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Arkham Horror: The Card Game – The Dunwich Legacy: Expansion thumbnail

Arkham Horror: The Card Game – The Dunwich Legacy: Expansion

Expansion for Arkham Horror: The Card GameExpansion for Arkham Horror: The Card Game (Revised Core Set)
Expansions
Arkham Horror: The Card Game – All or Nothing: Challenge ScenarioArkham Horror: The Card Game – Blood on the Altar: Mythos PackArkham Horror: The Card Game – Hunting for Answers: Parallel InvestigatorArkham Horror: The Card Game – Jenny Barnes Promo CardsArkham Horror: The Card Game – Lost in Time and Space: Mythos PackArkham Horror: The Card Game – Read or Die: Challenge ScenarioArkham Horror: The Card Game – Return to the Dunwich LegacyArkham Horror: The Card Game – The Essex County Express: Mythos Pack

Arkham Horror: The Card Game – The Dunwich Legacy: Expansion Rulebook

Table of Contents

Table of Contents

  • Additional Rules and Clarifications
    • Exile
    • Expansion Icon
  • Campaign Setup
    • Easy (I want to experience the story)
    • Standard (I want a challenge)
    • Hard (I want a true nightmare)
    • Expert (I want Arkham Horror)
  • Prologue
  • Scenario I–A: Extracurricular Activity
    • Setup
    • Suggested Location Placement
    • Resolution Text
  • Scenario I–B: The House Always Wins
    • Setup
    • Resolution Text
  • Interlude I: Armitage's Fate
    • Armitage's Fate 1
    • Armitage's Fate 2

Additional Rules and Clarifications

Exile

Some player cards in The Dunwich Legacy cycle must be exiled when they are used. When a card is exiled, it is removed from the game and returned to your collection. During campaign play, a card that has been exiled must be purchased again with experience points (between scenarios) if you wish to re-include it in your deck. If exiling 1 or more cards would reduce your deck below your investigator's deck size, when purchasing cards between scenarios, you must purchase cards so that a legal deck size is maintained (when purchasing cards in this manner, you may purchase level 0 cards for 0 experience cost until a legal deck size is reached).

Expansion Icon

The cards in The Dunwich Legacy campaign can be identified by this symbol before each card's collector number.

Campaign Setup

To set up The Dunwich Legacy campaign, perform the following steps in order.

  1. Choose investigator(s).
  2. Each player assembles his or her player deck.
  3. Choose difficulty level.
  4. Assemble the campaign chaos bag.

The campaign chaos bag is assembled from the numeric tokens listed for the chosen difficulty, together with the five symbol tokens printed on every difficulty line: two skull tokens, one cultist token, and two further symbol tokens (rendered here as "[chaos token icon]", as their glyphs have no text layer and were not identified).

Easy (I want to experience the story)

+1, +1, 0, 0, 0, –1, –1, –1, –2, –2, plus the five symbol tokens.

Standard (I want a challenge)

+1, 0, 0, –1, –1, –1, –2, –2, –3, –4, plus the five symbol tokens.

Hard (I want a true nightmare)

0, 0, 0, –1, –1, –2, –2, –3, –3, –4, –5, plus the five symbol tokens.

Expert (I want Arkham Horror)

0, –1, –1, –2, –2, –3, –3, –4, –4, –5, –6, –8, plus the five symbol tokens.

You are now ready to begin at the Prologue.

Prologue

[Narrative omitted: Armitage's introduction, in which he asks the investigators to find his colleagues Dr. Francis Morgan and Professor Warren Rice.]

The investigators must decide (choose one):

  • Professor Warren Rice was last seen working late at night in the humanities department of Miskatonic University. Let's search for him there. Proceed with "Scenario I–A: Extracurricular Activity" if you wish to find Professor Warren Rice first.
  • Dr. Francis Morgan was last seen gambling at the Clover Club, an upscale speakeasy and gambling joint located downtown. Let's go talk to him. Proceed with "Scenario I–B: The House Always Wins" if you wish to find Dr. Francis Morgan first.

Scenario I–A: Extracurricular Activity

[Narrative omitted: Armitage's briefing on Professor Warren Rice's disappearance.]

Setup

  • Depending on the following circumstances, a different version of Faculty Offices should be used in this scenario.
    • If Extracurricular Activity is the first scenario of the campaign, use Faculty Offices (The Night is Still Young). Set it aside, out of play. Remove Faculty Offices (The Hour is Late) from the game.
    • If you have completed The House Always Wins, use Faculty Offices (The Hour is Late). Set it aside, out of play. Remove Faculty Offices (The Night is Still Young) from the game.
  • Set the following cards aside, out of play: "Jazz" Mulligan, Alchemical Concoction, The Experiment, Professor Warren Rice, Dormitories, and Alchemy Labs.
  • Gather all cards from the following encounter sets: Extracurricular Activity, Sorcery, The Beyond, Bishop's Thralls, Whippoorwills, Ancient Evils, Locked Doors, and Agents of Yog-Sothoth. These sets are indicated by their encounter set icons.
  • Put the Miskatonic Quad, Orne Library, Humanities Building, Student Union, Science Building, and Administration Building locations into play. Each investigator begins play at the Miskatonic Quad.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Suggested Location Placement

The guide shows six suggested locations in a grid: Orne Library, Miskatonic Quad, and Science Building across the top row; Humanities Building, Student Union, and Administration Building across the bottom row. Their flavour descriptions are not transcribed.

Resolution Text

DO NOT READ until the end of the scenario.

If no resolution was reached (each investigator resigned or was defeated):

[Narrative omitted: the investigators flee the university, and the students are attacked by a "rabid dog of some sort."]

  • In your Campaign Log, record that Professor Warren Rice was kidnapped.
  • In your Campaign Log, record that the investigators failed to save the students. You are haunted by guilt. Add 1 [chaos token icon] token to the chaos bag for the remainder of the campaign.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 1 experience as he or she reflects on the night's events.
  • If this is the first scenario of the campaign, proceed to Scenario I–B: The House Always Wins. Otherwise, proceed to Interlude I: Armitage's Fate.

Resolution 1:

[Narrative omitted: the investigators find Professor Rice bound and gagged in his office and escort him off campus, and the students are attacked while they leave.]

  • In your Campaign Log, record that the investigators rescued Professor Warren Rice. Any one investigator may choose to add Professor Warren Rice to his or her deck. This card does not count toward that investigator's deck size.
  • In your Campaign Log, record that the investigators failed to save the students. You are haunted by guilt. Add 1 [chaos token icon] token to the chaos bag for the remainder of the campaign.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Scenario I–B: The House Always Wins.

Resolution 2:

[Narrative omitted: the investigators evacuate the dormitories by the north exit, and the strange creature vanishes.]

  • In your Campaign Log, record that Professor Warren Rice was kidnapped.
  • In your Campaign Log, record that the students were rescued.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • If this is the first scenario of the campaign, proceed to Scenario I–B: The House Always Wins. Otherwise, proceed to Interlude I: Armitage's Fate.

Resolution 3:

[Narrative omitted: the investigators defeat the creature from the Department of Alchemy and find no sign of Professor Rice in the faculty offices.]

  • In your Campaign Log, record that Professor Warren Rice was kidnapped.
  • In your Campaign Log, record that the Experiment was defeated.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • If this is the first scenario of the campaign, advance to The House Always Wins. Otherwise, advance to Interlude I—Armitage's Fate.

Resolution 4:

[Narrative omitted: the investigators awaken hours later, injured, and learn of the attack on the dormitories.]

  • In your Campaign Log, record that the investigators were unconscious for several hours.
  • In your Campaign Log, record that Professor Warren Rice was kidnapped.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 1 experience as he or she reflects on the night's events.
  • In your Campaign Log, record that the investigators failed to save the students. You are haunted by guilt. Add 1 [chaos token icon] token to the chaos bag for the remainder of the campaign.
  • If this is the first scenario of the campaign, advance to Scenario I–B: The House Always Wins. Otherwise, advance to Interlude I: Armitage's Fate.

Scenario I–B: The House Always Wins

[Narrative omitted: Armitage suggests the investigators track down Dr. Francis Morgan at the Clover Club, and the investigators find that the club operates as a front for La Bella Luna.]

Setup

  • Gather all cards from the following encounter sets: The House Always Wins, Bad Luck, Naomi's Crew, Rats. These sets are indicated by their encounter set icons.
  • Set the Hideous Abominations and Striking Fear encounter sets aside, out of play. These sets are indicated by their encounter set icons.
  • Put the Clover Club Lounge, Clover Club Bar, Clover Club Cardroom, and La Bella Luna locations into play. Each investigator begins play in La Bella Luna.
  • Put Clover Club Pit Boss into play in the Clover Club Lounge.
  • Set the following cards aside, out of play: Darkened Hall, Peter Clover, Dr. Francis Morgan, and each copy of Back Hall Doorway.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Note: At the start of this scenario, agenda 1a grants each Criminal enemy the aloof keyword, which stops those enemies from automatically engaging you. At some point, those enemies may lose the aloof keyword. Remember that enemies who are no longer aloof will automatically engage investigators at their location, as per normal.

Resolution Text

DO NOT READ until the end of the scenario.

If no resolution was reached (each investigator resigned before Act 3 or was defeated): You barely made it out of the club alive. Go to Resolution 1.

Resolution 1:

[Narrative omitted: the investigators flee to the end of the block, and a crowd gathers as the building is reduced to rubble.]

  • In your Campaign Log, record that the O'Bannion gang has a bone to pick with the investigators.
  • In your Campaign Log, record that Dr. Francis Morgan was kidnapped.
  • If any player "cheated," add 1 [chaos token icon] chaos token to the chaos bag for the remainder of the campaign.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 1 experience as he or she reflects on the night's events.
  • If this is the first scenario of the campaign, proceed to Scenario I–A: Extracurricular Activity. Otherwise, proceed to Interlude I: Armitage's Fate.

Resolution 2:

[Narrative omitted: Dr. Morgan, dazed, recalls the run of his life, and promises to help with the investigation.]

  • In your Campaign Log, record that the O'Bannion gang has a bone to pick with the investigators.
  • In your Campaign Log, record that the investigators rescued Dr. Francis Morgan. Any one investigator may choose to add Dr. Francis Morgan to his or her deck. This card does not count toward that investigator's deck size.
  • If any player "cheated," add 1 [chaos token icon] chaos token to the chaos bag for the remainder of the campaign.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Scenario I–A: Extracurricular Activity.

Resolution 3:

[Narrative omitted: the investigators do not find Dr. Morgan in the club, and the man in the club introduces himself as Peter Clover, and his associate Naomi escorts the investigators from the premises.]

  • In your Campaign Log, record that Naomi has the investigators' backs.
  • In your Campaign Log, record that Dr. Francis Morgan was kidnapped.
  • If any player "cheated," add 1 [chaos token icon] chaos token to the chaos bag for the remainder of the campaign.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.
  • Proceed to Interlude I: Armitage's Fate.

Resolution 4:

[Narrative omitted: the investigators are pulled from the debris by firefighters, and slip away from the paramedics.]

  • In your Campaign Log, record that the O'Bannion gang has a bone to pick with the investigators.
  • In your Campaign Log, record that Dr. Francis Morgan was kidnapped.
  • If any player "cheated," add 1 [chaos token icon] chaos token to the chaos bag for the remainder of the campaign.
  • Each investigator suffers 1 physical trauma.
  • In your Campaign Log, record that the investigators were unconscious for several hours.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display. Each investigator earns 1 experience as he or she reflects on the night's events.
  • If this is the first scenario of the campaign, proceed to Scenario I–A: Extracurricular Activity. Otherwise, proceed to Interlude I: Armitage's Fate.

Interlude I: Armitage's Fate

Check Campaign Log. If the investigators were unconscious for several hours: Read Armitage's Fate 1. Otherwise, skip to Armitage's Fate 2.

Armitage's Fate 1

[Narrative omitted: the investigators return to Armitage's home, find it ransacked, and find a journal written in a script they cannot decode, which Armitage had already translated into English. The journal belongs to "Wilbur Whateley."]

  • In your Campaign Log, record that Dr. Henry Armitage was kidnapped.
  • Each investigator earns 2 bonus experience as reading Wilbur's journal gives them insight into the hidden world of the mythos.
  • The story continues in Scenario II: The Miskatonic Museum.

Armitage's Fate 2

[Narrative omitted: Armitage explains that there is something he did not mention earlier.]

  • In your Campaign Log, record that the investigators rescued Dr. Henry Armitage. Any one investigator may choose to add Dr. Henry Armitage to his or her deck. This card does not count toward that investigator's deck size. It can be found in the Armitage's Fate encounter set, indicated by its encounter set icon.
  • The story continues in Scenario II: The Miskatonic Museum.