Number of Player Cards per release

By Soakman, in Arkham Horror: The Card Game

Hey all!

So, the core set and the Dunwich box each have a variety of player cards to build decks out of. The stand-alones don't seem to have any besides those you gain from the scenario.

Is there an approximate break-down of cards known for each mythos pack in the mysthos cycles for the campaigns (ie the mythos packs for Dunwich legacy campaign). It looks like the first mythos pack article says 26, then next 28, and blood on the altar just says 60 cards (including a 'complete' set of player cards).

Do we know how this is broken down? Are they divided between the 5 classes and neutral cards? If so, that is roughly 4 cards per type (2 of each or 1 of each?) And then the third mythos pack is unknown?

Anyone have any info on this?

It'll vary somewhat but generally Mythos Packs will have 2x of each of 10 class cards, 2 per class, and then 2 or maybe 4 of one or two neutral cards. There's also sometimes Basic Weaknesses, usually those are going to be one-of per pack. The rest are Act/Agenda/Encounter cards. 60 is the total, player + Encounter cards. Each Mythos Pack will always have 60 cards, though the breakdown may change slightly from one to another.

Like Network said, each pack will probably contain 2 cards for each of the 5 classes. My bet, after seeing that the Dunwich Expansion didn't had any, is that they will also contain 2 neutrals for a total of 24 player "readibly available" cards per pack. Then, depending on the scenario, there will be extra player cards you gain for the campaign mode, like the 4 copies of a new weaknesses on the second pack (hence the 28 player cards in it).

And some were complaining how fast the expansions are coming... :P
The card pool for investigators are still evolving slowly, imho. (in a deck builder game with 30+ card decks / investigator... and knowing that in the near future multiple characters will be available per classes)

Multiple investigators of the same class increase the deckbuilding possibilities, especially if they have different deckbuilding options.

Multiple investigators of the same class increase the deckbuilding possibilities, especially if they have different deckbuilding options.

Only if you are not playing them in the same party.

As the card pool is limited (2 core sets so far and planning to buy only 1 sets from upcoming expensions), the more investigators you are using with the same class, the less options you will have in deckbuilding.

2 cores and 1 of each expansion is the playset for a single player. Building multiple decks out of it simply doesn't work (and it's unreasonable to expect someone to provide all cards for an entire group at that level of deckbuilding). Also, playing multiple investigators with the same class limits what the group is able to do, so it's better to cover more classes.

More classes bring more different skills too, so I think it's better for that reason.

ArkhamDB has spoilers for a bunch of the next campaign's cards, which I think is almost every player card in the deluxe box (including weaknesses). Only one or two cards are missing in some classes, assuming each gets the same number of new cards. Some of the cards are upgrades for existing cards, like Emergency Cache in one of the later packs. It sort of looks like having more than one of those expansions would be necessary. At least I never skip Emergency Cache for now.

ArkhamDB has spoilers for a bunch of the next campaign's cards, which I think is almost every player card in the deluxe box (including weaknesses). Only one or two cards are missing in some classes, assuming each gets the same number of new cards. Some of the cards are upgrades for existing cards, like Emergency Cache in one of the later packs. It sort of looks like having more than one of those expansions would be necessary. At least I never skip Emergency Cache for now.

Only one per player would be necessary, since they come in 2 copies.