|Once again terror has come to New England, this time spreading to the small country town of Dunwich, just a few miles from Arkham. The area is filled with rolling hills, many of which are topped with mysterious stone circles or the ramshackle houses the recluses who live outside of town. At night the piping of the whippoorwills fills the air, while lightning bugs dance in the witch-haunted hallows. This is a place where dark pacts with unkown forces are made and where city folk go to disappear without a trace. But however much the people of Dunwich may distrust outsiders, they desperatly need our help against the Horror that has manifested on the Whateley farm...|
Dunwich Horror is a huge expansion that adds more than just a few cards to the mix. Dunwhich Horror not only expands on the gameplay already in Arkham Horror, but also adds many new mechanics. Players can take a train to Dunwich (a new board that is placed on the end of the Arkham board), which adds nine new locations and two new outer worlds to the game. When a player reaches 0 stamina or sanity they now have the option of drawing from the Injury or Madness deck, aquiring permanent handicaps rather than losing half their items and clue tokens. Sealed gates not being permanent (a popular house rule in the base game) is now an official game mechanic. Four condition cards that provide benifits to all players may be activated. And, of course, the Horror itself may enter play. Not as strong as the Ancient Ones, yet far stronger than any other monster in the game. Twenty-eight new monsters tokens are also included.
Dunwhich Horror adds to the base set's contents with eight new Investigators and four new Ancient Ones.