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Arkham Horror: The Card Game Core Set Game Review

Oh, the horror! The horror!

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Investigate the mysteries and horrors of Arkham in this cooperative card game. Join Kevin as he reviews Arkham Horror: The Card Game Core Set from Fantasy Flight Games!

Disclosure: Meeple Mountain received a free copy of this product in exchange for an honest, unbiased review. This review is not intended to be an endorsement.

Crispy Core

I love Arkham Horror: The Card Game. It’s probably one of my “desert island” games, thanks to the sheer amount of content and replayability. The game has evolved into an entire franchise, aptly named the “Arkham Files,” expanding into video games, novellas, tabletop RPGs, and even comic books published by powerhouse Dark Horse Comics.

Last year, the game’s storyline concluded with a great calamity in The Sinking City campaign, leading into the “soft reset” in 2026 with Chapter 2. Not only does this create a fresh launching point for a new storyline, but it also gives new players an ideal place to jump in.

Fantasy Flight’s vision for Arkham Horror breaks down into a “legacy environment,” in which all existing and past content can be used alongside future content, and a “current environment.” The current environment has a smaller card pool, and future campaigns are structured around mechanics in that evolving meta, though what exactly that will look like, we’ll have to wait and see. Presumably, this is meant to reset deckbuilding to a more even playing field. With so much existing content, it’s easy to build an overpowered deck and breeze through what should be a challenging experience.

With a new reset comes another core set. The new core set tees up the upcoming current environment, tweaking some card aesthetics, refreshing the card pool, and introducing five new investigator decks. Inside is also a brand-new three-part mystery for both new and returning players, helping everyone get their footing in this new era of Arkham.

Welcome Back, Doom

Andrew wrote a stellar outline of the gameplay loop in his review of Arkham Horror: The Card Game (Revised Edition), and this new set follows fundamentally the same rhythm. Grab a deck, draw cards, spend resources, gear up, fight monsters, and race the doom clock, all while that lingering feeling of dread hangs over the table.

The five investigators are new to the set, and their decks are made up of old favorites alongside some zesty new cards. These aren’t new faces, exactly—they’re tougher, more seasoned versions of past investigators, whether it’s Rogue Trish Scarborough, now a former spy, or Survivor Isabelle Barnes, whom fans will recognize as the sister of the original Jenny Barnes. The lovely part about these decks is that they all feel accessible, meaning new players can quickly grasp their strengths. Not only does the book include a lengthy profile for each investigator, but it also provides broad strategic advice and suggested upgrade paths through the campaign, making each character feel as welcoming as a cultist chant.

The new core set also includes connector tokens—little arrow chits that make it much easier to see which locations are connected. This is a great addition, especially considering I bought Etsy versions of these years ago for a pretty penny. It also includes a high-quality cloth bag for drawing those dreaded negative tokens. Chef’s kiss.

Return to Form

I played the new core set from the perspectives of both a new and returning player, basically imagining the inner monologues of two different Kevins. It’s safe to say that both sides think this is a home run from Fantasy Flight.

The core set is structured as a new jumping-on point, and it understands the assignment beautifully. The new three-act story has a mild sense of helplessness, but never feels overwhelming. It carefully guides players into the perils of the game without ever throwing them completely into the deep end.

The cards offer helpful reminders—and subtle hints—about how to approach different situations, and sometimes the answer isn’t simply punching your way through. Each new act clearly explains its keywords, and the whole experience feels almost procedural as you move deeper into the story, with each scenario adding a new spice to the mix.

One card even comments that it’s okay to resign, as resigning doesn’t mean the end of the campaign, but instead sets you on a different path. As a veteran player, I often forget that this is even an option, and sometimes it’s better to stave off my investigator’s trauma by choosing a tactical retreat.

I won’t spoil too much of the story, but the storyline felt like a parallel version of the original Night of the Zealot core campaign. I imagine that’s on purpose, giving returning players something familiar while still offering a fresh experience.

One of the biggest changes is the addition of “reward” cards, which can only be unlocked into the card pool by completing the associated campaign. I think this is a fantastic way to encourage players to push through to the end and earn a really cool prize at the adventure’s conclusion. Sure, you could just use the cards anyway, but that ruins the spirit of the game.

I did have one minor quibble with some of the art. Although all the cards have been refreshed, I felt like some of the character art looked a little too realistic. I’ve always admired Arkham Horror: The Card Game’s art for its pulpy, noir-comic-book style, and this new approach, while beautifully drawn, occasionally breaks the immersion for me. Again, this is very minor and by no means a deterrent, but it was enough to make me pause and think, “Huh, interesting.”

If you’ve ever been curious about Arkham Horror: The Card Game or intimidated by the sheer amount of previous content—or maybe the absurd secondhand prices—this new core set is absolutely for you. I wish I’d had this rulebook when I first started playing Arkham Horror years ago, as it’s full of gorgeous art and is masterfully laid out for quick reference. I’ve been on an AH:TCG hiatus over the past year, but this new core set reignited my love for the game.

Fantasy Flight didn’t just make a new starting point here—they made one that actually feels exciting. This soft reset gives new players a clean way in, while giving returning players plenty to chew on without losing what makes Arkham Horror so special. I came away from this core set feeling the same way I did when I first got hooked years ago: eager, mildly stressed, and completely ready for whatever cosmic horror nightmare comes next.

About the author

Kevin Brantley

I’m a two-dog dad in Chicago passionate about board games, rugby, and travel. From rolling dice to exploring new cuisines and places, I’m always chasing my next adventure.

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