Extended campaign play

By Dresden03, in Arkham Horror: The Card Game

How does a multi campaign work? Do you continue everything across everytime or do you get to reset certain things. I started from the night of the zealot campaign but by the end of the dunwhich legacy my characters have been forced from 2 weaknesses up to 6 in one case and and either 1 or 2 sanity or health at the start of the scenario. We are looking to start the path to carcosa now and i dont want to retire my investigators but im worried i dont have a choice.

The rules seem to treat each deluxe expansion as a "campaign" but does not seem to explain rules for running play as i want to do.

Can anyone advise me on what should be done? Do i start fresh with new characters with a chaos bag heavily weighed against me with investigators with no altered decks?

Hi @Dresden03 ,

If you want to carry on campaign to campaign, Matt Newman (lead developer) added rules for this in the Arkham FAQ: https://images-cdn.fantasyflightgames.com/filer_public/12/ec/12ecf8b7-bd11-41f1-a243-155f607b3444/ahc_faq_v141.pdf

The part in question (page 5, section 1.11):

This section expands on the ability for investigators to transfer from a completed campaign to another campaign, as originally described in the section “The End…or Is It?” in the Night of the Zealot campaign guide. Note: The standard rules of the game dictate that players start each campaign with a clean state (new decks and 0 experience). The following is an optional variant that is likely to affect the game’s balance. Only intrepid investigators who wish to embrace the chaos should choose this option. When transferring one or more investigators from a completed campaign to a new campaign, players should observe the following rules: =Not all surviving investigators in the original campaign need to be transferred. It is okay to transfer some and start fresh with others. =Investigator decks remain the same. This includes all story assets and weaknesses earned in the original campaign, as well as experience gained and trauma suffered. Everything recorded in the campaign log under that investigator’s “Earned Story Assets / Weaknesses” should be transferred to the new campaign, as well. =All other notes in the Campaign Log should be wiped clean and do not transfer to the new campaign. =The chaos bag is reset. This includes all additional chaos tokens that were added to the chaos bag throughout the original campaign. =Cards and Campaign Guides are written with the assumption that investigators are not being transferred from one campaign to another. For this reason, campaigns are sometimes referred to as “the campaign.” (For example, “ for the remainder of the campaign…”) In general, when interpreting such effects, treat each campaign as being separate from one another. However, some effects should be interpreted as if each campaign played is part of one continuous uninterrupted campaign. This includes rules that dictate how an earned weakness or story asset operates, or additional rules that a specific investigator must follow. (For example, “ for the remainder of the campaign, the bearer of X weakness must only speak in French.”)

Hope that helps.

I usually play 4 player and I have always thought there would be a huge early game advantage to transfer one of your characters over from the prior campaign, even if they are banged up.

Sure that transferred character may not make it all the way through, but he will give everyone else a jump on getting more xp in that campaign.

That being said, we all have been excited to try new characters in a new campaign, so we haven't tried it yet.

4 hours ago, zooeyglass said:

Hi @Dresden03 ,

If you want to carry on campaign to campaign, Matt Newman (lead developer) added rules        for this in the Arkham FAQ: https://images-cdn.fantasyflightgames.com/filer_public/12/ec/12ecf8b7-bd11-41f1-a243-155f607b3444/ahc_faq_v141.pdf

The part in question (page 5, section 1.11):

This section expands on the ability for investigators to transfer from a completed campaign to another campaign, as originally described in the section “The End…or Is It?” in the Night of the Zealot campaign guide. Note: The  standard rules of the game dictate that players start each campaign with a clean state (new decks and 0 experience). The following is an optional variant that is likely to affect the game’s balance. Only intrepid investigators who wish to embrace the chaos should choose this option. When transferring one or more investigators from a completed campaign to a new campaign, players should observe the following rules: =Not all surviving investigators in the original campaign need to be transferred. It is okay to transfer some and start fresh with others. =Investigator decks remain the same. This includes all story assets and weaknesses earned in the original campaign, as well as experience gained and trauma suffered. Everything recorded in the campaign log under that investigator’s “Earned Story Assets / Weaknesses” should be transferred to the new campaign, as well. =All other notes in the Campaign Log should be wiped clean and do not transfer to the new campaign. =The chaos bag is reset. This includes all additional chaos tokens that were added to the chaos bag throughout the original campaign. =Cards and Campaign Guides are written with the assumption that investigators are not being transferred from one campaign to another. For this reason, campaigns are sometimes referred to as “the campaign.” (For example, “ for the remainder of the campaign…”) In general, when interpreting such effects, treat each campaign as being separate from one another. However, some effects should be interpreted as if each campaign played is part of one continuous uninterrupted campaign. This includes rules that dictate how an earned weakness or story asset operates, or additional rules that a specific investigator must follow. (For example, “ for the remainder of the campaign, the bearer of X weakness must only speak in French.”)

Hope that helps.

Very much appreciated thankyou.