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SETUP Place initial Clue tokens (red locations) and terror track level 0 Take investigators and set

them up (resolve abilities) Reveal Ancient One (resolve start actions) Create Monster cup: Remove the five Mask monsters from the cup unless Nyarlathotep Resolve a Mythos card (if Rumor card discard it and draw another) TURN Phase I: Upkeep (all players) 1. Refresh Exhausted Cards 2. Perform all Upkeep Actions 3. Adjust Skill sliders (max: Focus) Phase II: Movement (all players cw) Delayed Stand up Arkham movement 1. Receive movement points equal to Speed 2.* Move [For each monster Evade (and continue moving) or Combat (and stop)]. 3. Pick up Clues at end location Other World Movement 1st area move to the 2nd area. return to Arkham through an open gate and place an explored marker under investigator. 2nd area You dont need to fight this round any monsters at the gate. [no open gate move to lost in time and space, delayed] Phase III: Arkham Encounters (all players in Arkham cw) No Gate Encounter (draw a Location card, resolve it and then shuffle Location pile) Monster appears Evade or Combat (surviving monsters without a gate return to the cup) Gate & Monster appear Investigator is sucked through the gate to other world, delayed, no combat and the monster remains on board Non explored Gate Move to other world Explored Gate Close or Seal the gate A. Close Gate: Lore or Fight check (red modifier) pass: get trophy gate, all monsters matching the gate symbol are returned to the cup) B. Seal Gate: a. close gate AND spend 5 Clue tokens to seal with an unused Elder Sign token OR b. use an Elder Sign card (return it to the box), lose 1 stamina and 1 sanity to seal with an Elder Sign token removed from the Ancient Ones doom track Phase IV: Other World Encounters (all players in OW cw) (draw and resolve a matching color OW card) Monster appears Evade or Combat (surviving monsters return to the cup) Phase V: Mythos (starting player only) 1. Open Gate and Spawn Monster Elder Sign nothing happens Open Gate monster surge No Elder Sign or Gate 1. The Doom Track Advances (place a doom token) 2. A Gate Opens (Discard any Clue tokens, move any Investigators to other world, delayed) 3. A Monster Appears (Check Monster Limit) 2. Place Clue Token (unless open gate); Investigator at location gets token. 3. Move Monsters according to their symbols (stop at investigators) Yellow: stationary Black: once Red: twice Green: Special Blue (Sky) move to investigator (lowest sneak) at adjacent street area, otherwise to the sky. From the sky move to investigator at street (lowest sneak). In case of ties starting player decides. 4. Activate Mythos Ability: Resolve text. Environment: remains in play replacing any previous Environment Rumor: remains in play until either Pass or Fail (ignore if there is already a rumor in play) Pass starting player token EVADE or COMBAT/SPELLS Evade: Evade (Sneak) check (red modifier) pass: no combat, continue moving fail: get combat damage, combat starts Combat: Horror (Will) check (once in each Combat) blue modifier fail: get sanity damage A. Flee Evade check pass: combat ends fail: get combat damage, combat continues B. Fight Combat (Fight) check (red modifier, difficulty) pass: get monster as trophy fail: get combat damage, combat continues Cast a spell: pay Sanity cost, then pass a Spell (Lore) check Skill Check (modifier, difficulty): Throw (skill_rate + bonuses + modifier) number of dice. 5s and 6s are successes. (Blessed? also 4, Cursed? only 6) Roll at least difficulty number of succeses to pass. Default difficulty =

INVESTIGATORS STATE Devoured (0 Sanity and 0 Stamina): Return everything (including investigator sheet) except unspent trophies, Items: Common Items, Unique Items, and Spells. In Take a new Investigator and set it up (NOT DURING THE FINAL BATTLE) addition, the Deputys Insane in Arkham (0 Sanity): Revolver and the Patrol 1. lose half items, half Clue tokens (rounded down), all retainers Wagon both count as items. 2. Move to Arkham Asylum, get 1 Sanity, and do not play until next round. Unconscious in Arkham (0 Stamina): 1. lose half items, half Clue tokens (rounded down), all retainers 2. Move to St Marys Hospital, get 1 Stamina, and do not play until next round. Trading Items: money, Insane or Unconscious in an Other World: Common Items, Unique 1. lose half items, half Clue tokens (rounded down), all retainers Items and Spells 2. Move to Lost in Time and Space, Sanity and Stamina set to 1, delayed. Before, during, or after LOST IN TIME AND SPACE movement, but not during combat. Investigators need Delayed, stand up at Mvt phase, at Upkeep move to any location or street area to be at same locations. ARRESTED Move to Jail Cell, delayed, lose half money (round down) Movement phase: stand up and move to main area of the Police Station, do not play until next round. MONSTER LIMITS TERROR TRACK Monster Limit on board: number of players + 3 Do not count appearing and then removed monsters and the Outskirts Monster Surge: place X randomly drawn monsters: At terror level 10: no monster limit X = max(open gates, num_players) Extra monsters appear in the Outskirts Monster Limit in Outskirts: 8 - number of players Next monster: return the monsters in Outskirts to the cup (including the one that exceeds the limit), increase Terror level
As long as Monsters within Limit Place 1 on opening gate then 1 on each other gate The rest go in Outskirts.

Terror level increase: Monster Limit exceeded: the players should decide where monsters will If Terror level is already at 10, add a doom token to the Ancient be placed before any monsters have Ones doom track been drawn. OTHERWISE: Increase terror level by 1 and Return an ally card to the box. At terror level: If players dont agree starting 3: Close General Store player decides. 6: Close Curiositie Shoppe 9: Close Olde Magick Shoppe 10: Arkham is overrun (no monster limit) Ancient One Awakens CONDITIONS VICTORY CONDITIONS A. Doom track is full A. Close all the gates B. Too many gates open (and total gate trophies >= number of players) (1-2 players: 8 3-4: 7 5-6: 6 7-8: 5) B. Seal 6 gates C. No more Gate markers to place C. Banish the ancient one D. No monsters in the cup E. Terror level 10 and too many monsters (twice the normal monster limit) BATTLE THE ANCIENT ONE 1. Fill the doom track 2. Activate start of battle activities 3. Lost in time and space investigators are devoured and eliminated 4. Discard Environment and Rumor cards 5. Investigators can no longer collect money or roll for Retainers or Bank Loans. Battle round: 1. Investigators Refresh (refresh cards, use character abilities, adjust skill sliders, trade items) 2. Investigators Attack: Combat check, cumulative successes Remove 1 doom token for each number of players successes, reset cumulative successes after each removal If all doom tokens are removed VICTORY 3. Ancient One Attacks on each Investigator Investigators with 0 sanity or 0 stamina are devoured and eliminated 10 cards each, 15%, 40 total, 60% Independence Square Witch House Unvisited Isle Woods 6 cards each, 9% The Unnamable Black Cave Graveyard 2 cards each, 3% Hibbs Roadhouse Silver Twilight Lodge Science Building Historical Society

Ambush: Once combat has begun you cannot flee. Endless: When the monster is defeated, return it to the cup. Physical/Magical Resistance: Half bonus (rounded up) from Weapons and Skills. Physical/Magical Immunity: No bonus from Weapons and Skills. Nightmarish X: After passing a Horror check lose X Sanity. Overwhelming X: After wining combat lose X Stamina.

Mythos deck: 67 cards

1.

Evade Horror Combat Spell

Sneak Will Fight Lore

ARKHAM HORROR Play aid, ddmits, 2010, v1a

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