Horror

Arkham Horror: The King in Yellow Expansion

This expansion to the Arkham Horror Series, introduces a major new mechanic to the game -- Heralds, who prepare the way for the Ancient One to arrive. In addition, old familiar faces will be turned against the investigators in ways they never expected.

Featuring over 160 new cards, The King in Yellow heralds a darker age for Arkham Horror fans.

13 Blight cards, old friends gone irretrievably mad.
7 Magical Effect cards representing powerful new abilities.
The new Herald mechanic and the King in Yellow Herald.
3 new Monster tokens, more horrible than any before!
Over 160 new cards, detailing new items, new spells, and new horrible happenings in Arkham and beyond!

Arkham Horror: Dunwich Horror Expansion

Dunwich Horror is a large-box expansion for the Fantasy Flight Games edition of Arkham Horror, and is a part of the Arkham Horror Series.

Once again, terror has come to New England, this time spreading to the small country town of Dunwich, just a few miles from Arkham. The area is filled with rolling hills, many of which are topped with mysterious stone circles or the ramshackle houses of the recluses who live outside of town. At night, the piping of the whippoorwills fills the air, while lightning bugs dance in the witch-haunted hallows. This is a place where dark pacts with unknown forces are made, and where city folk go to disappear without a trace. But however much the people of Dunwich may distrust outsiders, they desperately need your help against the Horror that has manifested on the Whateley farm...

Dunwich Horror adds 8 Investigators, 4 Ancient Ones, 15 Item cards, 25 Unique Item cards, 21 Spell cards, 11 Skill cards, 5 Ally cards, 4 Condition cards, 28 Monster tokens, 36 Mythos cards and 32 Gate cards to the base set. It also adds new location cards, for a total of 14 cards at each location instead of 7. Dunwich Horror also adds many new mechanics. Players can take a train to Dunwich (a new board that is placed on the end of the Arkham board), which adds 9 new locations and 2 new outer worlds to the game. Players reduced to 0 stamina or sanity have the option of drawing from the Injury or Madness deck, acquiring permanent handicaps, rather than losing half their items and clue tokens. Gates are no longer permanently sealed (a popular house rule in the base game). Condition cards provide benefits to all players may be activated. And, of course, the Dunwich Horror itself - not as strong as the Ancient Ones, yet far stronger than any other monster in the game.

This expansion also features revised rules and an FAQ that addresses many of the perceived faults of the base game. Replacement cards are provided for items and spells that are subject to errata.

Escape Tales: The Awakening

Escape Tales: The Awakening is a story driven escape room in card game form, with immersive exploration, no time limits when solving puzzles, and a collection of tough choices that will captivate and immerse you deeply. As for the story, here's the set-up:

Players take on the role of Sam, whose daughter has been in a coma for over two months and whose doctors still cannot explain how this happened or what caused it. According to them, everything is fine with the girl; she's healthy and shouldn't be in this condition. Sam is desperate and looks for answers everywhere he can, which leads to a weird meeting with Mark.

Mark's son was once in a similar situation, and his father was able to help wake the boy up. He has given Sam a scary-looking book and said that inside this book he will find a ritual called "The Awakening". But Mark warned Sam that he needs to prepare himself mentally since this ritual will transfer him into another dimension, where he should be able to find his daughter and understand what is the cause of this state. If Sam's lucky enough, then he will be able to wake her up as well. Sam has held onto the book for more than a week. Finally, he's ready to go into the basement and perform a ritual. Are you ready, too?

Content warning: suicide

Forsaken Forest

A group of travelers has awakened an Ancient Evil.

Little do they know, some of those who travel among them have already been Corrupted.

Forsaken Forest is a team-oriented Social Deduction horror game set within a mysterious forest which has been warped by dark magic.

The goal of each player is to navigate to their team's hidden Destination, or to kill all of the opposing team's players. However, the Villagers begin the game without knowing who is actually on their team, or where their Destination is located within the forest.

The evil Forsaken have perfect information and will do anything to mislead their opponents.

On the path to victory, players will need to gather information, manage their resources, gain the trust of their fellow travelers, and fend off the evils of the night!

Just remember that not all who Wander are truly lost!

The Rules Book
https://forsakenforest.com/wp-content/uploads/2019/11/New-Forsaken-Fores...

So Long, My World

Humanity is dying, and there's no escaping it. Only a few hours remain before human existence wanes forever.

The cause is still unknown, and no matter how you struggle, your life will soon come to an end. With only few hours until your departure, what are you going to do? A whirlwind of emotions rushes through you, and a glimpse of self-awareness blossoms. Will you be able to discover who you really are before The End?

So Long, My World is a psychologial horror card game for 1-5 players, with a unique art style and immersive, emotive theme. It is the first board game that asks the players to think about their own death and its implications through a dreamlike, procedural narrative.

So Long, My World is the first board game that brings philosophy to the table. In particular, it is based on existentialism, structuralism and psychoanalysis.  

In Solo Mode, the player must fight against the cognitive disruption that is affecting every human being, trying to unlock Vision cards (memories and thoughts of people and places you may visit before the End) and prevent them from disappearing forever. Each turn, a previously unlocked Vision may become locked again. Each scenario has a specific setup with different sets of cards, conditions, and different endings. The more endings you achieve, the more Words (archetypical signifiers of human consciousness) you will discover, unlocking new powers and scenarios.

In multiplayer, you choose amongst Vision cards in order to gather Feelings (in the form of tokens) and use them to discover your true self by playing Remnant cards from your hand. Remnant Cards can change a person's heart or alter the perception of time, so use them wisely to hinder, or even help your opponents.

Is morality universal or a mere construct?
If nobody can remember of you, has life a purpose?
If soul has its place inside of my body, does it means that the soul is a physical being?

These are only a few of the many questions the players will face.