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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.
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
Independence Square
Unvisited Isle
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
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
Independence Square
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
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
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