Fantasy Flight Games upcoming ‘Return to the Night of the Zealot’ upgrade expansion is coming to bring the madness soon. With it’s release, Players will have the chance to grab some new gear. But the Investigators aren’t the only ones getting upgrades…
When we first looked at the new upgrade expansion for Arkham Horror TCG, I was intrigued at the idea of returning to the beginning of the game. FFG teased that there would be new item upgrades, new challenges to attempt, and tweaks to the campaign that will make it feel fresh. Today, we’re getting a closer look at the new cultists who are up to no good. Study them well…
Today, we’re pleased to offer you a closer look at the new Cultists who have arrived in Arkham in Return to the Night of the Zealot, the first upgrade expansion for Arkham Horror: The Card Game! You can pre-order your copy today at your local retailer or online through our website here!
If you’ve played the first campaign, then you’re probably familiar with a lot of the Cultists already. To change things up, FFG has swapped out some of the previous cultists for new members of the Devourer’s Cult. “[T]he number of unique Cultists you must interrogate has increased and the low-ranking members you must fight are more dangerous than ever.”
While the Spawn option sounds like it’s helpful, it’s actually a ploy to get Doom on the table. And if you’re unfamiliar, Doom is what causes the Agenda Deck (aka, the bad guy event deck) to advance. Players are going to have to run to this Cultists location and take them out of play but that will cost valuable time. Is it worth it or are you just going to have to deal with the extra Doom?
As I mentioned the Cultists are also getting some upgrades of their own. The new Treachery Card Mask of Umôrdhoth not only adds a Doom to the table but it makes the Cultist even tougher! Getting +2 Health and either aloof or retaliate is going to cause problems, one way or another.
New Challenges To Face
One of the biggest changes to the campaign is the introduction of Challenges to the game. This is a list of achievements you can claim IF you meet the requirements during the campaign. We referenced Pinch Hitter last time – an achievement you get for defeating 3 Ghouls with the Baseball Bat without it breaking. These are designed to up the replay value, difficulty and just plain fun of playing the game.
Tour of Arkham triggers by activating each of the “once per game” abilities on each of the locations in play during the “Return to the Midnight Masks” scenario.
Conspiracy of Silence is completed by finding and interrogating all of the six unique Cultists on that campaign – no easy feat! In my best attempt at that one we only got 4 before we had to call it.
Do You Get It Now? is an achievement you can unlock by defeating the Ghoul Priest in the presence of Billy Cooper. Talk about a challenge! Furthermore, it’s also been hinted at by FFG that completing these challenges could unlock other rewards as the campaign moves forward…
Return to the Night of the Zealot is up for pre-order now and is slated for release in Q2 of 2018!
You swore that you would never go back. Yet like a snake eating its own tail, you were always meant to return to where it all began. In the Arkham Horror: The Card Game Core Set, Night of the Zealot presented your first challenge while introducing you to the investigators, mechanics, and environment of Arkham Horror Files, providing a stable foundation from which you built you investigations into the unknown and the unknowable. Now, you are invited to return home and begin a new challenge worthy of your expertise.
Return to the Night of the Zealot is an expansion for Arkham Horror: The Card Game that enhances and modifies the Night of the Zealot campaign with 46 new Encounter cards and 20 new Player Cards. Additionally, this expansion includes a premium box and 18 divider cards to hold your entire Night of the Zealot campaign.
Are you ready to return to the beginning and face the nightmare once again?