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Digital Subscriptions > Tabletop Gaming > Issue Eight – Feb/Mar '17 > FRESH HORROR


Fantasy Flight has finally applied its living card game format to one of the most iconic Lovecraftian board games of all time: Arkham Horror. Designer Matthew Newman offers some clues to the new nightmares
Arkham Horror: The Card Game features more of a narrative focus than its tabletop predecessor.

When did you decide that Arkham Horror would make a good LCG?

By the time I was put on the project, the decision had already been made to make a new co-operative living card game using our Arkham Horror Files IP. Other than those parameters, what form it took was pretty much up in the air.

Nate [French] and I were given the task of figuring out what an Arkham LCG would look like, and designing it from the ground up. This was pretty much a dream project for me, because I love co-operative games, I love LCGs and I love the Arkham IP. Working with Nate is great, too; we get along well and I think we both really complement each other’s styles well.

We pretty quickly came up with the tagline ‘plays like an LCG, feels like an RPG,’ and that influenced a lot of the design choices we made early on – controlling a single investigator, deckbuilding and the concept of having your investigator ‘level up,’ the campaign, locations forming a map and so on. From there, we were given the green light to go ahead and start designing the actual cards, and it all pretty much fell into place after that.

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