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Game: ARKHAM HORROR


Pub: ©2005 Fantasy Flight Games

Page 1: Rules summary front


v4
June 2008
Page 2: Rules summary back
Page 3: Rules reference front
Page 4: Guide to Arkham (no instability)
Page 5: Guide to Arkham (with instability)
Page 6: Play card
Page 7: Boardpiece with extra game info

For best results, print on card, laminate and trim to size.


Color Key for Expansion Rules Add a random rift progress marker face up to the rift
progress track matching the movement pattern on the
Curse of the Dark Pharaoh Mythos card (if not already full). Once all four spaces
are full the rift opens and is placed face up at the Gate
Dunwich Horror location shown on the Mythos card. Gates and rifts do not
The King in Yellow interfere with each other.
Kingsport Horror Monster Abilities:
Remove any Explored marker if leaving a location. Clues may 4. Other World Encounters Black Normal.
Setup / Order of Play only be taken from a location where a player ends movement.
1. Draw Gate Cards Yellow Never moves.
If using more than 1 expansion board, count the number of Any combat ends movement.
Until color of card (or either color for dual-color cards) Red Fast: Move twice.
players as being 1 less for each extra expansion board beyond Investigators may move to Kingsport locations by normal matches an encounter symbol on the Other World space.
the first for all in-game effects (such as monster limit, max movement only, not by special game effects such as spells, Green Special: marker.
gates open, etc) except when counting successes fighting the equipment, returning from Lost in Time and Space, etc. 2. Perform Encounter Entry Purple Stalker: Move normally unless player in street
Ancient One. For matching location, otherwise perform encounter for area connected by one yellow line or adjacent
Set up Arkham/Dunwich/Kingsport boards. Place a clue token Other World Movement Other entry. If a monster appears, it must be evaded or unstable location. Can’t enter stable locations.
at each location marked with a red diamond. Each Other World space is divided into two areas. The fought. Monsters that appear are taken as trophies if
defeated, but returned to the cup if evaded. Blue Flying: Move to connected street area with
investigator receives no movement points.
Set Terror Track to 0. Select first player randomly and give player in it. Otherwise move to Sky (counts
them the marker. Choose or randomly select investigators. Left Area: move to right area. towards monster limit) and move to any street
5. Mythos (First Player only) location in Arkham next time. Flyers will not
Separate decks; shuffle Gate markers. Right Area: return to Arkham by moving to any corresponding
First Player draws a Mythos card: leave a space containing a player, and remain
Gate and placing an Explored marker under the investigator.
Randomly choose 11 Allies (including any allies required in the Sky if there are no players in a street.
Player does not have to fight or evade any monsters there that 1. Open Gate and Spawn Monster (lower left)
at start by investigators) and shuffle. Players may examine turn only. If no corresponding gate in Arkham, player is Lost Orange Aquatic: If at an aquatic location, move to
which allies may appear before shuffling. in Time and Space. No Elder Sign / Open Gate at Location: any other aquatic location that contains an
Take fixed possessions and, after shuffling all decks, random Add a doom token to doom track. Proceed to Final Battle investigator. Otherwise, move normally.
possessions (abilities affecting random draws can be used) 3. Arkham Encounters immediately if the track is full.
4. Activate Mythos Ability (top):
listed on investigator card. Set skill sliders to any positions. Draw random Gate marker, place face up on location.
Take sanity and stamina tokens equal to scores. Place 1. No Gate Players there are immediately moved to corresponding Headline: Resolve then discard.
investigator markers at home locations. Other World and delayed. Monsters are never drawn Environment: Place face up. Discard any previous
Resolve special ability of location OR
Select Ancient One randomly or choose one. Place monsters through Gates. Discard all Clue tokens at location. Environment cards.
Shuffle corresponding location deck, draw card and apply
in an opaque cup. (Remove Spawn monsters. Remove Mask appropriate entry. Draw monster. Place at location (5+ players, place 2 Rumor: If no Rumor card is in play, place face up.
monsters unless facing Nyarlathotep.) monsters). If this brings total number of monsters over Otherwise, ignore the mythos text. A Rumor card in play is
If the encounter mentions a person who appears on a monster limit, place it in the Outskirts instead.
Optionally, select Herald and/or Guardian (random or player only discarded (along with corresponding markers) when
Blight card in play, ignore the encounter and lose 1 Sanity
choice). Place sheet(s) next to Ancient One and follow setup its Pass/Fail condition is met.
or 1 Stamina (player’s choice). Open Gate at Location:
instructions.
Monster surge: a number of monsters (#open Gates or
If a monster appears, it must be evaded or fought. Skill Checks
Place the three Rift markers randomly face down on the three #players, whichever is greater) appear, divided evenly
Monsters and Gates cannot appear at sealed locations.
Rift Tracks on the Kingsport board. Place the two Aquatic among open Gates (no Gate receiving more monsters
Monsters that appear are taken as trophies if defeated,
markers on the River Docks and Unvisited Isle locations on but returned to the cup if evaded.
than location shown on Mythos card). If there are more Roll # of dice = ( skill value +/- modifier )
the Arkham board. monsters than monster limit, players choose where
If a Gate appears as a result of an encounter, any players Skill difficulty is number of dice successes required to pass
monsters will be placed before drawing; remaining
The first player draws and resolves a Mythos card (Rumor there are immediately moved to the corresponding Other check. (Default difficulty is 1). If skill minus modifier is 0 or
monsters go to Outskirts.
cards are discarded, draw again)—remember to place a Doom World and delayed. less, the check is automatically failed.
counter on the Ancient One’s track. With 5+ players, place 2 Elder Sign at Location:
When an investigator has a Kingsport location encounter, Normal success: 5 or 6 (cursed: 6, blessed: 4, 5 or 6).
monsters on the Gate instead of 1. No Gate or monster. If the location is colored red, there is
either remove one rift progress marker showing that a gate burst, the elder sign is removed and a monster and After a skill check (pass or fail), player can always spend
Each phase is played by all players, clockwise, starting with location (if the corresponding rift is closed) or turn one gate are placed as below (no doom token is placed on the Clues one at a time. For each Clue spent, roll an additional
the first player. Pass the FP marker on at turn end. rift progress marker face down (if the corresponding rift doom track however). Also, all flying monsters move. die. Each success is added to original total.
is open). Once all four progress markers are turned face
1. Upkeep down they are removed, the rift closes and is returned to A Clue gives you the bonus dice even if modifiers have
2. Place Clue Token (location in middle) dropped the number of dice below 0.
the Rift Track.
If Lost in Time and Space and not delayed, move to anywhere If no Open Gate at that location. A player there may
in Arkham. 2. Gate immediately take the Clue. Evading Monsters
1. Turn Exhausted Cards face up. Player is drawn through the Gate to the left area of the
corresponding Other World. However, if on an Explored
3. Move Monsters (lower right) Evade Skill Check
2. Perform Upkeep Actions of all cards (Bless, Curse, Use Sneak skill with Sneak and Evade Skill bonuses.
Bank Loan and Retainer cards do not require an Upkeep marker, the investigator is not drawn through and may Move open rifts with dimension symbols matching those
instead: on the Mythos card along arrows of the same color as the Modified by monster Awareness (upper right of marker).
roll on the first phase after being acquired).
box around the symbol, then place a monster at the rift’s Pass: continue as normal. Can move on or stay and interact
3. Adjust Skills a number of stops up to Focus. Close (& Seal) Gate: new location. If the rift moved along an arrow matching with the space in the Encounters phase.
Make a Lore or Fight check using modifier on Gate the color of the symbol on the rift, add a Doom token to Fail: Lose Stamina equal to icons, begin Combat.
2. Movement marker. No effect if failed (may try again on subsequent the doom track.
turns as long as location is not left). If there is more than one monster in an area they must be
If delayed, stand up marker and movement ends. If in Jail Move monsters with the same dimension symbols along evaded in turn in an order chosen by the player.
Pass: Take Gate as trophy. All monsters in Arkham, Sky the arrow of the same color as the box around the symbol
Cell, move to main Police Station area. Otherwise take one of
and Outskirts with dimension symbol of Gate are returned (half white, half black arrows count as white and black). Surprise
the following actions depending on location:
to the cup. If a monster surprises an investigator, it cannot be evaded.
A monster does not move if a player is in its location, and
Arkham Movement Then Seal: Immediately spend five Clues to take an You may not attempt to flee in the first round of combat.
a monster stops when it encounters a player.
Move up to Speed to locations connected by a yellow line. unused doom token and place on the location as an elder
Must evade or fight each monster there when leaving an area sign. If there is an equal choice between player targets, target Combat
or ending movement in an area. the player with the lowest Sneak skill.
Elder Sign Unique Item: No roll or Clues required; return
If evasion is not attempted or fails, proceed to combat.
Investigators may move between towns (boards) by spending elder sign card to box and take Gate as trophy. Take doom Monsters that enter a vortex on the Dunwich board are
$1 and 1 movement point to move between one depot token from doom track and place as elder sign on gate. returned to the cup; raise the terror level by 1 and add 1 Make a Horror check first (there is only one check per battle).
location to another (including the Train Station). Lose 1 Sanity and 1 Stamina. Dunwich Horror token to their track. Note some monsters have special abilities.
1. Horror Check Restore Sanity and Stamina to minimum of 1. If the creature is defeated, remove the Dunwich Horror with other players. Pass the first player marker to the left.
Use Will skill with Will and Horror Skill bonuses. Test tokens from the board, and the investigator may search the
Alternatively, draw an Injury card and restore Stamina to Attack. Each player still alive starting from the first player
difficulty is always 1 unless noted otherwise. Modified by Common Item, Unique Item, Skill, Spell or Ally decks for any
maximum (if 0 Stamina) or draw Madness card and restore may make a Combat Check against the Ancient One, using
monster horror rating (lower left of marker). one card and take it.
Sanity to maximum (if 0 Sanity). its Combat Rating as modifier.
Pass: nothing happens. The players must get a total number of successes equal
Fail: lose Sanity equal to icons.
In Arkham: If Sanity, go immediately to Arkham Asylum. If Monster Limit and the Outskirts
Stamina, go to St. Mary’s Hospital. No encounters this turn. to the number of players (including eliminated players)
2. Choose Flee or Fight Monster Limit to remove a doom token. Successes are carried over to
In Other World: Player is lost in time and space. The maximum number of monsters in Arkham (including subsequent rounds. When the last doom token is removed,
Flee: Evade check. Pass, battle ends. Fail, monster deals
If Sanity and Stamina are both reduced to 0, or either’s Sky area, but not other towns) is the number of players +3 players win.
combat damage, continue combat.
maximum is reduced to 0, player is devoured. (unless terror level is at 10). If adding a monster would bring Ancient One Attacks. The Ancient One attacks each player in
Fight: Combat Skill Check. Use Fight skill with Fight and the number of monsters above the monster limit, place
Arrested turn using the attack shown on its card. Any player reduced
Combat Skill bonuses. Modify by monster combat rating monster in Outskirts area. to 0 Stamina or Sanity is eliminated. If all investigators are
(lower right of marker). Move investigator marker to Jail Cell area of Police Station.
Spawn monsters do not count towards the monster limit, eliminated, players lose. Otherwise, start a new round.
Lose half of money (round down) and be delayed.
Choose any combination of weapons/spells up to a total of 2 never go to the Outskirts, and can never be claimed as
hand icons. Bonuses only apply while the required number of Next turn can only stand up in Police Station. monster trophies. Winning
hands are devoted to the weapon/spell.
Barred Once the number of monsters in Outskirts exceeds 8 minus
Test difficulty is number of Toughness icons. Partial Victory Conditions
An investigator Barred from a neighbourhood may enter its number of players, return all monsters in Outskirts to cup and
success has no effect. increase terror level by 1. Continue adding drawn monsters to Close the Gates: A player closes the last Gate on board and
street areas during his move but not its locations, unless the
Outskirts if applicable. players have Gate trophies (including the Gate just closed,
Pass: Take the monster chit as a trophy. location has an open Gate, or as a result of actions taken
but not including trophies spent) equal to more than the
Fail: Lose Stamina equal to icons. Return to the Choose in other phases (eg. returning from being lost in time and
Terror Track number of players.
Flee or Fight step. space, arrested, sent to the Asylum etc).
Seal the Gates: 6 or more Elder Signs on board.
If there are no Barred cards left for the appropriate For each point terror level goes up, return to the box a
Casting Spells Banish the Ancient One: Ancient One is defeated.
neighbourhood, take one from another investigator. All Barred random unclaimed Ally card (if any left). Also:
cards are discarded when the Terror level goes up. First Citizen of Arkham
Pay Sanity cost of spell and make a Spell Skill Check.
If terror level reaches 3, close General Store. The player with the most Gate trophies. (Break ties by most
Use Lore skill with Lore and Spell Skill bonuses, adjusted by Benefits / Detriments Players and monsters inside move to Rivertown. monster trophies). Scoring: see p12 of rulebook.
the spell’s casting modifier. If the check fails the spell has If another investigator already has a Benefit you are told to
no effect. draw, you may take it. If a Detriment, you must take it. If terror level reaches 6, close the Curiositie Shoppe.
Players and monsters inside move to Northside. Miscellany / Clarifications
Spells that are refreshed (eg. each combat round in the Final Blessed / Cursed
Battle) cease to work and must be re-cast. If terror level reaches 9, close Magick Shoppe. The phrase in Arkham on cards, in the rules or on this
Only one at a time. If a Blessed investigator is Cursed,
Players and monsters inside move to Uptown. reference sheet also refers to locations and areas in Dunwich
discard Blessing and vice versa.
and Kingsport unless specifically stated otherwise.
Monster Abilities If terror level reaches 10, monster limit is removed;
Conditions
add one doom token to doom track. If it increases again Allies, Exhausted: An exhausted ally still grants its bonuses,
Ambush Condition cards begin the game face down and are active
(eg. Mythos card) add a doom token to the doom track but abilities that require the ally to exhaust cannot be used.
Once combat has begun investigator cannot flee. when turned face up. A condition that is exhausted is turned
per level it increases.
sideways. Exhausted condition cards refresh during the Board Icons: Location icons tell players the likely outcome
Elusive Upkeep phase as normal. of visiting that location. If the icon is reversed there is a
Green Awareness modifier. Investigators do not need to fight Ancient One Awakens! guaranteed method of acquiring that item at that location.
or evade the monster when leaving or ending movement in its Delayed
space. To initiate combat the investigator must first pass an Place investigator marker on its side; may not move or When one of the following occurs, immediately go to the Discarding Cards: Cards are returned face down to the bottom
Evade check (failing ends movement). receive movement points. Final Battle: of their decks.

Devoured Doom Track is full Gates & Monsters: If a gate appears on a location where
Endless
there is a player, he is drawn through the Gate and delayed.
The monster cannot be collected as a monster trophy but is Discard all cards except unspent trophies and draw new
Too many Gates open: If a gate and a monster appears the gate appears first (add
returned to the cup if defeated. investigator at random and set up anew.
1-2 players: 8 Gates 5-6 players: 6 Gates a doom token) and both stay on the board. If just a monster
Physical/Magical Resistance Lost in Time and Space appears, it returns to the cup if not defeated and taken as
3-4 players: 7 Gates 7-8 players: 5 Gates
Move to Lost in Time and Space area and be delayed. Next a trophy.
Weapons and Spells providing Physical/Magical (as
applicable) bonuses provide half normal bonus (round up). turn can only stand up. On the following turn may move to New Gate opens and no Gate Markers left. Location Special Abilities: If there is an open Gate at a
Other abilities are not affected. any location or street area in Arkham. location, the location’s special ability cannot be used.
A monster should be drawn but no monsters in cup.
Physical/Magical Immunity Retirement Monster Abilities: If an investigator fails a check against a
If a player has 2+ total Injury/Madness cards, he may Terror level is 10 and number of monsters in Arkham Nightgaunt while in another world, he is returned to Arkham
Weapons and Spells providing Physical/Magical (as applicable)
voluntarily retire his investigator by missing and entire turn is twice the normal monster limit. with an Explored marker. The Chthonian’s special ability does
bonuses give no bonus. Other abilities are not affected.
and setting up another (as if Devoured). not affect players in Other Worlds.
Nightmarish X Final Battle
Tasks and Missions Mythos Cards: The Deputy is not subject to the Curfew
If the investigator passes a Horror check he still loses X First fill the Doom Track with doom tokens. All players Lost in Enforced card. Cards that affect monsters at Miskatonic Uni
sanity (this does not apply if he fails his Horror check). The locations must be visited in the listed order, with the Time and Space are devoured and eliminated. Survivors must
investigator ending his move (and performing the proper do not affect those spawned by The Terrible Experiment card.
battle the Ancient One. Discard any active Mythos cards.
Overwhelming X sacrifice at the start of the Upkeep phase if required) and Once the final battle begins, players should no longer collect Special Cards: At most one Retainer, Bank Loan, Silver
If the investigator defeats this monster he still loses X then placing a Clue token on the card to indicate he has money or roll for Retainers or Bank Loans. Twilight Membership and Bless/Curse card per player at the
Stamina (this does not apply if he fails his Combat check). completed a step. same time.
Epic Battle Variant: shuffle the 8 red Epic Battle cards, then
Once all steps have been completed, receive the Payoff or shuffle the 8 green Epic Battle cards and place them on Special items: The Bullwhip and Cross do not have to be
Investigator Status resolve the Effect and return the card to the box. used in combat to use their special abilities.
top to form the Epic Battle deck. Separately shuffle the 3
Sanity and Stamina Ancient One Plot cards. Timing Conflicts: Players decide order; if they cannot agree,
Can never exceed maximum Sanity or Stamina as listed on The Dunwich Horror After the Upkeep phase of each combat round draw a card the first player chooses.
the investigator sheet. from the deck and follow its instructions in the order written.
If 3 Dunwich Horror tokens are on their track, take the Trading: Players in the area may trade money, Common Items,
If Sanity and/or Stamina are ever reduced to 0: Dunwich Horror marker and place it on Sentinel Hill. A new combat round then begins.
Unique Items and Spells at any time except during combat.
Choose and discard half of items (count all Common Items, If an investigator combats the creature, shuffle the Dunwich Each round of combat: Trophies: When spent, return monster trophies to the cup
Unique Items, Exhibit Items, Spells, Deputy’s Revolver and Horror deck and draw a card to determine the creature’s Upkeep. Each player still alive may refresh cards, use and return Gate trophies to the bottom of the gate pile. Use
Patrol Wagon) and half of Clues (round down); all Retainers. abilities for the duration of the combat. character abilities, adjust skill sliders and trade equipment modified Toughness when spending monster trophies.

v4
Monster Special Abilities
Order of Play
Ambush Once combat starts, investigator cannot flee.
upkeep Endless Returns to the cup once defeated.
° Return to Arkham if Lost in T&S and not delayed Physical/Magical Resistance A weapon or spell that adds
Rules reference front

° Refresh exhausted cards ~ Upkeep actions a bonus of the resisted type only provides half bonus.
° Adjust skills number of stops equal to Focus Physical/Magical Immunity A weapon or spell that adds
movement a bonus of the immune type provides no bonus.

° Arkham movement ~ Combat, pick up Clues Nightmarish X If the horror check is passed, the
investigator still loses X Sanity.
° Other World movement
Overwhelming X If the monster is defeated in combat,
encounters
the investigator still loses X Stamina.
° Arkham encounters
No Gate: Location special ability or draw Monster Movement
Gate: Drawn through / attempt to close or seal
Black Normal.
° Other World encounters
Yellow Never moves.
mythos card
Red Fast: Move twice.
° Open Gate
Green Special: see back of marker.
Nothing: Add Doom token, Gate and monster
Gate: Monster surge Purple Stalker: Move normally unless player in street area
Sealed: Nothing (unless gate burst) connected by one yellow line or adjacent unstable
location. Cannot enter stable locations.
° Clue token Blue Flying: Move to connected street area containing
° Monster movement player. Otherwise move to Sky (counts towards
° Special text monster limit) and move to any street location in
Arkham/Dunwich next time. Flyers will not leave a
space containing a player, and remain in the Sky if
Skill Checks there are no players in a street area.

# of dice to roll = skill + modifier


Mythos Card Text
Skill difficulty is number of dice successes required to
pass check (default is 1). Headline Resolve then discard.
Normal success: 5 or 6 (Cursed: 6, Blessed: 4, 5 or 6). Environment Place face up. Discard all other
If skill minus modifier is 0 or less, check is failed. Environment cards.

After a Skill check, pass or fail, roll an additional die for Rumor If no Rumor card is in play, place face up.
each Clue token spent. A Clue can be spent even if dice Otherwise, ignore the text. A Rumor card in play is
after modifier equal 0. discarded (along with corresponding markers) when its
Pass/Fail condition is met.

Evading Monsters
Closing and Sealing Gates
Sneak skill check, modified by Awareness (upper right of
monster chit). If failed lose Stamina equal to icons Make a Lore or Fight check using Gate modifier.
and begin Combat. Pass: Take Gate as trophy. All monsters in Arkham,
If a monster surprises an investigator, it cannot be Sky and Outskirts with gate dimension symbol are
evaded and you may not attempt to flee in the first round removed.
of combat. Then Seal: Spend five Clues to take unused doom
token and place as elder sign.
Combat Elder Signs: Uses up Elder Sign unique item. Take Gate
as trophy. Take doom token from doom track and place
1. Horror check: Will skill check with blue modifier.
as elder sign. Lose 1 Sanity and 1 Stamina.
Fail, lose Sanity equal to icons.
2. Flee or Fight: Flee: see evade check. If Sanity and/or Stamina are ever reduced to 0:
Fight: Fight skill check with red
modifier. Difficulty equals icons. Choose and discard half of items, half of Clues and
all Retainers. Alternatively, draw an Injury card (if 0
3. Fail Fight/Flee: Lose Stamina equal to icons. Stamina) or Madness card (if 0 Sanity). Restore Sanity
and Stamina to minimum of 1.
Casting Spells In Arkham/Dunwich: If Sanity, go immediately to Arkham
Asylum. If Stamina, go to St. Mary’s Hospital. No
Pay Sanity cost of spell.
encounters this turn. In Other World: Player is lost in
Make a Spell skill check: use Lore skill with Lore and time and space.
Spell Skill bonuses and Casting modifier.
If Sanity and/or Stamina are both reduced to 0, or
No effect if check failed. either’s maximum is reduced to 0, player is devoured.
Arkham Asylum Recover

Downtown Bank of Arkham $10 Bank Loan Clues

Independence Square

Hibb’s Roadhouse Money

Easttown Police Station Can be Deputized for Trophies


Velma’s Diner Common
Items

Silver Twilight Lodge Members: Inner Sanctum


French Hill Witch House Unique
Items

River Docks Earn


Merchant The Unnameable Spells
District
Rules reference back (no Instability icons)

Unvisited Isle

Administration Learn Skills

Miskatonic Library
University
Science Building Discover
Ally
Curiositie Shoppe Shop for

Northside Newspaper
Stamina
Train Station

Black Cave
Sanity
Rivertown General Store Shop for
Graveyard
Blessing
Historical Society

Southside Ma’s Boarding House Choose


South Church Obtain

Saint Mary’s Hospital Recover

Uptown Ye Olde Magick Shoppe Learn


Woods

Bishop’s Brook Bridge


Village Darke’s Carnival Earn
Commons
Dunwich Village Shop for

Whateley Farm
Backwoods Wizard’s Hill
Country
Cold Spring Glen

Gardners’ Place
Blasted Devil’s Hopyard Discover
Guide to Arkham

Heath
Harney Jones’ Shack Recover
Arkham Asylum Recover

Downtown Bank of Arkham $10 Bank Loan Clues

Independence Square

Hibb’s Roadhouse Money

Easttown Police Station Can be Deputized for Trophies


Velma’s Diner Common
Items

Silver Twilight Lodge Members: Inner Sanctum


French Hill Witch House Unique
Items

River Docks Earn


Merchant The Unnameable Spells
District
Unvisited Isle
Rules reference back (plus Instability icons)

Administration Learn Skills

Miskatonic Library
University
Science Building Discover
Ally
Curiositie Shoppe Shop for

Northside Newspaper
Stamina
Train Station

Black Cave
Sanity
Rivertown General Store Shop for
Graveyard
Blessing
Historical Society

Southside Ma’s Boarding House Choose


South Church Obtain Slightly
Unstable

Saint Mary’s Hospital Recover

Uptown Ye Olde Magick Shoppe Learn


Unstable
Woods

Bishop’s Brook Bridge


Highly
Village Unstable
Darke’s Carnival Earn
Commons
Dunwich Village Shop for

Whateley Farm
Backwoods Wizard’s Hill
Country
Cold Spring Glen

Gardners’ Place
Blasted Devil’s Hopyard Discover
Guide to Arkham

Heath
Harney Jones’ Shack Recover
environment

rumoUr
HEADLINE

Ignore new Rumour text until Pass/Fail condition met


Replace with new Environment card

No Rumours on setup draw.


Resolve then discard
TU RN OR D ER

upkeep GATES OPEN TO START FINAL BATTLE


° Return to Arkham if Lost in Time & Space and not delayed
° Refresh exhausted cards ~ Upkeep actions NUMBER
OF GATES
° Adjust skills number of stops equal to Focus sealed
to win
movement
° Arkham movement ~ Combat, pick up Clues
MAXIMUM MONSTERS IN ARKHAM
° Other World movement Monsters over this limit go to the Outskirts
encounters
° Arkham encounters
No Gate: location special ability or draw
Gate: Drawn through or attempt to close/ seal
° Other World encounters
mythos MAXIMUM MONSTERS IN OUTSKIRTS
When this is exceeded discard all monsters in Outskirts, increase Terror Track by 1
° Open Gate and remove a random unclaimed Ally card from the game
New: Add Gate, monster and Doom token
Gate at location: Monster surge
Sealed location: No Gate or monster
° Clue token
° Monster movement
° Special text

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