|Number of Game Players||2|
|Number of Pieces||61|
|Remote Control Included?||No|
|Release date||1 December 2017|
|Mfg Recommended age||14 - 99 years|
|Item Model Number||AHC17|
|Product Dimensions||15.24 x 9.04 x 2.39 cm; 136.07 Grams|
Arkham Horror LCG Dim Carcosa Card Game
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- This is Carcosa—the realm of madness in the stars, where Hastur reigns supreme
- Travel to the realm of madness beyond the stars and take on the King in yellow before your time and sanity run out
- This is not a standalone product. It requires the Arkham horror: the card game care set and the path to carcosa deluxe expansion to play
- Sixth and final mythos pack
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Dim Carcosa is the sixth and final Mythos Pack in the Path to Carcosa cycle for Arkham Horror: The Card Game. Your investigation into the mysterious play The King in Yellow has led you across the globe and brought you to the edge of madness. Now, in the final act of the Path to Carcosa you travel beyond the cosmos to a world a place beyond all imagining. Before you lies a warped, alien city. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa – the realm of madness in the stars, where Hastur reigns supreme. All shall be revealed when you travel to Dim Carcosa, meaning that the locations in this scenario have no unrevealed side. Instead, their reverse sides bear story cards to push your plotlines forward to their final curtain. In this lost realm, insanity is inevitable. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Instead, you journey on, facing impossible odds in the hopes to return home alive. This is not a standalone product. It requires the Arkham Horror: The Card Game Care Set and The Path to Carcosa deluxe expansion to play.
From the manufacturer
Enter the Mythos
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.
About the Game
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.
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.
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.