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Page 1: Arkham Horror Revised - vincentgames.com · in the aftermath of the War to end all Wars. Yet a dark shadow grows in the city of Arkham. Alien ... H.P. Lovecraft in his writings about
Page 2: Arkham Horror Revised - vincentgames.com · in the aftermath of the War to end all Wars. Yet a dark shadow grows in the city of Arkham. Alien ... H.P. Lovecraft in his writings about
Page 3: Arkham Horror Revised - vincentgames.com · in the aftermath of the War to end all Wars. Yet a dark shadow grows in the city of Arkham. Alien ... H.P. Lovecraft in his writings about
Page 4: Arkham Horror Revised - vincentgames.com · in the aftermath of the War to end all Wars. Yet a dark shadow grows in the city of Arkham. Alien ... H.P. Lovecraft in his writings about

Welcome to Arkham!The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to end all Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the Arkham Horror. Will they prevail?

Arkham Horror is a game for 1 to 8 players that is set in the fictional town of Arkham, Massachusetts, made famous by H.P. Lovecraft in his writings about the Cthulhu Mythos.

Object of the GameA terrible creature from beyond time and space is waking, roused by the dimensional gates that are opening all over town. The players must join forced to close all of the gates before this Ancient One awakens. If the Ancient One defeats the players, all of Arkham is doomed.

Once the players have closed these dimensional gates and sealed away the Ancient One, Arkham is safe.

Game OverviewIn Arkham Horror, the investigators explore the city, encountering places, people, and creatures both normal and otherworldly. Through these adventures, they hope to gain the clues and resources needed to confront and ultimately thwart the Mythos threat.

Early in the game, investigators seek to avoid more powerful monsters while moving around the city to gather weapons, spells, clues, and other items they will need.

Later, the investigators attempt to close a few gates and maybe even seal some of them.

Finally, once several gates have been sealed and the investigators have acquired valuable weapons, spells, clues, and allies, they make one last, desperate assault on the Mythos, attempting to close or seal the final gates. Either they succeed and the world survives, or they fail and the Ancient One awakens for the climactic battle!

Component OverviewThe following is an introductory summary of the various components, and should help you identify the components and understand the ways they are used as you read through these rules.

1 Town Board (Arkham)This game board depicts the city of Arkham, and is used in every game. It is here that investigators move around to explore different locations, people, and creatures. The city is divided into 5 area, each of which has its own color. Each area has multiple locations and streets the investigators move through by moving across the connecting lines. There are also four vortices, connected by white lines, that only monsters can enter. Lastly, on the top of the board are the Doom and Terror tracks.

3 Town Boards (Dunwich, Innsmouth, and Kingsport)These three smaller game boards show the towns of Dunwich, Innsmouth, and Kingsport. Just like the bigger board for Arkham, each of these boards shows different locations divided into areas. They are used only during specific scenarios.

1 Doom MarkerThis marker is used on the Arkham town board to keep track of the current Doom count. When the Doom track reached the Awaken-value listed on the Ancient One’s card, the Ancient One awakens!

WELCOME TO ARKHAM!

Page 5: Arkham Horror Revised - vincentgames.com · in the aftermath of the War to end all Wars. Yet a dark shadow grows in the city of Arkham. Alien ... H.P. Lovecraft in his writings about

1 Terror MarkerThis marker is placed on the Terror track to indicate the mental state and morale of the townsfolk. As the Terror advances, stores close and people leave town, eventually allowing monsters to overrun the town completely!

1 Call in g MarkerThis marker is used when playing with The Dunwich Horror scenario, and is placed on the Calling track to indicates its current value. When it reaches 3, the Dunwich Horror is appears and begins to terrorize Dunwich. Unless the investigators can quickly defeat the Horror, the final battle will not be far off.

1 Uprisin g MarkerThis marker is used when playing with The Shadow over Innsmouth scenario, and is placed on the Uprising track to track the progress of the Deep Ones’ scheme to awaken the Ancient One.

1 Martial Law MarkerThis marker is used when playing with The Shadow over Innsmouth scenario, and indicates whether or not martial law has been declared in Innsmouth. Once this happens, all investigators are at great risk in the town.

15 DicePlayers roll the dice to make tests of skill, fight battles, and determine other random outcomes.

48 Investigator Cards and MarkersEach player receives one investigator card and also a matching marker which is used to indicate the investigator’s position in town. The front of and investigator card shows the investigator’s name and occupation, his maximum sanity and health values, his unique abilities, and the values for his 6 skills. The backside shows the investigator’s starting location and possessions, as well as a background story.

1 Lead Investigator MarkerThis marker is given to the player who acts first in a turn. The marker is passed to the left at the start of each new turn.

30 Sanity TokensSanity tokens represent an investigator’s current level of mental health. Losing them means slowly going insane.

30 Health TokensHealth tokens represent an investigator’s current level of physical stamina. Losing them means suffering wounds.

30 Clue TokensClue tokens represent vital insights and information an investigator has accumulated. Investigators can spend these tokens to gain bonuses on tests or to permanently seal gates.

30 Money TokensMoney tokens represent the investigator’s current wealth, and are spent to purchase equipment, pay fines, gamble, etc.

30 Sk il l TokensThese tokens show an improvement in skill by the investigator. The token adds a permanent bonus of +1 to the depicted skill. Each token shows a different skill on each side.

30 Counter TokensCounter tokens have no purpose on their own, but are used to show progress or keep track of changing values.

50 Asset CardsThese ordinary but useful items can aid an investigator.

50 Artifact CardsThese unusual, sometimes bizarre, and possibly magical items can greatly assist an investigator.

COMPONENT OVERVIEW

Page 6: Arkham Horror Revised - vincentgames.com · in the aftermath of the War to end all Wars. Yet a dark shadow grows in the city of Arkham. Alien ... H.P. Lovecraft in his writings about

30 Spell CardsThese magical rituals can be performed by an investigator to achieve extraordinary results.

30 Ally CardsThese are people that offer to assist the investigators in their adventures. Allies are the most powerful aid to an investigator and can be found either at Ma’s Boarding House or through encounters at the more dangerous locations.

50 Special CardsThese cards represent unique privileges or obligations and have a wide variety of effects. Players never draw randomly from this deck, and are always instructed to pick specific cards. There are some cards that are double-sided, and thus do not have the Special backside, however these cards still belong to this deck. When needing to draw a card, but there is none left, instead nothing happens.

20 Madness CardsThese cards are drawn when an investigator is reduced to 0 sanity and goes insane, and apply a lasting penalty.

20 In jury CardsThese cards are drawn when an investigator is reduced to 0 health and drops unconscious, and apply a lasting penalty.

20 Battle CardsThese cards are used when the Ancient One awakens, and determines what happens during the final epic battle.

3 Act CardsThese cards are used when playing with The King in Yellow scenario, and show the passing of the plot of the performance. Should Act III ever enter play, an enormous charity performance of “The King in Yellow” takes place in Arkham, driving the townsfolk mad and destroying the city.

10 Blight CardsThese cards are used when playing with The King in Yellow scenario, and represent important people who live in the town of Arkham and who have been driven mad by seeing “The King in Yellow.” Once they enter play, Blight cards have a global effect on the game and cannot be gotten rid of.

15 Corruption CardsThese cards are used when playing with The Black Goat of the Woods scenario, and represent the dark influence of the mythos upon the investigators. There are two types of Corruption cards; those with the number 1 are generally less severe, while those with the number 2 can spell doom for the investigators!

10 Dunwich Horror CardsThese cards are used when playing with The Dunwich Horror scenario, and are drawn when an investigator attempts to combat the Dunwich Horror, and it determines the range of its powers.

20 Exhibit CardsThese cards are used when playing with The Curse of the Dark Pharaoh scenario, and represent the ancient Egyptian artifacts brought to Arkham as part of the “Legacy of the Pharaohs” museum exhibit. They are similar to Artifact items, but have no monetary value and can only be gained through encounters.

15 Innsmouth Look CardsThese cards are used when playing with The Shadow over Innsmouth scenario, and represent the hidden ancestry of the investigators who venture into the small fishing village of Innsmouth.

COMPONENT OVERVIEW

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26 Ancient One CardsAt the beginning of every game, the players randomly determine which Ancient One will threaten Arkham. The card shows the Ancient One’s name, Fight value (used during the final battle), Awaken value (determines at what Doom count it awakens), unique abilities, and how it attacks the investigators each turn during the final battle. On the backside of the card it shows two Battle actions, also used during the final battle.

4 Being of Ib TokensThese tokens are used when Bokrug is the Ancient One, and they are powerful beings that help out Bokrug in his dominance and apply negative effects to all investigators.

12 Dust TokensThese tokens are used when Quachil Uttaus is the Ancient One, and track how close he is to catching and destroying his prey.

7 Rubble TokensThese tokens are used when Shudde M’ell is the Ancient One, and indicate locations that have been destroyed by earthquakes.

8 Visage TokensThese tokens are used when Ghatanothoa is the Ancient One, and represent the destructive effect of seeing Ghatanothoa’s terrible visage.

1 Zhar TokenThese tokens are used when Zhar is the Ancient One, and are used during the final battle with the Twin Obscenity.

50 Mythos CardsMythos cards depict major events that happen in Arkham. One is drawn each turn, and can spawn new gates, summon monsters, move monsters around town, and it also presents an event that may affect the investigators. Each card consists of two parts; the lighter half is used by default, and the darker part is used instead only if the noted scenario is in play.

300 Encounter CardsEncounter cards represent the adventures that take place at the various locations in town. Each of the five areas in Arkham and each of the five other areas found in Dunwich, Kingsport, and Innsmouth, has a deck of encounters dedicated to it, and each card has one encounter for each of the locations in that area.

50 Other World Encounter CardsOther World Encounter cards represent the adventures that take place in the Other Worlds. Unlike the normal Encounter cards, which are divided into separate decks for each area, these cards each bring the investigator to a completely new Other World.

COMPONENT OVERVIEW

Page 8: Arkham Horror Revised - vincentgames.com · in the aftermath of the War to end all Wars. Yet a dark shadow grows in the city of Arkham. Alien ... H.P. Lovecraft in his writings about

7 Guardian CardsThese cards represent powerful supernatural entities or influential institutions that are opposed to the Ancient Ones. Each card shows the Guardian’s name and unique abilities, as well as any setup rules and flavour text on the back.

10 Herald CardsThese cards represent powerful supernatural entities that are preparing the way for the Ancient Ones. They can be added in addition to the Ancient One card, to increase the game’s difficulty. Each card shows the Herald’s name and unique abilities, as well as any setup rules and flavour text on the back.

15 Blessin g of Nodens CardsThese cards are used when Nodens is the Guardian, and give blessed investigators an additional benefit.

15 Reckoning CardsThese cards are used when the Lurker at the Threshold is the Herald, and represent the capricious and often cruel effects the Lurker has upon those who have entered into a pact with him.

8 Power TokensWhen the Lurker at the Threshold is the Herald, investigators can make an eldritch and profane bargain, denoted by these tokens. It grants unique advantages, but it also increases the likelihood of being affected by Reckoning cards.

10 Relationship CardsThese cards are used when the Investigators Society is the Guardian, and represent the effects on the team of investigators resulting from their history together and their attitude toward each other.

23 Vision of Hypnos CardsThese cards are used when Hypnos is the Guardian, and they increase the rate at which clues can be gathered and the odds of helpful encounters occurring.

2 Hypnos TokensEach Vision of Hypnos card indicates where a Hypnos token must be moved to. When instructed to move them, be sure to first remove any Hypnos tokens still on the board. Investigators gain benefits at these location.

8 Bast TokensThese tokens are used when Bast is the Guardian, and show which investigators have been granted Bast’s favor.

4 Expedition TokensThese tokens are used when the Miskatonic University is the Guardian, and represent a team of Miskatonic University specialists doing research into other towns.

6 Elder Sign TokensWhen an investigator permanently seals a gate, an Elder Sign token is added to the sealed location - preventing new gates from opening. Once six such tokens have been added to the board(s), the investigators win the game.

6 Closed TokensThese tokens are placed on locations that have closed. Neither investigators nor monsters can enter closed locations.

COMPONENT OVERVIEW

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50 Monster TokensMonsters will roam through the streets and investigators must either try to evade them or fight and defeat them. Each token has two sides: a movement side and a combat side - leave the monsters movement side facing up while it wanders around the board, and flip it when an investigator battles it.Players may always look at either side of any monster token. On the movement side it shows the test that needs to be made to evade the monster, its dimensional symbol, its name, and the colored bar at the bottom denotes its movement type. On the combat side it shows which tests must be made when fighting the monsters, how tough it is, and any special abilities it might have.

10 Mask Monster TokensThese special monster tokens can be identified by the yellow color of the text on the front. They are only used when Nyarlathotep is the Ancient One.

18 Epic Monster TokensThese special monster tokens are not added to the pool of normal monster tokens, but instead are called upon under specific circumstances.

20 Gate TokensGates are placed on the board to indicate an opening to an Other World is present. Each token indicates the location at which it must be placed. Place the token with the white side up, to indicate the location is now considered to be an entrance to Other Worlds.

3 Mystery and Explored TokensThis double sided token is placed on a Gate tokens when it is being explored by an investigator. The Other World Encounter cards will indicate when such a token must be placed, and it determines the type of encounter the investigator will have.

3 Rift TokensThese tokens are used when playing with The Shadow over Innsmouth scenario, and they are mobile tears in the fabric of the universe, somewhat similar to gates, save that they cannot be explored. Rifts must be closed by exploring Kingsport.

12 Rift Progress TokensEach Rift token has Rift Progress tokens denoting its development. Once a Rift has four of these and fills up, the Rift opens.

COMPONENT OVERVIEW

Page 10: Arkham Horror Revised - vincentgames.com · in the aftermath of the War to end all Wars. Yet a dark shadow grows in the city of Arkham. Alien ... H.P. Lovecraft in his writings about

Game SetupFollow the steps below to prepare for a game of Arkham Horror.

1 . Prepare the Town BoardPlace the board of Arkham center table and make sure there is ample space for each player.

2. Add Markers and TokensAdd the Doom marker to the first space on the Doom track, and the Terror marker on the first space on the Terror track.

Add 1 Clue token to each location with a 1 symbol at the top of the location. These locations are unstable and represent the places where dimensional gates can open and monsters appear.

Place all the monster tokens in a container from which players can grab blindly. When a player adds a monster, he draws one token randomly from this container (known as the monster pool).

Also place all gate tokens in a separately container. Similarly, gate tokens are drawn randomly. Be sure not to include any gate tokens that hold icons to specific scenarios.

Place the sanity, health, clue, money, skill, counter, elder sign, closed, and mystery/explored tokens aside.

3. Separate DecksSeparate the various cards into the following decks: Asset, Artifact, Spell, Ally, Special, Madness, and Injury.

Also set aside the 5 Encounter decks for Arkham, the Other World Encounter cards, and the Mythos cards.

4. Determine InvestigatorsShuffle the Investigator cards and give each player three. Players must choose their investigator from those dealt to them (discard any cards not chosen).

Once chosen, the player takes the matching investigator marker and places it in its starting location (listed on the back of the card).

Lastly, the player gains Sanity and Health tokens equal to the investigator’s maximum values.

5. Receive Starting PossessionsEach investigator cards shows certain fixed starting items that the player starts with. These fixed items are always called by name. The color in which the item is shown indicates what deck it is from. The player also gains any clues, money, and any other tokens as indicated on his investigator card.

6. Shuff le DecksNow that all players have their starting possessions, shuffle each deck (both small and big) individually - except for the Special cards.

7. Receive Random PossessionsNow give each investigator the random starting items that are listed on their Investigator sheet (the ones that were not specifically named, but instead had an icon showing what deck the card must be drawn from).

8. Reduce All iesRemove cards from the Ally deck until there are only 11 Allies in the game. Allies that are taken as starting possessions by the players must be one of the 11 Ally cards used. Return all removed card to the box, they will not be used this game.

9. Reveal Ancient OneShuffle the Ancient One cards and randomly reveal one. This is the Ancient One that is threatening Arkham for this game. Alternatively, the player may choose which Ancient One they face.

Instantly resolve any setup abilities as listed on the Ancient One card.

10. Optional SetupThere are multiple variants on the base game, and these are known as scenarios. Each scenario adds something new to the game, like new towns or important events that will take place in Arkham. Each scenario has its own setup steps (see the Scenario section at the end of this book).

Additionally, players are also able to add Guardians and/or Heralds to each game - regardless of what scenario is being played. These can be chosen at random or selected by the players. The Guardian/Herald card used will indicate if any other setup is needed.

11 . Resolve a Mythos CardGive the Lead Investigator marker to the most terrified player.

The Lead Investigator draws one Mythos card and resolves it as described in the Mythos phase. However, if a Mythos card is drawn that does not open a gate, or if it is a Rumor Mythos card, instead discard it and draw again until drawing a non-Rumor Mythos card that opens a gate. Additionally, one extra monster is added to this first gate of the game.

After the Mythos card has been resolved, the first turn begins, starting with the Lead Investigator.

GAME SETUP

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Game TurnA single turn is divided into four phases. During each phase, every player, starting with the Lead Investigator and continuing clockwise, performs certain actions. Once all players have completed a phase, the next phase begins - again starting with the Lead Investigator. Once the last phase has been completed, a new turn starts. The phases of each turn are:- Phase 1: Rest- Phase 2: Move- Phase 3: Encounter- Phase 4: Mythos

Certain items and actions may only be performed during a specific phase. If this is the case, it is indicated by a tag at the front of that action (i.e. [rest]). Such actions cannot be performed in any of the other phases.

Phase 1 : RestDuring this phase each player is able to recover and prepare for the turn to come.

New Lead InvestigatorAt the start this phase the current Lead Investigator pases the Lead Investigator marker to the next player clockwise - that player will be the Lead Investigator for this new turn.

Skip this step on the very first turn of the game.

Refresh CardsCertain cards exhaust themselves when used, which means they are turned clockwise 90°. A card may only be exhausted when it is not already turned in this manner. Refreshing a card means that the card is rotated back to its normal position.

During each Rest phase, all player may refresh all their cards.

Phase 2: MoveDuring this phase each player moves through town to get to a new location.

Move SpeedThe amount of steps an investigator can move is equal to their Speed skill (p). The investigator can have items that directly increase the amount of steps he can move - such an increase is called Walk Speed ([p]). A bonus in Walk Speed increases the amount of steps the investigator can take, but does not increase the Speed skill.

A single step allows the player to move his investigator to an adjacent location, so long as the two locations are connected by a line. However, player may never move across white lines, as these lead into vortices that only monsters can survive.

If an investigator moves away from a location with a gate, leaving the gate without any investigator on it, also remove any Mystery/Explored token (2/3) there.

Evading MonstersEach time an investigator attempts to leave a location occupied by one or more monsters, he has to either fight or evade each of them. Likewise, if an investigator ends his movement, he must fight or evade all monsters in his current location.

If the investigator successfully evades all monsters in his location, he may continue moving. If he fails, however, the investigator is not allowed to move any more this turn. If this happens when there are more monsters in the same location, the investigator must still evade or fight the remaining monsters. Once an investigator begins combat with a monster for any reason, his movement is over.

The exception to this rule is when the investigator is at a location with a gate. All monsters at locations with gates may be freely evaded.

Gathering CluesWhen an investigator ends his movement in a location with any Clue tokens, he may immediately take all of those Clue tokens. This happens after having dealt with any monsters.

Travelin g Between TownsWhen playing with certain scenarios, new towns will be added to the game. To move between Arkham and another town, an investigator must be at a depot location (which is indicated by the icon). From there, the investigator may spend $1 and one step of movement, to move to any other depot location.

Investigator StatusDelayed: During the game, certain effects can cause an investigator to become delayed. When this occurs, place the investigator marker on its side, indicating the delay. Delayed investigators are not allowed to move during their turn. Instead, during the Move phase, the player stands his investigator marker back up and then ends his Move phase.

The exception to this rule is when an investigator is at a location with a gate. Investigators at a gate are not allowed to recover from being delayed.

GAME TURN

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Arrested: Multiple actions can have a player become arrested. When this happens, the investigator is placed in the Jail Cell in Arkham and delayed. In this location, the player does not gain an (Police Station) encounter.

During the Move phase, investigators in the Jail Cell move to the Police Station proper and immediately end their Move phase.

Lost in Time and Space: When an investigator loses his way in an Other World, it is likely that he will become lost in time and space. When this happens, the player moves his investigator marker to special location on the Arkham board and delays his investigator.

During the Move phase, if an investigator is not delayed but still lost in time and space, he may move his investigator marker to any location (in any town). Afterwards he immediately ends his Move phase.

Phase 3: EncounterDuring this phase each investigator who is at an explorable location must take an encounter.

Town EncounterIf the investigator is at a location without a gate, and is not in the streets, the investigator has an encounter. The next player clockwise draws a card from the Encounter deck that matches the area the investigator is currently in - each area has its own color, matching those of the Encounter decks.

Next, that player finds the entry matching the investigator’s location, reads it aloud in full, and then the active player performs any actions indicated by the card and resolve its effects.

Location AbilitiesSome locations have special abilities listed underneath them. These abilities allow players to spend what they have to gain new cards or other benefits. When having an encounter at such a location, the player may choose to perform the listed action instead of drawing an Encounter card.

If there is an open gate at the location, however, investigators cannot use the location’s special ability.

It is important to note that when a location ability says “buy 1 of...”, that means that the player must buy one of the drawn cards if able. If not able, the player simply discards all drawn cards. Additionally, the player is not allowed to buy more than one of the drawn cards.

Other World EncounterIf an investigator is at a location with a gate, the Encounter phase works very similar to a normal town encounter - however, the next player clockwise instead draws a card from the Other World Encounter deck. The entry that must be read is determined by how many times the gate has been adventured into; if there is no token on the gate, the Gateway entry is read; if there is a Mystery token (2) on the gate, the Mystery entry is read; or if an Explored token (3) is on the gate, the Explored entry is read.

The exception to this rule is when there are multiple investigators at the same gate - only the first investigator during the Encounter phase may have an encounter. All other investigators may not have an encounter (not even a normal encounter, or use the location ability).

GAME TURN

Location TypesEach town has multiple locations. Circular shapes indicate named locations and square shapes indicate the area’s general streets. All locations are connected via lines, which show how an investigator/monster can move. Each sets of locations with a similar colour is known as an area.

In addition to locations and streets, there are also smaller white locations, known as vortices. Investigators are never able to move into a vortex; they are only accessible by monsters.

Both locations and streets can have a wavy border. This indicates that it is an aquatic location. Certain game effect will only affect aquatic locations, most notable aquatic monsters that may move freely between these location.

Each location with an Other World icon (1) at the top of it is called an unstable location. This means a gate can open there and monsters can spawn from it.

Each town also has a single location with a train ticketicon ( ), to indicate it is a depot location. Investigators may move between towns via these specific locations.

Lastly, there are three locations in Arkham with a closed icon ( ). These three shops will be closed when Terror gets too high.

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Monster Ambush!When the card says “A monster ambushes you!” the player draws a monster from the pool and must either evade of fight the monster. Afterwards, if the monster was not defeated, it is returned to the pool of monsters.

Monsters and gates cannot appear in sealed locations - if it has an elder sign (E) - even if this is directed by the text of a card.

Phase 4: MythosDuring this phase the players resolve a Mythos card. However, only the Lead Investigator performs any actions.

Drawing the MythosTo start with, the Lead Investigator draws the top Mythos card and must then determine which half of the Mythos card to resolve. Each Mythos card has two sides, the darker side is used only when a specific scenario is used (as indicated by the icon in the center of the card).

If that scenario is not in play, the card should be rotated and the lighter side of the Mythos card takes effect. The half that is not used must be completely ignored.

Applying the IconsEach Mythos cards shows multiple icons at the top. Each icon has its own effects, and should be resolved in normal order from left to right.

Gate: A gate opens this turn, which is done by performing the following actions:

1. The Lead Investigator draws a random gate token and looks at the bottom of the token, which indicates at what location the gate is placed. The gate is then placed there with the Other World icon facing up.

2. The Lead Investigator draws a random monster token and adds it to the gate. If playing a game with 5 or more players, add an additional monster to the gate.

3. Doom is advanced once.

However, if there is an elder sign (E) at the location indicated by the gate token, instead nothing happens. No gate opens, no monsters are added, and Doom does not advance. Simply return the gate token to its pool.

If a gate ever opens at a location that contains an investigator, that investigator is delayed.

Gate Burst: A gate opens violently this turn. The actions for this effect are the same as a normal opening gate. However, if there is an elder sign (E) at the location, then the elder sign is removed and the gate opens anyway.

Doom: Instead of a gate opening this turn, advance Doom twice.

Monster Surge: No gate opens this turn, but instead a surge of monsters appear from the remaining gates. The Lead Investigator draws a number of monsters equal to the number of open gates or the number of players (whichever is greater). He then distributes these monsters as equally as possible amongst the open gates.

Clue: Add a Clue token to the indicated location, unless there is an gate at the location. If the Clue is added to a location with an investigator, that investigator may instantly receive the Clue token.

Monster Movement: These white and black icons each show one of the six dimensional symbols. Each monster has a matching symbol, which is used to determine their movement.

Firstly, all monsters whose dimensional symbol matches that of the symbol shown in the white field move along the white arrow. Secondly, all monsters with symbols matching the one shown in the black field move along the black arrow.

GAME TURN

The Story Continues…Each Encounter deck, as well as the Other World Encounter deck, and even the Mythos deck, has a special card in them called The Story Continues…. When a player draws this card, he must place it back onto the deck, along with any discarded cards from the same deck, and shuffle them all to form a new draw deck. Afterwards, the player instantly draws a replacement card.

This special card can never be removed from its deck.

The smaller card decks do not have such a card, instead simply shuffle the discard pile into a new deck, when the deck runs out. Additionally, whenever a player is allowed to choose a specific card from such a deck, he must always shuffle it afterwards.

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Monsters do not move if they are in the same location as an investigator. Additionally, when a monsters has multiple choices to move to (like sometimes happens with flying or aquatic monsters), it moves to the nearest investigator with the lowest Sneak (n) value. When a monster moves into a vortex it is returned to the monster pool, and then Terror advances.

Mythos EffectTo end this phase, and also the entire turn, the Lead Investigator reads the text on the Mythos card.

Each Mythos cards belongs to one of three types. Event cards are resolved instantly and then discarded. Condition cards remain in play and have a lasting effect, however when a new Condition Mythos card is drawn it replaces the previous Condition card. Rumor cards remain in play until resolved. If a new Rumor Mythos card is drawn (while another is still in play), the icons on that card take effect, but the text is ignored and the card is discarded afterwards. Afterwards, a new turn starts, with a new Rest phase.

Ending the GameThe game ends in one of two ways; the investigators either overcome the Mythos threat, or they are defeated by it.

DefeatIf the Ancient One awakens and devours all of the investigators in the battle, the space-time continuum ruptures, the Ancient One is unleashed, and all of mankind suffers for the investigators’ failure. In this unfortunate event, all players lose the game.

VictoryThe investigators win the game in any of the following three ways:

Closin g the GatesIf the investigators manage to close the last gate on the town board(s), and the investigators collectively have an amount of gate trophies equal to or higher than the number of players, they immediately win. Stability is restored to the world as the Ancient One slips back into a deep slumber for a few more millennia.

Sealin g the GatesIf, at any time, there are six or more elder signs (E) on the town board(s), the players immediately win. The Ancient One is driven away and peace returns to the world.

Banishing the Ancient OneIf the Ancient One awakens but the investigators manage to defeat it during the final battle, they immediately win. The Ancient One is banished beyond time and space.

ScoringIf the player are victorious, the investigators have defeated the Mythos threat and saved Arkham. The player can rate their victory by following these steps:

Take the Ancient One’s printed Awaken-value.Subtracting the current Terror rating.-1 for each devoured investigator.+1 for each unspent gate trophy.+2 for each scenario used during the game.+2 for each Herald used during the game.-2 for each Guardian used during the game.

ENDING THE GAME

Movement TypesEach monster has its own way of moving, divided into six groups - indicated by the color of the bar at the bottom of the monster token.

Normal: These monsters move without special rules.

Fast: These monsters move twice, following the same color arrow each time.

Stationary: These monsters never move.

Flying: These monsters move normally, however for them all streets are considered adjacent to each other. This means that a flying monster in the streets will directly move to the nearest investigator also in the streets.

Aquatic: These monsters move normally, however for them all aquatic locations are considered adjacent to each other. This means that an aquatic monster in an aquatic location will directly move to the nearest investigator also in an aquatic location.

Unique: These monsters have special action they perform when moving. Look at the backside of the monster token and follow the instructions there.

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Other RulesBy now you should be familiar with the overall flow of the game, including what you must do to win. The remaining sections offer everything you’ll need to know to meet those objectives.

Sk il lsEach investigator is described by six basic skills, which they use to accomplish things in the game. A skill’s value indicates the number of dice the investigator rolls for a test based on that skill.

p Speed: Determines quickness and agility, and determines an investigator’s movement.

n Sneak: Used for feats of stealth and thievery, and is used for evading monsters.

F Fight: Indicates physical strength and endurance, and is used during combat.

W Will: Shows an investigator’s force of personality and courage, and is used to withstand horror.

L Lore: Determines your mystic knowledge and ability, and is used for casting spells.

l Luck: Indicates the whims of change, and is commonly used in encounters.

Special Sk il lsThere are also special types of skills - indicated by normal icons encased between special brackets. Each uses the value of one of the six basic skills. Bonuses to the base skill apply to the special skill as well. However, bonuses to special skill do not apply to the base skill. For example, a bonus to Combat Fight only increase your Fight skill during combat, and does nothing when you are outside of combat. The special skills include:

[p] Walk Speed: This improves your Speed skill when determining how many steps you may move during the Move phase.

[n] Combat Sneak: This improves your Sneak skill when evading monsters.

[F] Combat Fight: This improves your Fight skill when fighting a monster or the Ancient One.

[W] Combat Will: This improves your Will skill when determining if a monster is frightening.

[L] Spell Lore: This improves your Lore skill when casting spells.

Improve a Sk il lWhen a player is directed to improve a skill or is awarded a skill improvement, that player takes 1 Skill token of his choice and adds it to his Investigator card. That skill is now permanently increased by one.

However, no player may ever have more than one of each type of Skill token. Therefore, each skill may only be improved once. If a player already has all 6 skill improvements, and he may improve another skill, instead nothing happens.

TestsInvestigators are often called upon to make a test in order achieve something. When the game asks a player to make a test it will show the icon of the tested skill together with a modifier. The modifier is a number that is added to or subtracted from the investigator’s skill value. For example, “test l-1” requires the player to test his Luck, but the value is considered to be one lower than it really is.

A modifier can never reduce a value below 1. Once the modifier has been applied, the result determines how many dice are rolled by the player. Each die result of a 5 ot 6 counts as a success. When making a test, the player only needs to roll one success in order to succeed.

Spending CluesClue tokens represent information about the Mythos threat that an investigator may acquire. A player may spend Clue tokens, one at a time, after any test. Each spent Clue allows the player to roll one additional die.

EvadingWhen an investigator attempts to leave a location with any monsters, or ends his movement in such a location, he must fight or evade all monsters there. Evading a monster allows the player to continue moving, as well a preventing any combat.

To evade, the player must make a test. The test is noted in the top-left of the monster token. This is considered a Combat Sneak test ([n]), and therefore both bonuses to Sneak as well as Combat Sneak apply to the test.

If the player succeeds the Combat Sneak test, he evades the monster and may continue moving as normal. He does not have to enter combat with the monsters, but may have to fight/evade any other monsters still in the same location.

If the player fails the test, his movement instantly ends and he enters combat with the monster. He must still fight/evade any other monsters in the same location.

OTHER RULES

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CombatWhen an investigator chooses to (or is forced to) fight a monster, the player looks at the back side of the monster token. This indicates two tests, as well as any special abilities the monster has. Entering combat always stops the investigator’s movement for the turn.

The first test is a Combat Will test ([W]). If the test is failed, the investigator suffers a loss in sanity (S) as listed to the right, in the blue bar. There is no reward for succeeding at the test, besides not taking any damage.

The second test is a Combat Fight test ([F]). This test requires a larger than usual amount of successes to be rolled - equal to or higher than the monster’s Toughness (t), as indicated on the top-right of the token. If the player does not role sufficient successes and fails, the investigator suffers a loss in health (H) as listed to the right, in the red bar. If the test gains an amount of successes equal to or higher than the monster’s Toughness, the monster is defeated. When a monster is defeated, the player keeps the token as a trophy.

Monsters can have special abilities, including:

Endless: The monster token may not be claimed as a trophy, and instead returns to the pool when defeated.

Nightmarish: The monsters deals sanity damage even if the Combat Will test ([W]) was succeeded - as indicated by the first value in the blue bar.

Overwhelming: The monsters deals health damage even if the Combat Fight test ([F]) was succeeded - as indicated by the first value in the red bar.

Resistance: The monster is immune to mundane items. Any item the investigator has that does not have the Magical tag on it has no effect against this monster. Note that this only applies to items, and any cards without the Item tag work as normal.

Investigator CardsInvestigators will collect useful cards throughout the game, to increase their chances of banishing the Ancient One. Each of these cards will have tags in the top-right corner to indicate what type(s) they are. When an ability or action asks for a specific type of card, it will do this by asking for the tag. For example, when the player must “discard an Item”, the investigator must discard one card with the Item tag on it.

Weapons and SpellsThere is a limitation on the number of weapons and spells an investigator may use at once. This limitation is shown by the hand icon ( ) in the bottom-right of any card. Each investigator may use any combinations of weapons and spells, as long as their combined number of hand icons does not exceed two. Note that a spell requires the number of hands shown on the card, even if the investigator fails to cast it.

A weapon or spell that gives you a bonus (even one that says it lasts until the end of the turn) only continues to give you the bonus while you devote the required number of hands to it. You can choose to switch weapons/spells at any time, but as soon as you “release” a weapon or spell, it stops working for you.

TasksCertain cards in the Asset deck and Artifact deck are known as Tasks. They consist of a short list of locations that must be visited in the listed order. The investigator must either end his movement at each listed location or perform the proper action (as listed on the card). To show this advancement, the player places a Counter token (e) on the card. Each Counter token counts as another step resolved.

There is no time limit on completing a Task, but if it is discarded or passed to another investigator, all Counter tokens are removed from the card. Once all the steps have been completed, the investigator receives the reward, as listed on the card, and then removes the card and its Counter tokens.

Town or Other WorldWhen a card asks for an investigator to be “in town”, this means the investigator must be in any location without a gate. When an investigator is in a location with a gate, he is no longer in town and instead is “in an Other World”. When lost in time and space, the player is also considered to be in an Other world.

TradingAt any time during the turn players are allowed to trade items, spells, and money with each other, as long as they are in the same location. This means that only the money tokens, and cards that specifically have the item or spell tag may be traded.

OTHER RULES

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DamageInvestigators may never have more sanity or health than the maximum listed on their investigator card.

When a player is reduced to 0 sanity (S), he goes insane. When this happens, the investigator instantly regains all his sanity and then gains 1 Madness card. If the investigator was in town, he is moved to the Arkham Asylum and delayed. If he was in an Other World, he is lost in time and space and delayed.

When a player is reduced to 0 health (H), he goes unconscious. When this happens, the investigator instantly regains all his health and then gains 1 Injury card. If the investigator was in town, he is moved to the St. Mary’s Hospital and delayed. If he was in an Other World, he is lost in time and space and delayed.

DevouredIn rare cases, investigators may be devoured. When this happens, the player immediately discards all his cards and tokens, and removes his investigator card and marker.

On the player’s next turn, during the Rest phase, the player follows normal setup for a new investigator. He draws 3 investigator cards, choses one and discards the others, gains starting possessions (if not already possessed by another player), and random possessions, and places his new investigator marker in its starting location - delayed.

This is all the player may do this turn. He does not get to act during the rest of the turn.

Closin g and Sealin g GatesWhen a gate is closed, the player keeps the token as a gate trophy. Also be sure to remove the Explored token (3).

If an investigator successfully closes a gate, he may immediately spend 5 Clue tokens to permanently seal it. The player takes an elder sign token (E) and places it in his location. The gate is now sealed: no further gates can open and no monsters can appear at the location of the sealed gate for the remainder of the game.

TrophiesWhen defeating a monster or closing a gate, the player keeps the token. These tokens are known as trophies and are worth points.

There are several locations where players can spend trophies they have collected. All trophies spent in this manner are returned to their own pool. The value of a trophy is indicated by its trophy points (T). Each monster is worth an amount of trophy points equal to its (printed) toughness (t), and each gate trophy is always worth 5 trophy points.

TerrorThe Terror value shows the current mental state of Arkham’s inhabitants. Various things can advance Terror, and players should be very cautious about allowing it to increase. Once Terror has reached 10, if it ever advances again, instead advance Doom.

The most obvious effect of terror is that people pack up and leave town. Whenever Terror advances, take one Ally card from the deck and remove it from the game.

If panic reaches sufficiently high stores will close for the rest of the game. If Terror reaches 3, add a closed token ( ) to the General Store. If Terror reaches 6, add a closed token to the Curiositie Shoppe. If Terror reaches 6, add a closed token to Ye Olde Magick Shoppe.

ClosedWhen a location is closed, indicated by a closed token ( ), the location cannot be entered by both investigators and monsters. If a location closes whilst there are investigators and/or monsters in that location, instantly move then to the nearest non-closed location (the streets).

OTHER RULES

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Ancient One Awakens!No matter how valiantly the investigators struggle, they are facing incredible odds. Despite their best efforts, the Ancient One may awaken and enter Arkham. If this comes to pass, the only thing the investigators can do is try to drive it back using the weapons and magic they’ve accumulated. There are two conditions under which the Ancient One may awaken:

1 . Doom AdvancementWhen Doom has advanced to a value equal to or greater than the Awaken value listed on the Ancient One card, the Ancient One awakens immediately.

2. No More TokensIf a player is instructed to draw a gate token or monsters token, but is not able to, the Ancient One awakens immediately.

Final BattleAfter the Ancient One has awoken, the final battle begins and the game changes somewhat. Firstly, whenever an investigator is devoured, he is not allowed to start a new investigator and is instead removed from the game. Secondly, the players no longer take normal phases. Instead, there are only two phases; Rest & Attack.

SetupTo start the final battle perform the following actions:

- Any investigator lost in time and space is devoured.- Remove any Condition and Rumor Mythos cards.- Advance Doom to be at least as high as the Ancient One’s Awaken-value.

- Shuffle the two different Battle decks individually, and place deck ‘1’ on top of deck ‘2’.

- All player instantly perform a Rest phase, but do not pass the Lead Investigator marker.

GameplayEach round, the Lead Investigator will have a chance to attack the Ancient One, whilst the Ancient One will have a chance to attack all investigators. During a single round the players perform the following steps in order:

Rest phase: The Lead Investigator marker is passed and the new Lead Investigator performs a normal Rest phase.

Attack phase: Draw the top Battle card and resolve it.

Skip the Rest phase on the first turn of the final battle.

When a Battle card says that the “Lead Investigator can attack”, that player makes a Combat Fight test ([F]) as listed under the Ancient One’s Attack attribute (top right), just like fighting a normal monsters. For each success, the investigator should retreat Doom once. If the investigators are able to retreat Doom to 0 the Ancient One is banished! This means the players win the game.

When a Battle card says the “Ancient One attacks”, look at the bottom of the Ancient One card to see what happens during this powerful assault. These attacks target all investigators, not just the Lead Investigator. Any investigator reduced to 0 Sanity or Health (S/H) is devoured and removed from the game. If all investigators are devoured, the players lose the game. The Ancient One might also have some combat abilities listed here (which work the same as they do for monsters).

Each Sinister Plot Battle card instructs the players to resolve one of the Ancient One’s Battle actions. These actions can be found on the backside of the Ancient One card, and work in the same way as a normal Battle card.

Finally, it is worth noting that in the second half of the Battle deck there is a card titled The End of Everything. When drawn, the game ends immediately, causing the players to lose.

OTHER RULES

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Heralds and GuardiansAs a variant on a normal game, the players may choose to add a Herald and/or Guardian. In this variant, powerful supernatural beings influence the investigators.

Heralds make the game more difficult by adding game elements that hinder the players, while Guardians make the game easier by adding game elements that help them. They can be added in addition to any scenario(s).

The back of the Herald/Guardian cards possibly list certain setup steps the players must perform before starting the game.

ScenariosThere are six different scenarios that can be added to the game. Each scenario adds a new challenge to the game. It is possible to add multiple scenarios to a single game of Arkham Horror, though this greatly increases the difficulty of the game.

The number of players should be counted as being one less for each scenario town board beyond the first, whenever the game asks for “the number of players”.

The six scenarios are:- The Black Goat of the Woods- The Curse of the Dark Pharaoh- The King in Yellow- The Dunwich Horror- The Shadow over Innsmouth- The Kingsport Rifts

HERALDS AND GUARDIANS

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The Black Goat of the WoodsPolice are searching for a young girl, name withheld, after tragedy struck her family this week. The girl, 14, was last seen entering the woods in Southside.

This latest disappearance is the third to plague Arkham in as many months. In each case, the victim was last seen in a relatively wild or undeveloped part of Arkham, such as the woods or the river islands. No bodies have been found.

Friends and family have not given up hope of reunion with their loved ones, although Sheriff Engle cautions against heedless optimism. “We have reason to believe at this time that the missing persons cases are linked. Until our investigations have concluded, we strongly encourage all citizens to remain indoors after dark and to avoid the woods at all times of day.”

In The Black Goat of the Woods scenario, a malevolent cult has risen in Arkham. The practices of this depraved band include blood sacrifice and consorting with the direst of beings in rituals held by firelight. The awful truth is that the cult has

power that is growing daily as they call out to their slumbering master. It’s up to the investigators to infiltrate this cult and learn enough about their enemy to save Arkham from disaster… but how long can they resist the corrupting and seductive influence of the Black Goat?

Setup- Add The Black Goat of the Woods Herald card next to the Ancient One card.

- Take all monsters with the h dimensional symbol, and place them in a second monster pool. These monsters enter play only when a new gate opens (not during a monster surge).

- Shuffle the two different Corruption decks individually, and place deck ‘1’ on top of deck ‘2’.

- The Lead Investigator gains a “One of the Thousand” Cult Membership.

CorruptionThe deck of Corruption cards indicates the Black Goat’s destructive effects on the investigators. They are similar to Madness or Injury cards, except that they only trigger during certain turns.

Whenever a Mythos card is resolved, each player must check his Corruption cards. If the symbol on the Corruption card matches that of the dimensional symbol shown in black on the Mythos card, then the Corruption card is activated. This means the effect listed on the card are applied.

Under all other circumstances the Corruption card may be ignored.

When an Other World Encounter card closes a gate and removes all monsters with a certain dimensional symbol, also discard all Corruption cards with that same symbol.

Lastly, whenever a Corruption card should be drawn, but can’t (because the deck has run out), instead advance Doom. Do not reshuffle the discarded card.

A Thousand YoungThe secondary monster pool that only contains h monsters is not normally drawn from. Instead, whenever a gate opens, the players add 1 additional h monster to the gate, regardless of any other effects.

Additionally, these monsters are not removed from the game when a gate is closed. This means that when an Other World Encounter card (or some other effect that triggers after closing a gate) says to remove all h monsters, instead remove no monsters.

Lastly, whenever a h monster is defeated, that investigator must draw 1 Corruption card.

It is important to note that the same rules apply to the h monster pool. This means that when a player needs to draw a monster from this pool, but is not able to, the Ancient One instantly awakens.

SCENARIOS

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The Curse of the Dark PharaohAfter several delays, the “Legacy of the Pharaohs” exhibit at the Arkham Museum of History opened to the public last Tuesday to a large crowd. The exhibit features some of the oldest and most mysterious artifacts to be unearthed in Egypt, and is on display for the first time outside of Cairo.

The museum had scheduled the public debut of these items three weeks ago, but a series of strange troubles threatened to put the exhibit off indefinitely. Museum curator, Dr. Anthony Migliore commented, “We’ve had nearly a dozen employees unable to work due to illness or family tragedies. One of our docents stopped coming to work with no explanation at all.” It is rumored that some of the artifacts intended for the display have gone missing, but Dr. Migliore vehemently denies this.

In The Curse of the Dark Pharaoh scenario, an ancient curse has fallen on Arkham. It is whispered that some of the strange artifacts on display as part of the “Legacy of the Pharaohs” exhibit have vanished. Those who seek these

treasures find nothing but unspeakable horrors. Meanwhile, a dark and mysterious figure, garbed in ancient Egyptian raiments, has been seen roaming the streets. This man, it is said, is a living curse to all he encounters. Fear grips the city, and it falls to a small group of investigators to stop the supernatural evil that creeps through the streets of Arkham!

Setup- Place the Ancient Whisper Epic monster on the Miskatonic University streets.

- Keep the Patrol Epic Monsters nearby the board.- Shuffle the Exhibit deck and place it near the Artifact deck.- Optionally, the players may choose to add The Dark Pharaoh Herald to the game, by placing it next to the Ancient One card. This increases the difficulty of the scenario, by bringing the Dark Pharaoh to life.

Ancient WhispersThe Ancient Whisper indicates a street area where an exhibit item is rumored to have been seen. Ever since the “Legacy of the Pharaohs” museum exhibit arrived in Arkham, a flurry of stories have cropped up about ancient Egyptian artifacts from the exhibit appearing around town.

During the Encounter phase an investigator who is in the same location as the Ancient Whisper must have an Exhibit encounter. Each such encounter includes instructions to move the Ancient Whisper to a new street area.

Only one investigator may have an Exhibit encounter in a single turn.

The Ancient Whisper token moves just like a normal monster during the Mythos phase. However, it is never removed.

Patrolled NeighborhoodsCertain Arkham encounters instruct players to “place a Patrol” on a specific street. If there is already a Patrol token there, do not add a second token. The citizens in a neighborhood with this token have grown suspicious of the gun-toting, occult-obsessed investigators and are eager to see these dangerous madmen thrown in prison.

Patrol Epic monsters must be evaded like normal monsters, but cannot be fought or defeated in any way.

However, whenever Terror advances, remove all Patrol tokens.

SCENARIOS

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The King in YellowDirector Hildred Castaigne has brought his vision of “The King in Yellow,” a revolutionary new play, to the country’s shores. The play, which is a period piece, describes the drama and loss suffered by the noble family of a fictional kingdom reminiscent of the Mediterranean nations. “The King is Yellow” is renowned for the powerful but unorthodox philosophy it espouses. This newspaper’s theatre critic, who viewed the production in its final days in Paris, mentioned during the intermission via telegraph that he was tempted to leave after the first, banal act, disappointed in its simplicity. He was unable to be reached for comment afterwards, however.

In other news, the riots and mass hysteria in Europe have reached a lull. Authorities are unable to pinpoint a cause for the strange behavior, which seems to have been sparked by shared delusions. The color yellow seems to play a significant part in the behavior...

In The King in Yellow scenario, an infamous play titled “The King in Yellow” has started in Arkham. The play, when read or viewed, has a mysterious power to unhinge the mind. But who would believe such a preposterous notion? It is up

to investigators to uncover the truth behind the “King in Yellow,” and to stop the dark powers that it may awaken.

Setup- Add The King in Yellow Herald card next to the Ancient One card.

- Shuffle the Blight deck and place it near the Ally deck.- Take the three Act cards and place them face down in order (Act I on top, Act III on the bottom).

The PerformanceEach Act card leads the investigators closer to the final act. While Act I and Act II each list a way for the investigators to prevent them from entering play, Act III cannot be stopped once it has begun. Should Act III ever enter play, an enormous charity performance of “The King in Yellow” takes place in Arkham, driving the townsfolk mad and destroying the city. In that case, the investigators immediately lose the game.

BlightIn addition to the normal effects, a Blight card is revealed whenever Terror advances - however, the players may choose to advance Doom to prevent this from happening. Blight cards apply their effects to all investigators, and cannot be removed.

SCENARIOS

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The Dunwich HorrorOnce again, terror has come to New England, this time spreading to the small country town of Dunwich, just a few miles from Arkham. The area is filled with rolling hills, many of which are topped with mysterious stone circles or the ramshackle houses of the recluses who live outside of town. At night, the piping of the whippoorwills fills the air, while lightning bugs dance in the witch-haunted hollows. This is a place where dark pacts with unknown forces are made, and where city folk go to disappear without a trace. But however much the people of Dunwich may distrust outsiders, they desperately need your help against the Horror that has manifested on the Whateley farm...

In The Dunwich Horror scenario, the dimensional instability plaguing Arkham spreads to the nearby town of Dunwich. This small hamlet has many deserted and ruined houses, and once you cross the bridge, a certain feeling of dread

follows. It is here that there are true monsters, including the feared abomination known only as the Dunwich Horror.

Setup- Place the board of Dunwich next to the board of Arkham.- Add the Calling marker on the first space of the Calling track.- Add 1 Clue token to each unstable location.- Add the 5 gate tokens with the matching scenario icon to the pool of gate tokens.

- Shuffle the Dunwich Horror cards and place them next to the board.

- Gather the 2 encounter decks for Dunwich, shuffle them individually, and place them next to Arkham encounter decks.

- Optionally, the players may choose to add The Dunwich Horror Herald to the game, by placing it next to the Ancient One card. This increases the difficulty of the scenario, by making the Dunwich Horror more powerful and dreadful.

Call in g the Dunwich HorrorWizard Whateley, a powerful warlock living in Dunwich, made a pact with Yog-Sothoth many years ago, and the Dunwich Horror was created. It has lurked in Dunwich all these years since, waiting for its chance to rise up and destroy the village. Now, its hour is almost at hand. Old Whateley’s a’ Calling.

Whenever Calling reaches 3, the Dunwich Horror Epic monsters is added to Sentinel Hill street.

The Dunwich Horror is a terrible creature, more powerful than any normal monsters but not as powerful as the Ancient Ones. Every time an investigator enters combat against the Dunwich Horror, that player shuffles and draws a Dunwich Horror card. These cards indicates the beast’s abilities and combat ratings. Beyond that, it is treated as a normal monster.

Vortex EffectMonsters that move into a vortex on the Dunwich board are returned to the pool as normal. However, when this happens do not advance Terror and instead advance Calling.

SCENARIOS

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The Shadow over InnsmouthA rotting fishing village on the coast of Massachusetts, Innsmouth is being devoured from within by a cancer. The Marsh family, greatly respected in the town by most, have long brought prosperity to the little village, but only they know at what cost. For just off the shore, beneath the waves, lies a secret so terrible that the Marshes would destroy anyone and anything to protect it. The investigators must venture into this xenophobic backwater, fearing for their very lives, in order to stop the plans of the Ancient One. The investigators will find no allies in Innsmouth, and few safe havens. But if they are to stop the advance of the terrible Deep Ones, they have no other choice.

In The Shadow over Innsmouth scenario, the neighboring town of Innsmouth is added. This large and dense town smells rotten and sickly, with only the salty smell from the sea to make it bearable. Everything about this town is corrupt,

even the bloodline - however, no one really knows how far this bloodline reaches, and who might be carrying the curse...

Setup- Place the board of Innsmouth next to the board of Arkham.- Add the Uprising marker on the first space of the Uprising track. Also add the Martial Law marker to its space on the board - the half-Doom icon should be facing up.

- Add 1 Clue token to each unstable location.- Add the 4 gate tokens with the matching scenario icon to the pool of gate tokens.

- Shuffle the Innsmouth Look cards and place them next to the board.

- Gather the 2 encounter decks for Innsmouth, shuffle them individually, and place them next to Arkham encounter decks.

- Optionally, the players may choose to add Father Dagon and/or Mother Hydra as the Herald(s) to the game, by placing it next to the Ancient One card. This increases the difficulty of the scenario, by giving the Deep Ones a leader to follow.

Martial LawInnsmouth is completely under the control of the forces of the Mythos. As such, the investigators are at great risk. When Doom has advances to at least half of the Ancient One’s Awaken value, martial law is declared in Innsmouth for the rest of the game. The Martial Law marker is flipped to indicates this.

Once this happens, investigators can no longer move about Innsmouth with impunity. Instead, each time an investigator ends his movement on an Innsmouth location, he must make a Sneak test (n) as indicated by the value above the location.

If he fails, he is arrested. This happens before having dealt with any monsters in the same location.

Arrested in InnsmouthUnlike in other towns, investigators arrested in Innsmouth are sent to the Innsmouth Jail instead of the Police Station in Arkham. They are delayed as normal. However, the Jail Cell in Innsmouth does have its own entry on the Encounter cards, which is read during the Encounter phase.

Investigators trapped in the Jail Cell may wind up stuck there for several turns. Other investigators can help to free them from the outside by moving to Sawbone Alley.

The Innsmouth LookSome people, unbeknownst to them, are descended from the horrible Deep Ones, and certain events may cause their abominable genes to manifest, transforming them into full Deep Ones. Sometimes, an investigator will be instructed to draw one or more Innsmouth Look cards. That player then shuffles the Innsmouth Look deck and draws as many cards as instructed, all at once. The player follows the instructions on those cards before returning all of the Innsmouth Look cards to the deck.

The Deep Ones Risin gInnsmouth adds the threat of the Deep Ones to the problems the investigators must deal with, in the form of the Uprising track. If Uprising advances to 6, the Ancient One immediately awakens.

Each time a gate is prevented from opening, such as by an elder sign token (E) or an investigator ability, advance Uprising. This happens regardless of the town the gate is prevented from opening in. Additionally, each time a monster surge occurse, advance Uprising.

In order to prevent the Deep Ones from rising, the investigators can gather evidence in the town of Innsmouth to convince the Feds to take action. This gathering of evidence is represented by filling up the clue spaces underneath the Uprising track.

During the Rest phase, any investigator in Innsmouth may spend 1 or more Clue tokens to add them to the spaces under the Uprising track that are the same color as the area he is in.

If all 6 fields have been filled with Clue tokens, Uprising is retreat back to 0 and the Clue tokens there are removed. Of course, this doesn’t prevent Uprising from advancing again, but it at least delays the inevitable.

Vortex EffectMonsters that move into a vortex on the Innsmouth board are returned to the pool as normal. However, when this happens do not advance Terror and instead advance Uprising.

SCENARIOS

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The Kingsport RiftsIn a sleepy little mist-shrouded town named Kingsport on the coast of Massachusetts, ancient forces have begun to stir. The barrier between worlds – never that thick to begin with in this dream-haunted place – has begun to fray, leaving rifts in the fabric of reality that can be felt as far away as the neighboring city of Arkham.

However, Kingsport has its own protections. There are guardians who watch over it for their own reasons, and powerful forces atop the craggy Kingsport Head that can benefit mankind… assuming they can be bothered. From the worm-ridden graveyard on Central Hill, to the quiet solitude of the North Point Lighthouse, Kingsport is a city of wonders for those who dream, and dangers for those who dare to follow their dreams too far.

In The Kingsport Rifts scenario, the neighboring town of Kingsport is added. Though it seems peaceful, its true horrors lie hidden. Dimensional rifts break out of Kingsport and move about nearby towns. These strange ruptures in time

and space leave enough influx for monsters to crawl through, yet investigators can do nothing but watch as they pass by.

Setup- Place the board of Kingsport next to the board of Arkham.- Place the Rift tokens on their spaces on the board (have the dimensional symbol on the tokens match the icons around it).

- Shuffle the Rift Progress tokens and place them next to the board.

- Gather the 2 encounter decks for Kingsport, shuffle them individually, and place them next to Arkham encounter decks.

The Kingsport HeadThe Causeway, Wireless Station, and Strange High House are all part of the mysterious Kingsport Head. This area is very difficult to enter and travel in. Investigators who enter the Causeway or Wireless Station must immediately end their movement.

Spawning RiftsBecause the dimensional barriers near Kingsport are so thin, the area is plagued with dimensional rifts. These are mobile tears in the fabric of the universe from which monsters emerge if they are left unattended.

At the start of the game, the three rifts are closed. Each Rift has four spaces around it for Rift Progress tokens, divided into two groups, with each group having a different dimensional symbol and color associated with it.

When a Mythos card is resolved, check to see if the dimensional symbol matches those listed on the card (both the dimensional symbol and background color must match). If it does, draw 1 Rift Progress token at random, turn it faceup, and place it in one of the two spaces next to the Rift. If both spaces are already full, do not draw another Rift Progress token.

If, after placing a new Rift Progress token, all four spaces next to a closed Rift now contain Rift Progress tokens, the Rift opens. Take the Rift token and place it in the location of the Lead Investigator. If the Lead Investigator is lost in time and space, instead place it on the Unvisited Isle in Arkham.

The token should be flipped, to show its dimensional symbol.

Open RiftsOpen Rifts activate during the Mythos phase starting on the turn after they open. When the dimensional symbol of the Rift is shown on a Mythos card, it moves just like a normal monster would.

When a Rift moves, draw a monster and add it to its new location. This added monster does not move this turn, even if its dimensional symbol is present on the Mythos card.

Rifts never move into vortices. When a Rift is adjacent to a vortex and a Mythos card tells it to move into the vortex, instead simply add a monster to its location as if it has moved.

Investigating RiftsEach Rift Progress token depicts a location in Kingsport where information about that rift may be found. If an investigator has an encounter at the depicted location, that Rift Progress token is removed and shuffled back into the pile of tokens, to be used again later. If there are multiple tokens showing the same location, the investigator may only choose one of them to remove.

However, if the Rift is already open, do not remove the Rift Progress tokens and instead turn it facedown. Once all four tokens have been turned facedown, the Rift is closed; return it back to its location on the Kingsport board and remove the four Rift Progress tokens.

Vortex EffectThe rules for monsters entering the Kingsport vortex are the same for those in Arkham.

SCENARIOS

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Location AbilitiesThe following gives explanations to each location’s special ability, that may be used instead of drawing an Encounter card, during the Encounter phase.

ArkhamAdministration Building: You spend $8 to take a single Skill token, of your choice. However, you may never have more than one of each type of Skill token.

Arkham Asylum: You may either recover 1 lost Sanity for free, or spend $2 to regain all Sanity.

Bank of Arkham: You may freely gain $10, but must also take a Bank Loan Special card. You may not use this ability if you already have a Bank Loan card.

Curiositie Shoppe: You draw 3 Artifact cards and may purchase one of them. You may not purchase more than one, and if you are able to purchase any, you must.

General Store: You draw 3 Asset cards and may purchase one of them. You may not purchase more than one, and if you are able to purchase any, you must.

Ma’s Boarding House: You spend 10 trophy points to go through the Ally deck and choose any one card to keep. Afterwards, shuffle the Ally deck.

Police Station: You spend 10 trophy points to gain the Deputy of Arkham Special card. When you gain this card, also gain the Patrol Wagon and Deputy’s Revolver cards.

River Docks: You spend any number of trophy points to gain an equal amount of money.

Science Building: You spend 5 trophy points to gain 2 Clue tokens. You may not spend more trophy points to gain more Clues.

South Church: You spend 5 trophy points to have any investigator gain a Blessing Special card. It does not matter where this investigator is. If the chosen investigator has a Curse, discard that card instead of gaining a Blessing.

St. Mary’s Hospital: You may either recover 1 lost Health for free, or spend $2 to regain all Health.

Ye Olde Magick Shoppe: You spend $5 to draw 2 Spell cards. Then, choose one of them to keep, and the other is discarded.

DunwichDarke’s Carnival: You spend $1 and roll one die. If the die results in a success, you gain $3. If the die results in a failure, you gain nothing.

Devil’s Hopyard: You spend 5 trophy points to gain 1 Clue token and $2.

Dunwich Village: You spend $4 and roll one die. If the die results in a success, you gain 1 Artifact card. If the die results in a failure, you gain 1 Asset card.

Harney Jones’ Shack: You freely regain 1 lost Sanity or 1 lost Health.

InnsmouthFalcon Point: You spend $2 to choose any investigator in an aquatic location - you can choose yourself. If the chosen investigator is in another location, he is instantly moved to Falcon Point. If the investigator is already at Falcon Point, he is instead moved to any other aquatic location of your choice. Remember that Y’ha-nthlei cannot be entered in this fashion.

First National Grocery: You spend $1 to gain 1 Clue token. You are not allowed to spend more Money to gain more Clues.

Gilman House Hotel: This ability is not triggered during the Encounter phase, instead any investigator at Gilman House Hotel during the Rest phase, may freely regain 1 lost Sanity or 1 lose Health.

Y’ha-nthlei: This location may only be entered by an investigators moving from Devil Reef. This means that no other ability or effect allows the investigators to choose Y’ha-nthlei as a destination to move to - except for normal movement during the Move phase. When returning from being lost in time and space, Y’ha-nthlei may not be chosen as a location, nor may the Patrol Wagon Special card be used to more here.

KingsportCongregational Hospital: You spend $1 to regain 1 lost Sanity and 1 lost Health.

Neil’s Curiosity Shop: You may discard one card with the Item tag, to gain Money equal to its listed price (bottom right). Exhibit cards that do not show a price, are considered to be worth $0.

North Point Lighthouse: You spend 10 trophy points to gain the Captain of the White Ship Special card.

Strange High House: You spend 10 trophy points to gain the Changed Special card as well as The Great Seal Special card.

LOCATION ABILITIES

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The Causeway: When entering this location, the investigator must instantly stop his movement.

The Rope and Anchor: You may regain 1 lost Sanity or 1 lost Health.

Wireless Station: When entering this location, the investigator must instantly stop his movement.

Card AbilitiesHere follows further explanations on some of the abilities on Ancient Ones, Heralds, Guardians, and Investigators.

Ancient OneCthugha - Sweltering Heat: This ability only applies when an investigator uses more than three steps of movement, not when using an ability or effect that allows the investigator to move to any location.

Shub-Niggurath - Black Goat of the Woods: The increase in Toughness on all monsters does not increase their value in trophy points once defeated.

HeraldUbbo-sathla - Moving Gates: The gates are moved in any order, chosen by the Lead Investigator. Gates are never allowed to move into a location that already holds a gate. If a gate moves into a location with an investigator, he is delayed (similar to when a gate opens on a location with an investigator). Gates never move into vortices. The effects of this ability only apply when a Rumor card enters play; it takes effect after resolving the icons on the Mythos card, and if there is already a Rumor card in play it has no effect.

GuardianHypnos - Visions of Hypnos: Each turn the Lead Investigator draws one Vision of Hypnos card. This card will tell the investigators where to place the Hypnos token(s). It is important to first remove all Hypnos tokens from the board.

Organized Crime - Send a Sawbones: You may not spend more Money to gain more Sanity or Health; there is a maximum of 1 per turn.

InvestigatorAmanda Sharpe - Studious: Normally, investigators may only have 1 of each type of Skill token. However, Amanda Sharpe may have a maximum of 2 of each type of Skill token.

Bob Jenkins - Shrewd Dealer: You may not discard more item to draw more card; there is a maximum of 1 per turn.

Carolyn Fern - Psychology: You may choose any investigator, including yourself, though only a maximum of one investigator may gain this reward each turn.

Charlie Kane - Connections: This ability does not apply when an Ally is removed (instead of discarded).

Darrell Simmons - Hometown Advantage: You may choose to use location abilities from closed locations.

Dexter Drake - Magical Gift: You may not discard more spells to draw more card; there is a maximum of 1 per turn.

Finn Edwards - Slippery: You may trigger this ability once, at any time during the Mythos phase.

Tommy Muldoon - Hero: You may trigger this ability once, at any time during the Mythos phase.

Vincent Lee - Physician: You may choose any investigator, including yourself, though only a maximum of one investigator may gain this reward each turn.

CARD ABILITIES

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Ancient OneThe Ancient One awakens when Doom is equal to its Awaken value, or when not able to draw a gate or monster token.

Final BattleInvestigators lost in time and space are devoured; remove any Mythos cards; Advance Doom to be at least as high as the Ancient One’s Awaken value. Shuffle the Battle decks and place deck 1 on deck 2.

Each round the Lead Investigator performs a Rest phase and resolves a Battle card for the Attack phase.

Winning- Close all the gates and have gate trophies equal to

the number of players.- Have 6 Elder Signs (E) in town.- Banish the Ancient One in the final battle.

PhasesPhase 1: Rest: Pass the Lead Investigator marker

and refresh all cards.Phase 2: Move: Move up to your [p]. Must evade

or fight monsters when moving away or ending movement. Can gather C when ending movement.

Phase 3: Encounter: Resolve an Encounter card matching the area, or an Other World Encounter when at a gate. May instead use the location ability.

Phase 4: Mythos: The Lead Investigator resolves a Mythos card.

TestsRoll an amount of dice equal to the tested skill, increased or decreased by the modifier (minimum of 1). Each die resulting in a 5 ot 6 counts as a success. To succeed a test, at least 1 success must be rolled.

After rolling, you may spend C to roll additional dice.

EvadingTest [n] as listed top-left of monster token.If you fail, movement ends and enter combat.

CombatTest [W] as listed on the back of the monster token.If you fail, lose S.

Test [F], must gain successes equal to the monster’s t.If you fail, lose H. If you succeed, keep the trophy.

MonstersNormal.Fast: Moves twice.Stationary: Never moves.Flying: All streets are adjacent.Aquatic: All aquatic locations are adjacent.Unique: See backside of monster token.

Endless: Cannot be claimed as a trophy.Nightmarish: Deals S damage even when

succeeding the [W] test.Overwhelming: Deals H damage even when

succeeding the [F] test.Resistance: Ignores bonuses from non-Magical Items.

InvestigatorsDelayed: Instead of moving, stand back up.Arrested: Instead of moving, move to the Police

Station, if not delayed.Lost in time and space: Instead of moving, move to

any location, if not delayed.Devoured: Discard all cards and tokens and take next

turn to start a new investigator.

Iconsa Asset A Artifact s Spell Y Ally Q Special M Madness I Injury b Battle X Exhibit Z Act B Blight i Innsmouth LookU Dunwich Horror R Corruption V Vision of HypnosN Blessing of Relationship Reckoning

Nodens

p Speed n Sneak F FightW Will L Lore l Luck[p] Walk Speed [n] Combat Snk. [F] Combat Fight [W] Combat Will [L] Spell Lore

d h c m P D Dimensional symbols t Toughness

T Trophy point S Sanity H Health C Clue e Counter Hand1 Unstable Depot Location closes

Doom Terror when Terror rises Calling Uprising Martial Law

E Elder Sign 2 Mystery token 3 Explored token

Black Goat o.t. Woods Curse o.t. Dark Pharaoh

King in Yellow Dunwich Horror

Kingsport Rifts Shadow over Innsmouth