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Kate Winthrop pulled the collar of her long coat tight against her neck to ward off the creeping chill of a damp autumn night. With a squeal of tires, a long black car raced by, pursued closely by a police wagon. Kate pressed herself up against the iron railing of the bridge over the Miskatonic to keep clear of the chaos.

She’d read in the papers about the recent upsurge in violent crime and felt the increasing tension all around the city. As the nights grew longer, she noticed a deeper darkness lurking in the shadows around Arkham, and the instruments in her research lab at the university were responding to some influence that she couldn’t observe.

Something was coming.

Fantasy Flight Games is proud to announce Dead of Night, a new expansion for Arkham Horror Third Edition!

In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. This expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, a new monster deck holder, and four new investigators to face these fresh horrors, armed with new spells, items, and allies.

Shots in the Dark

The gangs of Arkham have a long history of violence, and the peace between the O’Bannions and the Sheldons has always been tenuous at best. In the sweltering summer of 1926, a dark shadow pushes them into savage conflict.

The new Shots in the Dark scenario featured in Dead of Night sees investigators trying to make peace between two warring gangs in the streets of Arkham. You’ll have to deal with O’Bannion and Sheldon forces as you uncover the mystery of why these gangs are on the verge of tearing their rivals—and their city—apart. Maybe you’ll even have the opportunity to pick a side and end the conflict once and for all with a clear winner.

But why are these gangs at each other’s throats? In Arkham, nothing is ever as it seems and some conspiracies are best left unexplored. Do you have what it takes navigate this gang warfare and unravel the deeper mystery?

On the Lam

Dead of Night also includes four new investigators, each providing fresh blood for the horrors of Arkham to consume completely.

“Skids” O’Toole always tried to make decisions that would make his mother proud, but his luck never seemed to hold for very long. Something always went wrong, and each new choice seemed to leave him with fewer options than he’d had before. Then, his mom got sick and “few options” quickly dwindled to “no options.” In prison for robbing a bank to pay her mounting hospital bills, Skids learned just how badly things could go for a guy: his cell mate, ranting about “The Old Ones,” scrawled dozens of cryptic messages on the walls just before he burst into flames. Back on the street, Skids found another way to make his mother proud. Kneeling to lay flowers on her grave, he swore to do whatever he could to keep the world safe from ancient evils.

“Skids” O’Toole knows an opportunity when he sees one, and even at his lowest point can find the inner strength to push beyond his limits and face the horrors infesting Arkham. As a survivor/rogue hybrid, Skids can focus one of his skills whenever he rolls a one during a skill check. With a focus limit of zero, this is the only way Skids can increase his skills by focusing, and serves as a free action whenever the ex-con is down on his luck. But luck and grit aren’t the only tools Skids has at his disposal.

O’Toole is an expert at slipping out of trouble. He begins the game On the Lam, letting him give non-epic monsters the slip for a round at the cost of one horror. This allows Skids to stalk the streets of Arkham, avoiding the supernatural horrors bleeding out of every corner, slithering into places other investigators dare not tread.

When selecting Skids as an investigator, you get to choose between two different cards that will help determine your playstyle. Switchblade adds an element of danger to the ex-con, allowing him to deal one damage to a monster whenever you disengage with it. While Skids is not a great fighter, he is an expert at getting away unharmed, and his switchblade gives another level of protection against the encroaching darkness.

If you want to play Skids with a gentler touch, perhaps you can take advantage of his Light Fingers, which allows you to potentially gain an item in the display when you perform a gather resources action. With a keen observation skill, Skids can often take full advantage of most items in the display. Of course, Skids could end up stuck with the Wanted condition. This condition prevents you from having any reputation talents, and potentially can lead to a run in with the law, something Skids wants to avoid at all costs. But is Skids willing to face his fears if it means saving the world from the impending darkness? What other new investigators are willing to face the darkness and protect the world from ancient unknowable evils?

Survive the Night