
Arkham Horror: Il Gioco di Ruolo – Terra Antartica
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The FroGames Review
You are standing on the ship's deck, Antarctica looming on the horizon like a white wall. Behind you, six investigators who have agreed to return to where twelve people died. Ahead of you, over fifty hours to find out if you will save the lost expedition or if you, too, will never return.
WHAT IT'S ABOUT
A colossal campaign beyond the Mountains of Madness
Terra Antarctica is the first premium campaign for Arkham Horror: The Roleplaying Game, a direct sequel to At the Mountains of Madness, the 1936 Lovecraftian story. Written by Sam Stewart, Keith Kappel, Brandon Perdue, and Leah Hawthorne and distributed by Asmodee via EDGE Studio, it brings over 50 hours of gameplay to the table in a 1.8 kg boxed set of components: three 48-page books, six pre-made investigator sheets, 24 ice-blue dice, double-sided poster maps, an expedition diary, item cards, ally and adversary profiles, physical puzzles, and over 100 tokens.
In 1930, the Miskatonic expedition ended in tragedy: twelve dead, survivors with deep mental scars. Two years later, a new expedition disappears on the frozen continent. Professor Dyer organizes a rescue mission. You are one of the six investigators returning to Antarctica: pilots, scientists, veterans. The system uses six-sided dice pools against thresholds, stress and sanity management, tactical combat on maps, and investigator progression with unique options for each pre-made character. Requires the Core Rulebook or the Hungering Abyss Starter Set.
What they say abroad
"Over 50 hours of exploration, adventure, dazzling action, and heroic battles await you"
Over 50 hours of exploration, adventure, dazzling action, and heroic battles await you
— EDGE Studio
This is the first premium campaign for the Arkham Horror RPG and it shows: premium components, six ready-to-use investigators, and physical materials that really make you feel like you're on an expedition. A product designed to keep the group at the table week after week.
— FroGames
Arkham Horror: The Roleplaying Game – Terra Antarctica
What's in the box
A complete Antarctic expedition kit
Three 48-page books
Each book is one act of the campaign. Over 50 scenes in total, narrative and tactical, with room for improvised expansions. You won't read it all in one night.
Three double-sided poster maps
Glaciers, expedition bases, pre-human ruins. Combats and scenes take place on large maps, with tokens to position investigators, allies, and monsters.
24 blue six-sided dice
The color of Antarctic ice. The Arkham Horror RPG system uses d6 pools: the more skills you have, the more dice you roll against a threshold. These are enough for the whole group.
Six pre-made investigators
Winifred Habbamock (pilot), Daniela Reyes, Mark Harrigan, and other Mythos veterans. Each folio has stats, background, common actions, and unique advancement options. They work even without the Core Rulebook.
🎲How to playThe rules in four steps▼
How to play
The flow of every scene
Arkham Horror RPG functions via alternating narrative and tactical scenes, using d6 pools against thresholds.
Each scene has descriptive text in the book. The GM reads or paraphrases it, describing the situation, the NPCs present, and the environment. The investigators decide what to do.
When an action is uncertain, the investigator rolls a pool of d6 (as many as their skill) against a threshold. Each die that exceeds the threshold is a success. You need a certain number of successes to pass. If you fail, you accumulate stress or consequences.
When fighting, a map is used. Each investigator has initiative, movement, and actions (attack, defend, item, special skill). Monsters have profiles on dedicated cards. Dice are rolled to hit, dodge, and resist physical and mental trauma.
Between scenes, the group manages expedition inventory, uses items, and heals wounds and stress. At the end of each act, investigators level up: new skills, new knacks (unique abilities), and new permanent traumas. The journal is updated with discovered secrets.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Dyer's briefing
The group meets for the first time. Professor Dyer explains what happened to the Starkweather-Moore expedition: vanished after two words over the radio: "Stay away." Everyone chooses their premade investigator, reads their background, and understands why they agreed to go back there. The GM opens the first book and reads the opening scene. The tone turns serious immediately.
First contact with the ice
The ship reaches Antarctic waters. The group disembarks, sets up base camp, and meets the first allies of the expedition (and perhaps the first NPCs who will die). First skill tests: survival, navigation, cold management. The blue dice are rolled for the first time. Someone fails, someone accumulates stress. Antarctica is unforgiving.
The mountains approach
The group advances toward the Mountains of Madness, where the 1930 Dyer expedition found the ruins. Encounters with fanatical cultists, monsters that shouldn't exist, and impossible geological secrets. Tactical combat enters the scene: maps, tokens, dice for attack and defense. Someone loses sanity, someone finds a key item. The expedition journal is filled out.
City of the Elder Things
The memorable moment: the discovery of pre-human ruins, cyclopean cities built by alien races millions of years before humanity. The group explores, solves physical puzzles (the real ones in the box), and reads fragments of cosmic history. Someone understands too much; someone wishes they never had. The GM turns the page and reads the revelation. The table falls silent.
Return or oblivion
The campaign closes. Did the group save the survivors? Did they stop the cult? Did they discover the final secret? Or did they stay there, amidst the ice and madness? 50 hours of choices converge in the epilogue. The GM closes the third book. Someone remembers the first scenes, and how naive they were. Someone is already suggesting the next campaign. But not right now.
🐸Know this firstThree honest things, from friends▼
Know this first
Three honest things
Terra Antarctica is NOT standalone. You need the Arkham Horror RPG Core Rulebook or the Hungering Abyss Starter Set for the complete rules. The six premade investigators work even without the rulebook, but the GM needs the rules to adjudicate tests, combat, and progression. Budget accordingly.
This isn't a one-shot. It is a long campaign, structured into three acts (three 48-page books) and over 50 scenes. If you play 3 hours per session, we are talking about 4–6 months of weekly gaming. It requires commitment, a stable group, and the desire to carry the story forward. Not for fickle groups.
The campaign is written: acts, scenes, NPCs, and revelations. The GM has dense and structured material, but it is not an open sandbox like an OSR game. The players' choices influence the story (allies saved, secrets uncovered, traumas accumulated), but the structure consists of linear acts. If you are looking for totally free exploration, this is a different style.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
In a narrative campaign, victory is not binary. But there are clear objectives.
Expedition success
- You saved at least part of the lost Starkweather-Moore expedition
- You discovered the secrets of the Antarctic ruins and survived sane enough to tell the tale
- You stopped (or at least slowed down) the cosmic forces threatening the world beyond the Mountains of Madness
Defeat or oblivion
- All investigators die or go insane before the end of the campaign
- The expedition fails completely: no survivors recovered, secrets lost, horrors unleashed
- The group chooses to abandon the mission and turn back (technically possible, narratively devastating)
Terra Antarctica is a campaign for those who want to bring Lovecraft to the table with serious tools: premium materials, epic duration, and cosmic horror that spares no one. It is not for everyone. But if your group wants a long story, if the GM is willing to prepare, and if the idea of 50 hours in Antarctica attracts rather than scares you, this boxed set gives you everything.
💬Frequently asked questionsQuick answers before the cart▼
Frequently asked questions
FAQ about Arkham Horror: The Roleplaying Game – Terra Antarctica
Do I need the Core Rulebook to play?
Yes, unless you have the Hungering Abyss Starter Set. Terra Antarctica includes six premade investigators with highly simplified rules on their sheets (they work even without the rulebook), but the GM needs the complete rules to adjudicate tests, combat, and progression. It is not standalone. The Arkham Horror RPG system uses d6 pools against thresholds, stress/sanity management, and tactical map-based combat.
How long does a complete campaign really last?
The official estimate is over 50 hours. In practice: three 48-page books, over 50 scenes, three acts. If you play 3 hours per session (standard pace for a tabletop RPG), we are talking about 15–20 sessions. If the group meets once a week, that's 4–6 months. If once every two weeks, almost a year. It is not a short campaign; it is not a one-shot. It is a commitment.
Can I play with custom investigators instead of the premades?
Yes, the box explicitly states you can use investigators created with the Core Rulebook instead of the six premades. However, the premade characters have unique advancement options written specifically for the campaign (knacks, backgrounds linked to the story). Using custom investigators works, but you lose some narrative integration. The premades are recommended for the first run.
Is it a linear campaign or can I explore freely?
It is a campaign structured into acts, not a sandbox. You have three books (three acts), sequential scenes, and planned revelations. The players' choices influence allies, items found, secrets uncovered, and traumas accumulated, but the backbone structure is written. If you are looking for hex-crawl or West Marches, this is not it. If you are looking for an epic Lovecraftian story with strong narrative arcs, yes.
What language is this edition in?
This edition is in Italian, distributed by Asmodee. All components (books, cards, journals, maps, investigators) are translated. You will still need the Core Rulebook or the Starter Set in Italian for the complete rules.
The people behind the game
Who invented it, who illustrated it, who publishes it — and what else they've done.
Arkham Horror: The Roleplaying Game – Terra Antarctica is the first premium campaign for the Arkham Horror RPG system, published by Asmodee through EDGE Studio. A direct sequel to Lovecraft's At the Mountains of Madness, it offers over 50 hours of gameplay for 2–6 players aged 14 and up. The boxed set includes three 48-page books, six premade investigators, 24 blue dice, double-sided poster maps, an expedition journal, physical puzzles, and over 100 tokens. Written by Sam Stewart, Keith Kappel, Brandon Perdue, and Leah Hawthorne, the campaign takes players to the Antarctica of 1932 to rescue a lost expedition and face cosmic horrors beyond the Mountains of Madness. Requires the Core Rulebook or the Hungering Abyss Starter Set for complete rules. Available on FroGames.it.
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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