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Board Games
Magic: The Gathering
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Recommended for Ages 14 & up
1-4 Players
180 minutes playtime
The tale of The Scarlet Keys begins in Arkham with a spread of mysterious disappearances. As objects, animals, and people vanish, so too do they disappear from the memory of those left behind. Only you and your fellow investigators remember them—or so you thought. When an enigmatic letter arrives, its author claiming to also remember those who disappeared, it marks the beginning of an epic journey that will take you across the globe and under the scrutinous eye of the mysterious and deadly Red Coterie.
When we say “across the globe,” we mean that literally. The Scarlet Keys Campaign Expansion introduces the game’s very first completely non-linear campaign. After the prologue concludes, you and your party choose where to go next, and wherever you go determines what scenario you play. This means that, with the exception of the prologue and the finale (which always occur first and last, respectively), all of the scenarios in this campaign can be experienced in any order. However, you may not experience all of them in a single playthrough, since one of the greatest threats in the campaign isn’t the Mythos: it’s time.
There has never been a campaign for Arkham Horror: The Card Game of this scale and this scope, and only you and your fellow investigators can travel the globe and unravel the mysteries of The Scarlet Keys before it is too late.
The Scarlet Keys is the newest campaign for Arkham Horror: the Card Game. Just like with Edge of the Earth, you will find only player cards in the Investigator Expansion and only scenario cards within the Campaign Expansion. Whether you want one expansion or both, the world of Arkham Horror just got bigger!
—description from the publisher
Designer(s):
Aaron Haltom
Josiah Harrist
MJ Newman
Jeremy Zwirn
Artist(s):
Board Game Geek Category(s):
Expansion for Base-game
Board Game Geek Mechanic(s):
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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