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Arkham Horror The Circle Undone

$89.99 CAD
$89.99 CAD
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Board Game Info

  • Number of Players: 1–2
  • Play Time: 120
  • Age:
  • Complexity:
  • Designed by: MJ Newman
  • Publisher: Fantasy Flight Games

About the Product

Something is wrong in Arkham. Members of the city's most secretive society have vanished, spectral figures haunt the grounds of a Beacon Hill estate, and the investigators who go looking for answers find themselves lost in moonlit woods before the night is through.

The Circle Undone is the fourth deluxe expansion for Arkham Horror: The Card Game, and it brings the campaign home — literally. After the exotic jungles of The Forgotten Age and the surreal dreamscapes of The Dream-Eaters, this cycle returns to Arkham proper, rooted in witch cults, secret lodges, and the kind of ancient dread that lurks behind familiar streets.

The box opens with something unexpected: a playable prologue — Disappearance at the Twilight Estate — where each player takes on a temporary character from the mansion's guest list rather than their chosen investigator. You're given a small hand of cards, no deck, and told from the outset that you will fail. It works as both a gripping story hook and a surprisingly effective introduction to the mechanics for new players.

From there, the first two scenarios of the full campaign unfold: The Witching Hour, which separates investigators in the dark woods outside Arkham, and Death's Doorstep, which returns to the manor with consequences from the prologue already baked in.

The expansion also introduces six new investigators, each designed to subvert their class archetype in interesting ways — a Guardian who can't use weapons, a Seeker who's a crack shot, a Rogue who starts with 1s across every stat, and a Mystic whose willpower begins at 1 and only climbs as she denies the darkness. A new Tarot card slot adds a fresh asset category, and the Haunted keyword turns familiar locations into something considerably more threatening.

If you've been waiting for a good entry point into the Arkham LCG, this is one of the strongest starting campaigns in the game.


What's In The Box

  • Playable prologue: Disappearance at the Twilight Estate
  • Scenario 1: The Witching Hour
  • Scenario 2: Death's Doorstep
  • 6 new investigators: Carolyn Fern, Joe Diamond, Preston Fairmont, Diana Stanley, Rita Young, Marie Lambeau
  • New Tarot card slot and Tarot asset cards
  • New Haunted location keyword
  • 42 player cards across all five classes

What People Are Saying

"The Circle Undone is a great jumping on point... It's a really excellent chapter in the Arkham LCG, a game that continues to impress and innovate with every expansion." — Iain McAllister, There Will Be Games (4/5)

"To me, this is possibly my favourite starting point of any of the previous Cycles." — Daniel L., The Daily Worker Placement

"Where 'The Circle Undone' really makes its mark is in the depth of narrative... the options for moving through the campaign are more diverse."Speculiction

  • Diana Stanley described as "tough, powerful and extremely versatile" with the right build — one of the most popular investigators in the entire game
  • Joe Diamond's Hunch Deck mechanic called "an inspired piece of design" across multiple reviews
  • Praised for being approachable for new players while rewarding veterans with one of the most narrative-rich campaigns in the LCG

New Mechanics

Tarot Cards A new asset slot arrives in The Circle Undone, distinct from hand, body, and accessory slots. Each investigator class gets its own Tarot card — primarily offering a +1 boost to a primary stat — along with a neutral option and one very dangerous basic weakness. They reward players who build around drawing them early and add a fresh customization layer to deck construction.

Haunted Locations Certain locations in the campaign carry the Haunted keyword, sitting dormant until triggered by encounter cards or agenda advancement. When they activate, they apply an additional penalty on top of failing a skill test — compounding the horror of already difficult situations. It's a mechanic that punishes carelessness and rewards players who read the board carefully before committing to an action.

  • Mechanisms: Cooperative Game, Hand Management, Variable Player Powers
  • Theme: Cthulhu Mythos
  • Adults
  • 13-18 years
  • Teens
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Pickup Options

Available for Pickup in Pictou store, For Halifax customers pickup is in Dartmouth near Mic Mac Mall.

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