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Arkham Horror: The Card Game – The Essex County Express: Mythos Pack thumbnail

Arkham Horror: The Card Game – The Essex County Express: Mythos Pack

Expansion for Arkham Horror: The Card GameExpansion for Arkham Horror: The Card Game – The Dunwich Legacy: ExpansionExpansion for Arkham Horror: The Card Game (Revised Core Set)

Arkham Horror: The Card Game – The Essex County Express: Mythos Pack Rulebook

Table of Contents

Table of Contents

  • Scenario III: The Essex County Express
    • Setup
    • Location Placement
  • Moving on the Train: "Left" and "Right"
  • Do Not Read Until the End of the Scenario
  • Standalone Mode
  • Resolutions

Scenario III: The Essex County Express

Setup

  • Gather all cards from the following encounter sets: The Essex County Express, The Beyond, Striking Fear, Ancient Evils, Dark Cult. These sets are indicated by the following icons (in printed order: The Essex County Express, The Beyond, Striking Fear, Ancient Evils, Dark Cult).
  • Put one of the three Engine Car locations into play at random. Remove the other versions of Engine Car from the game. Then, put six of the eight Train Car locations into play at random, in a straight line to the left of the Engine Car. Remove the remaining two Train Car locations from the game.
  • Reveal the leftmost Train Car. Each investigator begins play in that location. (If that location has a 'forced' effect that triggers upon entering that location, ignore it.)
  • Set all 4 copies of Across Space and Time aside, out of play.
  • Based on your difficulty level, add the following chaos token(s) to the chaos bag, for the remainder of the campaign:
    • Easy: –2.
    • Hard: –4.
    • Standard: –3.
    • Expert: –5.
  • Shuffle the remainder of the encounter cards to build the encounter deck.

Location Placement

Locations are placed in a line, read from left to right as printed ("← Left" to "Right →"):

  • Train Car (six locations, left of the Engine Car): Train Car is connected to the locations to the left and right of it. You cannot enter Train Car unless all of the clues on the location to its left have been discovered.
  • Engine Car (rightmost): Engine Car is connected to the location to the left of it. You cannot enter Engine Car unless all of the clues on the location to its left have been discovered.

Moving on the Train: "Left" and "Right"

During this scenario, locations are lined up from left to right, with the Engine Car as the rightmost location. Whenever a card effect refers to "the location to the left," or "the location to the right," it refers to the location immediately to your location's left or right.

Any card effects that reference a direction (left or right) should be interpreted from the perspective of the diagram on the previous page (see Location Placement under Scenario III).

Do Not Read Until the End of the Scenario

DO NOT READ until the end of the scenario.

Before resolving any other resolution, if at least 1 investigator was defeated: The defeated investigators read Investigator Defeat first.

Investigator Defeat: Your experience beyond the gate is simultaneously terrifying and impossible to recall with clarity. A hypnotic spectacle of lights, otherworldly sensations, and altered geometry dances at the tattered edges of your mind. An unearthly voice from beyond rings in your ears, its significance an enigma. When you awaken, you find yourself in the woods, several miles from the Miskatonic River. Destroyed train cars surround you. They are crumpled as if from a severe impact; they are also decayed as if years of rust and squalor have claimed them. There is no sign of the other passengers.

  • Each investigator who was defeated has acquired the Across Space and Time weakness and must add 1 copy of it to his or her deck. This card does not count toward that investigator's deck size.
  • Each investigator who was defeated earns 1 bonus experience as his or her experience beyond the gate grants them insight into the cosmos.
  • If an investigator with The Necronomicon (Olaus Wormius Translation) in his or her deck was defeated, in your Campaign Log, record that the Necronomicon was stolen. The Necronomicon (Olaus Wormius Translation) must be removed from that investigator's deck.

Standalone Mode

If you are playing in Standalone Mode and do not wish to refer to any other setup/resolutions, you may use the information below when setting up and playing this scenario:

  • Assemble the chaos bag using the following tokens: +1, 0, 0, –1, –1, –1, –2, –2, –3, –3, –4, skull, skull, cultist, tablet, elder thing, auto-fail, elder sign.
  • If an investigator with the Dr. Henry Armitage card, the Professor Warren Rice card, or the Dr. Francis Morgan card in his or her deck was defeated, in your Campaign Log, record that the character in question was kidnapped. The associated card must be removed from that investigator's deck.
  • If no resolution was reached (each investigator was defeated): Go to Resolution 2.

Resolutions

Resolution 1: You breathe a sigh of relief as the gate behind the train collapses harmlessly upon itself. The few passengers who survived the ordeal seem unable to comprehend what just happened. One passenger mentions "a pipe bursting in the rear car," and that quickly becomes the explanation for the innocent and ignorant, those who either cannot or choose not to delve further into the mystery. You, on the other hand, know better… although in hindsight, you wish you didn't.

  • Each investigator earns experience equal to the Victory X value of each card in the victory display.

Resolution 2 (read Investigator Defeat first!): Rattled, you begin walking alongside the train tracks, making your way towards Dunwich.

  • In your Campaign Log, record that the investigators were delayed on their way to Dunwich.
  • Each investigator earns experience equal to the Victory X value of each card in the victory display.