Description
Months after The Yellow King's performance at the Ward Theatre, your probe into the bizarre events around the play has only led to more queries. You've faced Cultists, Lunatics, and Monsters, unearthed terrifying Schemes of vast scale, and witnessed Terrors that might be omens of greater threats. As your world teeters on the brink of madness and you wonder where to find answers, the solution is Paris. In A Phantom of Truth, the third Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game, you and your fellow investigators journey across the Atlantic. Haunted by vivid dreams of an alien world with black stars, twin suns, shattered moons, and twisted spires every night, you choose not to deal with your Doubts and Convictions in Arkham. Instead, you pursue the play's director, Nigel Engram, hoping he'll reveal the sinister truths behind the play. With game effects tied to the campaign's Doubt and Conviction rules and a bunch of new player cards to keep you focused, A Phantom of Truth immerses you in a world of supernatural horrors, psychological torture, and exciting mysteries. AHC14 BF2
To play A Phantom of Truth, start by setting up the game according to the Arkham Horror: The Card Game rules. As you progress through the campaign, pay close attention to the Doubt and Conviction rules, as many game effects in this pack are based on them. Use the new player cards strategically to help you face the supernatural terrors and solve the mysteries. When it comes to storage, keep the cards in a cool, dry place to prevent damage. Make sure to shuffle the cards well before each game to ensure fairness. If you're new to the game, take your time to understand the rules and how the new cards work. Don't be afraid to ask for help from more experienced players. Have fun exploring the world of A Phantom of Truth!