From Velma's Diner to gates to Other Worlds, investigators will need all the skills, strength, & sanity they can muster to prevent the Ancient Ones from awakening on the streets of Arkham!
From Velma's Diner to gates to Other Worlds, investigators will need all the skills, strength, & sanity they can muster to prevent the Ancient Ones from awakening on the streets of Arkham!
From Velma's Diner to gates to Other Worlds, investigators will need all the skills, strength, & sanity they can muster to prevent the Ancient Ones from awakening on the streets of Arkham!
From Velma's Diner to gates to Other Worlds, investigators will need all the skills, strength, & sanity they can muster to prevent the Ancient Ones from awakening on the streets of Arkham!
From Velma's Diner to gates to Other Worlds, investigators will need all the skills, strength, & sanity they can muster to prevent the Ancient Ones from awakening on the streets of Arkham!
From Velma's Diner to gates to Other Worlds, investigators will need all the skills, strength, & sanity they can muster to prevent the Ancient Ones from awakening on the streets of Arkham!
From Velma's Diner to gates to Other Worlds, investigators will need all the skills, strength, & sanity they can muster to prevent the Ancient Ones from awakening on the streets of Arkham!
From Velma's Diner to gates to Other Worlds, investigators will need all the skills, strength, & sanity they can muster to prevent the Ancient Ones from awakening on the streets of Arkham!
In a museum in 1926 a handful of investigators race against time to locate the eldritch symbols required to seal the portals between worlds & stop the Ancient One from reducing humanity to cinders.
A fast-paced, cooperative dice game of supernatural intrigue. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One.