# Arkham Horror: The Card Game – The Labyrinths of Lunacy: Scenario Pack ## General Info - **Year Published**: 2017 - **BGG Rating**: 7.8 - **BGG Rank**: — - **Players**: 1-12 (Best with: 9) - **Duration**: 60-120 min - **Weight**: 3.50 / 5 - **Designers**: MJ Newman - **Artists**: Melissa Shetler, Tim Flanders - **Publishers**: Fantasy Flight Games, Asterion Press, Edge Entertainment, Galakta, Hobby World, Korea Boardgames - **Categories**: Adventure, Card Game, Collectible Components, Expansion for Base-game, Fantasy, Horror, Novel-based - **Mechanics**: Action Points, Cooperative Game, Deck, Bag, and Pool Building, Hand Management, Role Playing, Variable Player Powers ## Verdict If you love Arkham Horror LCG and want a crazy cooperative challenge that can gather a crowd, this scenario is for you! Get ready to think and despair together.Intense cooperative challengeSupports many playersGreat for mini-campaignUnique thematic experienceHigh language dependencyCan be very difficultRequires base gameFOR GENRE FANS ## Description Prepare to test your sanity and willpower with "The Labyrinths of Lunacy," a unique 80-card standalone scenario for the acclaimed Arkham Horror: The Card Game. Here, you and your team of investigators find yourselves locked within a sinister dungeon, at the mercy of a sadistic mastermind. The only way out? Unravel a series of twisted riddles and escape before madness consumes you entirely. Originally debuted at Gen Con 2017, this scenario truly shines in its Epic Multiplayer Mode, accommodating up to twelve investigators for a chaotic, cooperative experience. But don't worry if your group is smaller: additional rules allow for adaptation to standard tables and even let you experience "The Labyrinth of Lunacy" as a three-part mini-campaign, deepening the immersion and narrative. The game demands a strong grasp of the language, as most of the text is crucial for understanding the story and mechanics. "The Labyrinths of Lunacy" is a fantastic addition for those already invested in the Arkham Horror universe and seeking a new, engaging challenge, whether playing solo or with a large group. It's a trial by fire for any investigator who dares to face its mental and physical labyrinths. Are you ready for the challenge? Freedom (or madness) awaits! ## How to Play Objective do Jogo In The Labyrinths of Lunacy, investigators find themselves trapped in a strange place with no memory of how they arrived. They are sealed in a chamber, and a note reveals they are part of an experiment, a "test of human will." The goal is to survive and escape the labyrinth. The scenario can be played in two modes: Single Group Mode (1-4 players) or Epic Multiplayer Mode (3-12 players split into three groups). The ultimate victory condition is described in Resolution 4, where investigators defeat their captor and escape the labyrinth, finding no other victims but signs of their struggles and survival, and watching the sun set by the Miskatonic River docks. Preparação (Setup) The setup for The Labyrinths of Lunacy varies slightly depending on whether you are playing as Group A, B, or C, and whether you are in Single Group Mode or Epic Multiplayer Mode. Regardless of the mode, the scenario has two difficulty settings: Standard and Hard, which determine the tokens in the chaos bag. Chaos Bag Construction Standard: +1, 0, 0, 0, –1, –1, –1, –2, –2, –3, –4, –5, 1, 1, 1, 2. Hard: +1, 0, –1, –1, –1, –2, –2, –2, –3, –4, –5, –6, 1, 1, 1, 2. General Setup Steps (for all groups) Gather all cards from The Labyrinths of Lunacy encounter set (identified by its specific icon). If playing in Epic Multiplayer Mode, gather all cards from the Epic Multiplayer encounter set (identified by its specific icon) and remove all cards from the Single Group encounter set from the game. If playing in Single Group Mode, gather all cards from the Single Group encounter set (identified by its specific icon) and remove all cards from the Epic Multiplayer encounter set from the game. Set aside the following cards, out of play: Key of Mysteries, Mysterious Syringe, Eixodolon, Eixodolon’s Pet, Rot Diagram, Hunger Diagram, Decay Diagram, both copies of Faceless Abductor, and each other location. The lead investigator takes control of Eixodolon’s Note. Add 2 Doom tokens to the chaos bag. Shuffle the rest of the encounter cards to build the encounter deck. Group A Specific Setup Construct the act deck using only the (Group A) versions of acts 1 and 2. Remove each other version of those acts from the game. Randomly choose 1 of the 3 copies of Chamber of Secrets to put into play. Remove the other 2 copies from the game. Each investigator begins play in the Chamber of Secrets. If playing in Single Group Mode, put the set-aside Key of Mysteries into play in the Chamber of Secrets. If playing in Epic Multiplayer Mode, also set The Jailor enemy and each double-sided story card aside, out of play. Group B Specific Setup Construct the act deck using only the (Group B) versions of acts 1 and 2. Remove each other version of those acts from the game. Put the Chamber of Rain and Chamber of Sorrows locations into play. Randomly choose an investigator to begin play in the Chamber of Rain. Each other investigator begins play in the Chamber of Sorrows. If playing in Epic Multiplayer Mode, also set The Jailor enemy and each double-sided story card aside, out of play. Group C Specific Setup Construct the act deck using only the (Group C) versions of acts 1 and 2. Remove each other version of those acts from the game. Put the Chamber of Night and Chamber of Regret locations into play. Each investigator begins play at the Chamber of Night. If playing in Epic Multiplayer Mode, also set The Jailor enemy and each double-sided story card aside, out of play. If playing in Single Group Mode, randomly choose 1 of the 3 set-aside copies of Chamber of Secrets and place it underneath the scenario reference card, without looking at its revealed side. Fluxo do Jogo The game progresses through a series of acts and agendas. The act and agenda cards do not advance independently. When the agenda advances, it will instruct you to advance the act card as well. The back of each act card will provide further instructions based on whether the investigators succeeded in their task. "Timed" Objectives Many act cards in this scenario feature special objectives marked with the word "Timed." These represent tasks or conditions that investigators must fulfill by the time the agenda advances. Investigators do not advance the act card immediately upon meeting the condition; they must wait for the agenda to advance. Epic Multiplayer Mode Specific Flow A group cannot advance to the next act and agenda until all other groups are ready to advance. At the end of each round, investigators must pause the game and wait until all three groups have reached the end of the round. Then, each group may trigger "At the end of the round" abilities in any order. Once all three groups have done so, continue to the next round. Communication between groups is restricted unless a scenario card permits it, with the exception of asking if other groups have reached the end of the round. Investigators also cannot examine other groups' play areas. Players (or event organizers) may impose a time restriction for each act and agenda, with a default of 60 minutes. If time runs out, any groups that haven't completed the current round continue until the next mythos phase, then place doom on the current agenda until its doom threshold is met and advance the agenda. Single Group Mode Specific Flow If investigators feel they have completed their objective with time to spare, during the mythos phase when adding doom tokens to the agenda, they may choose to add doom tokens until its doom threshold is satisfied. Act 2 Setup When transitioning to Act 2, the following steps occur: Shuffle each set-aside Faceless Abductor and the encounter discard pile into the encounter deck. Put the 3 set-aside Labyrinthine Halls into play. Remove all doom from play and proceed to act 2a & agenda 2a. Group A Specific: If playing Epic Multiplayer Mode, choose one of the 3 groups at random. That group shuffles the set-aside The Jailor enemy into the encounter deck. Put the set-aside Chamber of Decay into play. Group B Specific: Put the set-aside Chamber of Rot and Chamber of Poison locations into play. Group C Specific: Put the set-aside Chamber of Hunger into play. Put the set-aside Eixodolon’s Pet into play, near the Chamber of Hunger, but not at any location. While it is not at any location, it is considered to be “locked away.” Act 3 Setup When transitioning to Act 3, the following steps occur: Put the set-aside Abandoned Warehouse into play. Disengage all engaged enemies and move each surviving investigator to the Abandoned Warehouse. Put the set-aside Eixodolon enemy into play at the Abandoned Warehouse. Remove all doom from play and proceed to act 3a & agenda 3a. Ações e Como Jogar Consulte o manual para detalhes sobre esta seção. Story Cards Story cards are a new card type. When a story card is drawn, read its story text and resolve its Revelation effect. Its game text is active as long as the card is in play. In this scenario, story cards are double-sided, with one side titled “Deep Within the Labyrinth.” Do not flip them until instructed. Example: The story card "The Gate" has a Revelation effect of "Distortion location." It allows you to "Spend 1 clue: You enter the doorway." It also instructs to "Flip this story card over and follow the instructions on its other side. Act 2." Paradox The scenario may present seemingly impossible situations or game text that doesn't immediately make sense. Solving these paradoxes is crucial for survival. Giving and Exchanging Cards and Tokens (Epic Multiplayer Mode) Some effects allow investigators to give tokens, cards in hand, or assets in play to investigators in other groups. Players should be courteous and return cards/tokens to their owners after the game. Fim de Jogo e Pontuação The game ends when a resolution is reached. The specific resolution depends on the outcome of the investigators' actions. Resolution 1: Investigators Lose If no resolution was reached (each investigator was defeated), the investigators lose. Their anguish fuels an arcane glyph, leading to the triumph of the mastermind and global pain, fear, and despair. Resolution 2: Investigators Survived, but the Labyrinth has a New Guest The mastermind falls, but his distorted voice is triumphant, claiming investigators cannot escape. Investigators rush to the iron doors, break the padlock, and escape to wooden docks on the Miskatonic River. They collapse from exhaustion and injury, are found by dockworkers, and drift into unconsciousness. They wake up in a strange place with no memory, weak and blurred vision, and find a note similar to the one at the beginning, implying they are trapped again in another timeline. Resolution 3: Investigators Survived, but Eixodolon Lives On The mastermind falls, but his voice is proud, stating he is "everywhere and everywhen" and that this vessel is but one. Investigators escape to the Miskatonic River docks, are found by dockworkers, and taken to St. Mary's. They recall strange visions and the mastermind's mention of other groups, but find no trace of the warehouse or the mastermind, and wonder if the others made it out alive. This resolution implies the mastermind, Eixodolon, lives on. Resolution 4: Investigators Win! The mastermind falls, his body twisting and blurring. He cackles bitterly, then cries in pain, stating the ritual has failed and humanity has a chance. He gasps, collapses, and begs investigators not to follow his path, as it leads only to despair. Investigators defeat their captor and explore the labyrinth further, finding no other victims but signs of their struggles and survival. They break open the iron doors and escape to the Miskatonic River docks, watching the sun set, and wonder if the others are also opening their doors at that moment. This is the victory condition for the investigators. Dicas para Vencer 1. Solve Paradoxes: The scenario presents "seemingly impossible situations" and "game text on cards might not make sense at first." Actively trying to solve these paradoxes is described as "the key to your survival." Keep a keen eye and be aware of your surroundings. 2. Manage "Timed" Objectives: Many act cards have "Timed" objectives that must be met by the time the agenda advances. In Single Group Mode, if you complete an objective with time to spare, you can choose to add doom tokens to the agenda during the mythos phase until its doom threshold is satisfied, potentially speeding up the act advancement. 3. Coordinate in Epic Multiplayer Mode: In Epic Multiplayer Mode, all groups must be ready to advance to the next act and agenda before any group can proceed. This implies that groups should try to synchronize their progress, even with limited communication, to avoid one group being held back. Be mindful of potential time restrictions imposed by players or event organizers. ## FAQ ### Do I need the base game Arkham Horror: The Card Game to play "The Labyrinths of Lunacy"? Yes, this is a scenario that functions as an expansion and requires the base game Arkham Horror: The Card Game to be played. ### How many players can participate in this scenario? The scenario is designed for up to 12 players in Epic Multiplayer Mode, but it can also be played with fewer players, including solo. ### What is the average playtime for this scenario? The estimated playtime is 60 to 120 minutes, depending on the number of players and familiarity with the rules. ### Can the scenario be played as part of a larger campaign? Yes, "The Labyrinths of Lunacy" can be played as a standalone scenario or as a three-part mini-campaign, connecting to other adventures. ### Is the game in English? Yes, the base game and this scenario are originally published in English and have a high language dependency. A good understanding of English or the use of third-party translations is recommended. ### What is the difficulty level of this scenario? This scenario is known for being challenging, testing investigators' ability to cooperate and solve puzzles under pressure. 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