Board & Card Games · Type

Eldritch Horror: The Co-op Game, How It Plays and Its Expansions

Eldritch Horror is a cooperative board game for 1 to 8 players, ages 14+, where the whole table works together to stop an ancient evil from waking up. The listing says 120 to 240 minutes. Plan the evening around the bigger number and enjoy it if you finish early. Our Amazon US data has the base game and seven expansions, and every expansion needs the base box.

A yellowed world-map game board with tokens and card stacks on a garage table under a work lamp

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Strategy & hobby games
ModelSolo modeAmazon
Asmodee Eldritch HorrorStrategy & hobby games
More specs
Recommended age
14+ yearslisting
Players (min)
1listing
Players (max)
8listing
Play time (min)
120 minlisting
Play time (max)
240 minlisting
Expansion
Nolisting
Components
12 investigators, 300+ cards, 250 tokenslisting
YeslistingCheck price
Asmodee Eldritch Horror: Forsaken Lore ExpansionStrategy & hobby games
More specs
Recommended age
14+ yearslisting
Players (min)
1listing
Players (max)
8listing
Play time (min)
120 minlisting
Play time (max)
240 minlisting
Expansion
Yeslisting
—Check price
Asmodee Eldritch Horror: Mountains of Madness ExpansionStrategy & hobby games
More specs
Recommended age
14+ yearslisting
Players (min)
1listing
Players (max)
8listing
Play time (min)
120 minlisting
Play time (max)
240 minlisting
Expansion
Yeslisting
—Check price
Asmodee Eldritch Horror: Strange RemnantsStrategy & hobby games
More specs
Recommended age
14+ yearslisting
Players (min)
1listing
Players (max)
8listing
Play time (min)
120 minlisting
Play time (max)
240 minlisting
Expansion
Yeslisting
Base game required
Eldritch Horrorlisting
YeslistingCheck price
Asmodee Eldritch Horror: Under the Pyramids ExpansionStrategy & hobby games
More specs
Recommended age
14+ yearslisting
Players (min)
1listing
Players (max)
8listing
Play time (min)
120 minlisting
Play time (max)
240 minlisting
Expansion
Yeslisting
—Check price
Asmodee Eldritch Horror: Signs of CarcosaStrategy & hobby games
More specs
Recommended age
14+ yearslisting
Players (min)
1listing
Players (max)
8listing
Play time (min)
120 minlisting
Play time (max)
240 minlisting
Expansion
Yeslisting
Base game required
Eldritch Horrorlisting
YeslistingCheck price
Asmodee Eldritch Horror: The DreamlandsStrategy & hobby games
More specs
Recommended age
14+ yearslisting
Players (min)
1listing
Players (max)
8listing
Play time (min)
120 minlisting
Play time (max)
240 minlisting
Expansion
Yeslisting
Base game required
Eldritch Horrorlisting
YeslistingCheck price
Asmodee Eldritch Horror: Cities in Ruin ExpansionStrategy & hobby games
More specs
Recommended age
14+ yearslisting
Players (min)
1listing
Players (max)
8listing
Play time (min)
120 minlisting
Play time (max)
240 minlisting
Expansion
Yeslisting
—Check price

What’s in this listEditions and versions of Eldritch Horror sold on Amazon US, matched by the name on the listing. Players, age and play time come from the box or listing. “—” means neither the maker nor the Amazon listing states it.

What Eldritch Horror is

Eldritch Horror is a cooperative board game. Co-op means every player is on the same team, and you win or lose together against the game itself. Fantasy Flight's rulebook says it plainly on the first page of play: all players win or lose the game together.

Each player controls an investigator, a character with their own skills and starting gear. The team travels a world map, fights monsters, closes gates and works on Mysteries. Solve three of the Ancient One's Mysteries and you banish it. Run out of time and it wakes up.

The publisher's page describes it as based on the fiction of H.P. Lovecraft and inspired by the board game Arkham Horror. The character sheets are designed to look like worn passports, and the board is a yellowed world map. That's the mood. I'll leave the horror to the cards.

Here are the box facts for the base game, from the listing and Fantasy Flight:

The base box comes with two books: a rulebook to teach the game, and a reference guide for rules questions, exceptions and optional rules. The rulebook says on its first page that it skips many exceptions on purpose, so new players can learn the flow first. Two books for one game sounds like a lot until you see the card count.

How Eldritch Horror plays

The rules below are in my own words, from Fantasy Flight's Eldritch Horror rulebook. I've kept to the shape of a round. The card interactions are what the reference guide is for.

Before the first round

Pick an Ancient One. Its sheet sets the starting Doom and brings its own Mystery, Research and Special cards. The rulebook suggests Azathoth for a first game. Then build the Mythos deck by following the instructions at the bottom of the Ancient One's sheet. Then pick one player to hold the Lead Investigator token. Starting with that player and going clockwise, everyone chooses an investigator and puts the token on the board space shown on the back of their sheet.

The three phases of a round

Every round has three phases, always in this order.

1. Action Phase. Starting with the Lead Investigator and going around the table, each investigator takes up to two actions. Each action can be taken only once per round. In other words, no resting twice. I've tried to apply that rule to my lunch break. The actions are:

2. Encounter Phase. Starting with the Lead Investigator, each investigator resolves one encounter. If monsters share your space, you fight each of them, one at a time, in the order you choose. If not, you resolve a location encounter, or a token encounter like a clue or a gate on your space. Encounters are short story moments read off a card, with good or bad results. Fantasy Flight's page says a failed encounter can cost health or sanity, or hand you a Condition card such as an injury.

3. Mythos Phase. The Lead Investigator draws and resolves one Mythos card. Think of them as the game's own turn. They move Doom closer, open gates, spawn monsters and start Rumors that need dealing with. At the end of this phase, the Lead Investigator can hand the token to any player. Then a new round starts.

How you win

The team wins the moment it solves three of the Ancient One's Mysteries. Each Mystery card is a task, and the Ancient One's deck decides what kind. If the Ancient One wakes up before that, you also have to solve its Final Mystery to win.

How you lose

The rulebook lists the ways the board wins:

  1. Doom reaches 0 and the Ancient One wakes up. The back of its sheet then says how you can still lose.
  2. Every investigator has been eliminated.
  3. You have to draw a Mythos card and the deck is empty.

That last one is my favorite rule in the box. The game can end because you ran out of calendar.

Teaching it to a new table

The Lead Investigator token is the closest thing this game has to a host. It decides who acts first in the Action and Encounter Phases, and it resolves the Mythos card. The rulebook lets the holder pass it to anyone at the end of each round. For a first game, my advice is to hand it to whoever read the rulebook, and keep it there for a round or two while everyone else learns the rhythm.

Then read the Mythos card out loud every round. It's where the threats come from, and a table that hears it together plans together. That's the whole point of a co-op game.

Making it easier or harder

Fantasy Flight's page says the Mythos cards come in three difficulty levels, and you can pull out the easier or the harder ones when you build the deck. The reference guide has the optional rules for that, and for scoring a game at the end. For a first game, the rulebook's Azathoth suggestion is the place to start.

Dana's ruling: anything with a 240 on the side of the box starts on a day she isn't working a night shift, so somebody at the table is awake enough to call it.

Eldritch Horror on Amazon US right now

Our data for this page lists 8 Eldritch Horror listings on Amazon US as of October 2026: the base game and seven expansions, all under the Asmodee brand on the listing. The table above shows what each states. Every one of them lists 1 to 8 players, ages 14+ and 120 to 240 minutes, so the table won't help you choose. What's inside will.

A stack of plain board-game boxes, one large base box under seven smaller ones, on a garage shelf

Eldritch Horror (the base game)

The listing says 1 to 8 players, 14+, 120 to 240 minutes, solo mode, and names 12 investigators, 300+ cards and 250 tokens. It's the only listing on this page that isn't an expansion. Start here, whatever else you buy.

The expansions, from Fantasy Flight's rulebooks

Every expansion listing in our data is marked as an expansion. Three of them, Strange Remnants, Signs of Carcosa and The Dreamlands, also name "Eldritch Horror" as the base game required. Here's what each adds, from the rules Fantasy Flight publishes for it:

Marisol looked at a base game plus seven expansions and asked where the storage plan was. "Eight boxes is a survey with more appendices than map," she said. She has a point, and a shelf she'd like back.

Get the most from the base box first

There's a lot in the base box already. Four Ancient Ones, twelve investigators and three hundred-some cards is plenty of variety for a group that plays a few times a year. The expansions add investigators, Ancient Ones and new rules on top, and three of them add whole side boards. Each new mechanic, like Focus or Impairment or Disasters, is one more thing to teach before the first Mythos card comes out.

So the base game is the first purchase for everyone. After that, the expansions split two ways. Forsaken Lore, Signs of Carcosa and Cities in Ruin come as smaller sets of cards and tokens. Mountains of Madness and Under the Pyramids each bring a new side board. If your table space is already tight, that's the line to look at.

Who should skip Eldritch Horror

Skip it if your group wants to compete. Everyone wins or loses together, and a player who likes beating the person across the table will be bored or bossy.

Skip it if your game nights run under two hours. Every listing says 120 to 240 minutes, and that's before setup. A table that wants three games in an evening wants different games.

Skip it for younger players if you go by the box. All eight listings say 14+, with no exceptions in the expansions.

And skip it if losing to the board ruins your night. Cooperative games can and do beat the whole table, and this one has three separate ways to do it.

If you like Eldritch Horror, look at these

Pages chosen by what they share with Eldritch Horror: a cooperative game, a long evening, a bigger table.

Read the rulebook first, keep the reference guide close, and start with Azathoth.

Related

Questions people ask

How long does Eldritch Horror take?

The base game listing in our data says 120 to 240 minutes, and every expansion listing gives the same range. Fantasy Flight's product page agrees. The game runs until the players solve three Mysteries or lose, so length depends on the Ancient One you face, the number of players and how the cards fall. Setup adds time on top.

How many players can play Eldritch Horror?

One to eight. That's the range on Fantasy Flight's product page and on every Eldritch Horror listing in our data. Each player controls one investigator. With one player, the rulebook points you to the reference guide, which has optional rules for one-player games. The base box lists 12 investigators, so there are always more than you need.

Can you play Eldritch Horror solo?

Yes. The base game listing marks a solo mode, and Fantasy Flight's rulebook says the reference guide includes optional rules for playing one-player games. The Strange Remnants, Signs of Carcosa and The Dreamlands listings in our data also mark solo play. Since the game is cooperative, solo just means you're the whole team.

Is Eldritch Horror the same as Arkham Horror?

No. Fantasy Flight's page describes Eldritch Horror as a cooperative game based on the fiction of H.P. Lovecraft and inspired by the board game Arkham Horror. They share a setting and the co-op idea, but Eldritch Horror sends investigators around the whole world map. Arkham Horror isn't in our data for this page.

Which Eldritch Horror expansion should I get first?

We can't rank them from data: every expansion listing in our data shows the same 1 to 8 players, 14+ and 120 to 240 minutes. What differs is what's inside, from Fantasy Flight's rulebooks. Forsaken Lore is mostly new cards. Mountains of Madness and Under the Pyramids add side boards. Cities in Ruin adds Disasters. Pick by what you want more of.

Sources

  1. Fantasy Flight Games: Eldritch Horror — accessed 2026-10-23
  2. Fantasy Flight Games: Eldritch Horror rulebook (PDF) — accessed 2026-10-23
  3. Fantasy Flight Games: Forsaken Lore rules (PDF) — accessed 2026-10-23
  4. Fantasy Flight Games: Mountains of Madness rulebook (PDF) — accessed 2026-10-23
  5. Fantasy Flight Games: Strange Remnants rules (PDF) — accessed 2026-10-23
  6. Fantasy Flight Games: Under the Pyramids rulebook (PDF) — accessed 2026-10-23
  7. Fantasy Flight Games: Signs of Carcosa rules (PDF) — accessed 2026-10-23
  8. Fantasy Flight Games: The Dreamlands rulebook (PDF) — accessed 2026-10-23
  9. Fantasy Flight Games: Cities in Ruin rules (PDF) — accessed 2026-10-23