsee what you have seen…
You can, if you wish, play Arkham Horror: The Card Game as a series of standalone adventures, but you may find that your early investigations lead to as many questions as answers. And for those who dare continue, there's more to your investigation. The game's adventures are designed as parts of larger campaigns, and the choices that you make in one adventure will have consequences later on in your campaign. You may suffer mental or physical trauma. Your enemies may gain strength. Or you may reduce their number, recruit valuable allies, and gain valuable experience with which you can "level up" your deck.
Some of the game's cards feature pips beneath their cost that indicate their level. Although you cannot include any of these cards in your deck at the beginning of a campaign, you can use the experience you earn from your adventures to add them to your deck, swapping them in for other cards.
These alterations in your deck mirror the sense of character advancement familiar to most roleplaying games and helps to prepare you for the greater challenges you're likely to face as you move further along and draw nearer the heart of your campaign's mysteries.
Finally, as a Living Card Game®, Arkham Horror: The Card Game allows you to explore realms far beyond the confines of the Core Set and its campaign. Deluxe Expansions and Mythos Packs introduce new adventures, new campaigns, new player cards, and even new investigators.

Begin Your Investigation

Steel your nerves, arm yourself, and be sure to consult your most arcane tomes. The boundaries between that guard our world from the other realms of existence are growing thin, and all manner of strange and eerie adventures await you in Arkham Horror: The Card Game!
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Mar 2 Aoû 2016 - 19:51

Hum faut voir...
Il parait que LotR LCG est un excellent jeu, mais que c'est le coté coop qui fait que ça prend pas d'un point de vue compétitif.

Là du coup ça risque de faire la même chose
Après on peut aussi juste le voir comme un jeu de carte coopératif classique, avec des extention régulière. C'est au final pas plus cher que de se taper toutes les extention de descent ou mice and mystic
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Qt, The Soulless Man
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Mar 2 Aoû 2016 - 19:53

Ouais mais c'est pas Mice and mystic Wink
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Lord Iron
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Mar 2 Aoû 2016 - 20:13

Je risque de me laisser tenter
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Mando
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Mer 3 Aoû 2016 - 15:36

En mode jeu de société, ça fait envie en tout cas !
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Toupi
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Mer 3 Aoû 2016 - 15:53

Moi ça me fait envie!
Le LCG...pire qu'une drogue.
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Ven 5 Aoû 2016 - 9:27



Déjà des portails dimensionnels entre les univers de FFG ? Il est fort ce Cthulhu !
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Khudzlin, Rules Bison
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Ven 5 Aoû 2016 - 9:34

Cthulhu, c'est les , it is known.
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Katagena
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Ven 5 Aoû 2016 - 11:04

Photos de la Gencon récupérées sur divers réseaux sociaux:
 

Une vidéo de la team covenant devrait pas tarder.
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Laplante
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Ven 5 Aoû 2016 - 11:30

Ben perso ça me donne très envie, pas forcément en compétitif mais pour pouvoir sortir ça avec des copains ou des joueurs mais pas des carteux, ça à l'air quand même cool et avec un peu de chance y'aura un environnement compétitif intéressant et là ce serait top !

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Kertanos
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Ven 5 Aoû 2016 - 13:15

Tout pareil que Laplante
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Ven 5 Aoû 2016 - 13:23

Tiens, j'avais pas vu la news.

Les cartes ont l'air sympa, mais si c'est pour sortir un SdA bis... J'attends de voir les règles.
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Ven 5 Aoû 2016 - 20:30

il semblerait que Corey Konieczka soit dans l'équipe de créateurs ? Si c'est avéré, ça peut être assez sympa (il a fait l'excellent, à mon sens, death angel, jeu de carte coop façon space hulk)
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Utilisateur
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Sam 5 Nov 2016 - 23:51

Sortie le 07 Novembre en VF si j'ai bien suivi ??
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Katagena
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Dim 6 Nov 2016 - 9:50

Oui mais pas demain en boutique; jeudi normalement, vendredi étant ferié
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Stradh
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Lun 7 Nov 2016 - 15:02

oui mais il y a la permanence.... 14 h 19h
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krakowsky
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Dim 13 Nov 2016 - 0:54

Moi après avoir vu des demos sur youtube je vais me le prendre.
J'adore l'univers alors ça va me plaire.
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Roland de Rohan
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Dim 13 Nov 2016 - 4:31

Perso ça me tente rien que pour préparer le retour des Grands Anciens.
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Ceithir
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Dim 13 Nov 2016 - 11:03

Pour ceux qui avaient prévu d'y jouer en groupe de plus de deux, une précision importante :
Citation :
Using the contents of only a single copy of the core set, up to two of these starter decks may be built at the same time [...] With a second copy of the core set, any four of these starter decks may be built simultaneously.

Source

Donc, même en « casu », il semble nécessaire d'avoir deux boîtes pour y jouer à 3/4 (en revanche, chaque carte étant limitée à deux exemplaires par deck, deux boîtes devraient suffire à avoir un playset complet).
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Dim 13 Nov 2016 - 11:07

Il est certain que le coreset x2 est suffisant.

Après, je pense qu'il faut acheter en x1 pour tester seul et à deux dans un premier temps, histoire de voir si le jeu nous plait. C'est assez particulier.
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Makoto
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Dim 13 Nov 2016 - 12:21

krakowsky a écrit:
Moi après avoir vu des demos sur youtube je vais me le prendre.
J'adore l'univers alors ça va me plaire.

Ah ben j'espère qu'on aura l'occasion de tester ça un soir à Fonbo alors !
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Dim 13 Nov 2016 - 12:50

sans problème makoto !
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Jeu 17 Nov 2016 - 12:28

WHAAAAAAAAA
j'ai fais le premier scénario et c'est tout simplement excellent !
J'adore et le potentiel de diversité des parties sur un même scénario est fort.
J'imagine qu'à 2 3 ou 4 joueurs ça doit être encore mieux.
Parfait complément par rapport a TDF car on n'est pas du tout dans la même logique de jeu.
et puis l'univers est super .

pour la petite histoire je jouais en mode standard ( niveau 2 sur 4 possibles) et mon investigateur du FBI est arrivé a bout du 1er scénario mais a fini avec 2 traumatismes mentaux. On est bien dans la logique lovekraftienne !
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MessageSujet: Re: [LCG Coopératif] Arkham Horror   Jeu 17 Nov 2016 - 18:00

De ce que j'en ai vue il y a beaucoup de mécaniques reprises du jeu de plateau du même nom.

Je pense me le prendre quand il sera restocké en VF pour jouer avec des non carteux. Le coté coop est vraiment prohibitif pour moi dans un CCG pour me porter vers du compétitif. Mais dans un contexte de joueur plateau ou en pause entre deux rondes d'un event de CCG je pense que ça peut être sympa.
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