"The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them."
–H.P. Lovecraft, "The Dunwich Horror"
You thought the cases were closed, relegated to a past that was best left forgotten. Beginning with a search for two missing Miskatonic University professors, your inquiries in The Dunwich Legacy launched you on a campaign that led from the infamous Clover Club to the decrepit streets of Dunwich and realms beyond. But questions from these strange investigations still linger, compelling you to board the train to Dunwich once more.
In The Dunwich Legacy, you experienced your first full-length campaign for Arkham Horror: The Card Game, delving into eldritch mysteries while facing unknowable evil over the course of eight distinct scenarios. Now, Return to the Dunwich Legacy invites you to re-open your old cases and experience this thrilling campaign with fresh eyes as you encounter new challenges and new surprises. Across this expansion’s 104 new cards, you’ll explore new locations, face more ghastly treacheries, and enhance your investigator’s abilities as you face even more unspeakable terrors. What's more, continuing in the footsteps of the Return to the Night of the Zealot upgrade expansion, Return to the Dunwich Legacy also features a premium box and thirty-two divider cards to conveniently store your complete campaign in one place.
During your first foray into the mysteries surrounding Dunwich, you slowly peeled back the layers to uncover a dark conspiracy that threatened the whole of existence. Though you barely escaped that ordeal with your life, something draws you back to that abysmal village, telling you that there is more to be discovered. Indeed, the closer you look, the more you reveal a deeper layer of mystery than you initially suspected. You now find yourself retracing your steps in a desperate attempt to make sense of the incomprehensible.
But not everything is as you remember. From the tree-lined campus of Miskatonic University to the streets of Dunwich itself, small details seem to have shifted, making your task all the more difficult. Completely new locations, such as the Warren Observatory (Return to the Dunwich Legacy, 13), seem to have appeared overnight, holding their own dark secrets. As you proceed, however, these changes become more sinister and pronounced. While returning to Dunwich in “The Return to the Essex County Express,” for example, you’ll come up against a completely new Agenda to begin the scenario. As before, you are traveling to Dunwich when your train comes to a jarring stop. But now you watch in horror as a massive beast emerges from a tear in the sky and descends upon the train. Can you move fast enough to avoid this beast, or will it catch up to you and your fellow passengers?
You may have investigated Dunwich once, but this time the evils you encountered before are waiting for you, and they’re more prepared than ever to see their sinister machinations through to the end. In addition to exploring new locations and experiencing surprising bends in the story you thought you remembered, you’ll also face a wealth of terrifying new enemies and fiendish treacheries across the new cards provided for each of Return to the Dunwich Legacy’s eight scenarios. For instance, what was already a harrowing search at Miskatonic University becomes all the more horrifying while an Enthralled Security Guard (Return to the Dunwich Legacy, 14) stalks you across campus.
These enhanced scenario cards may prove to be more than a challenge, but Return to the Dunwich Legacy pushes you even farther into the unknown. In addition to changes to every scenario, this upgrade expansion introduces six brand-new encounter sets that replace many of the cards you once knew. Rather than simply face the Agents of Yog-Sothoth, you must now contend with Yog-Sothoth’s Emissaries, and the Ancient Evils you have dealt with countless times have are now Resurgent Evils, putting you in more peril than ever before.
THE RIGHT STUFF
Despite the new horrors you encounter as you retrace your steps through Dunwich, all hope is not lost. The increased threat of the new beasts and other mind-shattering evils is met by upgraded versions of several player cards you originally found in The Dunwich Legacy. For example, your initial investigations gave you the chance to identify a Strange Solution (The Dunwich Legacy, 21). Once you did, the card could be upgraded into one of three powerful variants—greatly increasing your ability to attack enemies, escape danger, or restore yourself or your fellow investigators to health. Upon your return to Dunwich, you’ll find yet another option, an Empowering Elixir (Return to the Dunwich Legacy, 4) that gives you a burst of resources and a card right when you need them.
This influx of new player cards is a boon, and you’ll need all the cards you can get to complete the achievements included with Return to the Dunwich Legacy. These achievements add another layer of challenge to your games, asking you and your fellow investigators to complete tasks like going Bird Hunting by defeating three Whippoorwills in a single turn or ensuring everyone is All Aboard by completing The Essex County Express without any Helpless Passengers leaving play.
If you need even more of a challenge, this upgrade expansion also includes a list of Ultimatums for you to create the ultimate test. This optional variant raises the stakes, pushing you to use all the skills you’ve learned. How long can you survive when you're shuffling weakness cards back into your deck or going without experience for an entire campaign?
BACK TO THE BEGINNING
You can’t stay away any longer. Despite the danger, despite the looming threat of madness, you must unravel the mysteries of Dunwich. It’s time to brush the dirt off your old cases, gather your things, and board the train to Dunwich once more!<