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ASMODEE - Arkham Horror LCG - Ritorno a... La Notte della Zelota - Italian Edition
You swore that you would never go back. Yet, like a snake biting its own tail, you were destined all along to return to where it all began. In the base set of Arkham Horror: The Card Game, the Night of the Zealot campaign presented you with your first challenge and introduced you to the investigators, game mechanics, and setting of the Arkham Horror Files, laying the solid foundation upon which you would build your forays into the unknown and incomprehensible. Now you are invited to return home and face a new challenge worthy of your mastery. Asmodee Italy is proud to announce Return to... The Night of the Zealot, an expansion for the The Night of the Zealot campaign contained in the base set of Arkham Horror: The Card Game.
Arkham Horror: The Card Game is a collaborative game in which 1 to 4 players play the role of investigators committed to solving a supernatural mystery and confronting the maddening horrors of the world of H.P. Lovecraft's Cthulhu Mythos. Now, in Return to. the Night of the Zealot, you will find an assortment of new content for the classic The Night of the Zealot campaign from the base set: your group is invited to replay that investigation enriched with new challenges and new benefits, with 66 new cards divided between encounter cards and player cards. This expansion also provides you with a convenient way to store your cards, a luxurious box with 18 divider cards to keep the entire The Night of the Zealot campaign in one place.
A MYSTERIOUS PORTAL
During your first foray into the Lovecraftian horrors of The Night of the Zealot, you saw the world you thought you knew fall apart when Ghouls and Cultists invaded your home, your safest refuge. Eventually you were forced to abandon the securities of your ignorance. Since then your investigations into the most macabre and paranormal phenomena have taken you all over the world, revealed dangerous realms that exist parallel to our reality, and dragged you to the very edge of your life and sanity. Now, after all you have seen and learned, the circle closes and you are back where you started, where a new level of horror awaits you.
This time the conspiracy is more extensive than you thought possible, and it begins with an alternate chapter in the very first setting of the original The Night of the Zealot campaign. As in that case, it is late at night. You are holed up in your study, immersed in reflections on the bloody disappearances that have rocked the region. After a few hours spent studying the case, you hear the sound of strange singing coming from your living room. At the same time you hear something rasping against the ground, as if someone is digging under the floor. A memory nestled deep in your psyche tells you how this is all going to turn out and you rush to investigate. The door to the study disappears before your eyes, but something moves. What is going on? Instead of a solid wall, you discover a strange portal leading to another part of your home. There must be a reason for everything that is happening....
GROWING DANGER
In Return to. the Night of the Zealot, the stars have aligned to open a portal to your past, but things are not exactly as they were. The evil forces you had defeated have become more powerful. In fact, they seem to have been waiting for this very moment to have another chance to destroy you, and this time they are not alone. This expansion contains new scenario cards for each of the three campaign scenarios, which now bear the name Return to... The Gathering, Return to... The Masks of Midnight and Return to...The Underground Devourer. Although these titles may suggest the image of something familiar resurfacing, the experience ahead is anything but familiar. Return to. the Night of the Zealot also enriches your encounter deck with 2 new encounter sets, teeming with monsters and dangers more terrifying than anything you have ever faced. The Ghouls of the Ghoul encounter set have been replaced by the Ghouls of Umôrdhoth, and Cultists who once belonged to a Dark Cult have now affiliated themselves with the Cult of the Devourer.
However, you will be far from helpless in your struggle against these new horrors. The experience you have accumulated as investigators in Arkham Horror: The Card Game is paying off: you have traveled to the far corners of the globe and had ample opportunity to hone skills and add stronger tools to your arsenal. This expansion includes some new player cards that give you improved versions of what you had found in the base set.
For example, your lucky Amulet, the Rabbit's Foot (AHC026/10) makes its return with an enhanced ability. Whereas in the basic set you could exhaust the Rabbit's Foot (AHC01/75) to draw a card after a failed skill test, this new version allows you to exhaust the card after a failed skill test to look at a number of cards equal to the amount you failed and add one to your hand. This added ability to look for exactly what you need can prove invaluable, as you will need every weapon and tool at your disposal if you are to solve the mystery--and make it out of the investigation alive.
CHANGING OBJECTIVES
In addition to a larger mystery to investigate, Return to... the Night of the Zealot includes a deluxe box that you can use to house the entire Night of the Zealot campaign, complete with marked divider cards for each set of encounters. Inside this hallowed receptacle you will find the 66 new encounter and player cards and a list of achievements with which to create the ultimate challenges to face in your matches of Return to... Night of the Zealot. For example, you will be able to choose the Baseball Bat (AHC01/74) as your weapon of choice and become a Reserve Batter, defeating three Ghouls without the Baseball Bat breaking. Another milestone may require each member of your team to remain inside the cursed house for three rounds in defiance of all logic, prompting you to ask ...Do I Have To?
As you explore these new methods of investigation, you must proceed with caution. The closer you get to the answers, the more exposed you will be to the threats lurking in the shadows of Arkham. Masked Horrors (AHC26/31) haunt every street, and even a friendly face may actually conceal danger. You have noticed that lately your neighbor Jeremiah Pierce (AHC26/44) has been taking a little too much interest in your activities and especially your investigations. To escape his constant suffocating questions you will have to put all your Will to the test. Each time you give in, Jeremiah gets a new piece of information to pass on and adds a fate to the plot for each failed point. Do you have what it takes to outsmart the wily Cultists, or will you fall victim to the mysterious evil forces that have lured you here from the beginning?
ACCEPT THE CHALLENGE
Your investigations have taken you far, but no hope of escape has ever existed. You must return to face your demons. Perhaps it would be easier to simply surrender to madness, yet despite the greater danger, you cannot (and will not!) allow Arkham to sink into darkness! Appeal to your courage, rally the team, and return to Zealot Night!
Illustrator: Grzegorz Bobrowski
Category: Expansion, Adventure, Fantasy, Novels, Horror, Collectible, Cards
Mechanics: Cooperative Play, Division into Roles, Hand Management, Action Points, Deck / Bag - Building, Asymmetry between Players
Family: Board Game
Age: +14
Duration: 60-120 minutes
Players: 1-2
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