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Game: ARKHAM HORROR


Pub: 2005 Fantasy Flight Games

Page 1: Rules Summary front


v5
Dec 2009
Page 2: Rules Summary back
Page 3: Play Reference
Page 4: Play Card
Page 5: Guide to Arkham (no instability)
Page 6: Guide to Arkham (with instability)
Page 7: Boardpiece with extra game info
(Note these match the darker,
first printing of the board)

Print on card (ensure you are printing at 100% scale) laminate and trim to size.
Investigators may move between towns (boards) by spending 5. Mythos Blue Flying: Move to connected street area with a
$1 and one movement point to move between one depot (train player in it. Otherwise move to the Sky (counts
icon) location to another (including the Train Station). The First Player (only) draws a Mythos card: towards monster limit) and move to any street
location in Arkham next time. Flyers will not
Remove any Explored marker if leaving a location. Clues may 1. Open Gate and Spawn Monster (lower left)
only be taken from a location where a player ends movement. leave a space containing a player, and remain
No Elder Sign / Open Gate at Location: in the Sky if there are no players in a street.
Combat ends movement. Investigators can never enter a vortex.
Add a Doom token to the Doom track.
Color Key (indicates first appearance of rule) No direct move is allowed into the Kingsport Head locations Orange Aquatic: If at an aquatic location, move to
Draw a random Gate and place it faceup on the any other aquatic location that contains an
The Dunwich Horror The Curse of the Dark Pharaoh using spells, equipment, or unusual methods such as returning
location. Discard any Clue tokens there. Players there are investigator. Otherwise, move normally.
from Lost in Time and Space. Investigators entering the
The Kingsport Horror The King in Yellow immediately moved to the corresponding Other World and
Causeway or Wireless Station must end their movement.
The Innsmouth Horror The Black Goat of the Woods delayed. Monsters are never drawn through Gates. 4. Activate Mythos Ability (top):
Other World Movement Draw a monster and place it at the location (5+ players, Headline: Resolve then discard.
Setup / Order of Play Each Other World space is divided into 2 areas. place 2 monsters). If this brings the total number of Environment: Place faceup near the board. Discard any
An investigator receives no movement points there. monsters over the monster limit, place it in the Outskirts. previous Environment cards.
Using more than one expansion board: For each expansion
board in play beyond one board, count the number of players Left Area: move investigator to the right area. Rumor: Applies if no Rumor card is in play. Otherwise,
Open Gate at Location:
as being one less for all in-game effects except when counting Right Area: return to Arkham; move to a corresponding Gate Monster surge: a number of monsters (the number of ignore the mythos text. A Rumor card and its markers in
successes fighting the Ancient One. and place an Explored marker under the investigator, who does open Gates or the number of players, whichever is greater) play is only discarded when its Pass/Fail condition is met.
Set up the Arkham board and any expansion boards desired. not have to fight or evade any monsters there that turn only. If appear, divided evenly among all open Gates (no Gate
Place a clue token at each red diamond location. Set the there is no corresponding Gate, he is Lost in Time and Space. receives more monsters than the location shown on the Skill Checks
Terror Track to 0. Shuffle the Gates. Mythos card). If there are more monsters than the monster
3. Arkham Encounters limit, players choose where monsters will be placed before Roll # of dice = ( skill value +/- modifier )
Randomly place the 3 Rift markers facedown on the 3 Rift
drawing; remaining monsters go to the Outskirts.
Tracks on the Kingsport board. Place the 2 Aquatic markers on 1. No Gate Skill difficulty is number of dice successes required to pass
the River Docks and Unvisited Isle on the Arkham board. Elder Sign at Location: the check (default difficulty is 1). If skill minus modifier is 0
Resolve special ability of location OR
No Gate or monster. If the location is colored red, there is a or less, the check is automatically failed.
Choose or randomly select investigators. Take investigator fixed Shuffle the corresponding location deck, draw a card and
possessions and, after shuffling all decks, random possessions gate burst: the elder sign is removed and a monster and Normal success: 5 or 6 (cursed: 6, blessed: 4, 5 or 6).
apply the appropriate entry.
(abilities affecting random draws can be used). Set skill sliders gate are placed there (no Doom token is placed on the
If a location encounter mentions a person who appears on a Doom track however). Also, all flying monsters move. After a skill check (pass or fail), a player may always
to any positions. Take sanity and stamina tokens equal to spend Clues one at a time. For each Clue spent, roll
scores. Place investigator markers at home locations. Blight card in play, ignore the encounter and instead lose 1
Each time a Gate is prevented from opening, add one token an additional die. Each success is added to the
Sanity or 1 Stamina (players choice).
to the Deep Ones Rising track. original total. A Clue gives you the bonus dice even if
Optionally, each investigator takes their 2 Personal Story
If a monster appears, it must be evaded or fought. Monsters modifiers have dropped the number of dice below 0.
cards. The first card for each investigator is placed in play. 2. Place Clue Token (location in middle)
and Gates cannot appear at sealed locations. Monsters that
Randomly choose 11 Allies (this number includes any allies appear are taken as trophies if defeated, but returned to Only if there is no open Gate at that location. If a player is Evading Monsters
required by investigators at game start) and shuffle. Players the cup if evaded. there he may immediately take the Clue.
may examine which allies may appear before shuffling. If a Gate appears, any players there are immediately moved Evade Skill Check: Use Sneak skill with Sneak and Evade Skill
3. Move Monsters (lower right) bonuses, modified by monsters Awareness rating (upper right).
Select an Ancient One randomly or choose one. Place the to the corresponding Other World and delayed.
Move open rifts with a matching dimension symbol along
monsters in an opaque cup. Set aside Mask monsters unless After a Kingsport encounter, either remove one rift progress Pass: continue as normal. Can move on or stay and interact
arrows of the same color as the box around the symbol,
facing Nyarlathotep. Set aside Spawn monsters. marker showing that location (if the corresponding rift is with the space in the Encounters phase.
then place a monster at the rifts new location. If the rift
Optionally, draw or choose a Herald and/or Guardian. Place closed) or turn one facedown (if the corresponding rift is moved along an arrow matching the color of the symbol on Fail: Lose Stamina equal to icons, begin Combat.
sheet(s) next to the Ancient One and follow setup instructions. open). Once all 4 progress markers are turned facedown they the rift, add a Doom token to the doom track. If there is more than one monster in an area they must be
are discarded; the rift marker is returned to its rift track.
A random player takes the first player marker, then draws and Move monsters with a matching dimension symbol along evaded in turn in an order chosen by the player.
resolves a Mythos card (Rumor cards are discarded, draw again). 2. Gate the arrow of the same color as the box around the symbol If a monster surprises an investigator, it cannot be evaded and
Remember to place a Doom counter on the Ancient Ones track. The player is drawn through the Gate to the left area of the (half white, half black arrows count as white and black). you may not attempt to flee in the first round of combat.
With 5+ players, place 2 monsters on the Gate instead of one. corresponding Other World. If the investigator was on an A monster does not move if a player is in its location, and a
Each phase is played by all players, going clockwise starting Explored marker, he is not drawn through and may instead: monster stops when it encounters a player. Combat
with the first player. Pass the FP marker on at turn end. Close (& Seal) a Gate: If there is an equal choice between player targets, target
If evasion is not attempted or fails, proceed to combat.
Make a Lore or Fight check with the modifier on the Gate. the player with the lowest Sneak skill.
1. Upkeep There is no effect on a fail (he may try again on subsequent Monsters that enter a vortex in Dunwich are returned to the 1. Horror Check
turns if he does not leave the location). cup. Raise the Terror level by one and add one Dunwich There is only one Horror Skill Check per battle. Use Will skill
If Lost in Time and Space and not delayed, return to anywhere
Horror token to the Dunwich Horror track. with Will and Horror Skill bonuses, modified by the monsters
in Arkham except Kingsport Head locations (Kingsport) or Pass: Take the Gate marker as a trophy. All monsters with
Horror rating (lower left). The test difficulty is always 1 unless
Yha-nthlei (Innsmouth). the Gates dimension symbol in Arkham, the Sky and the Monsters that enter a vortex in Innsmouth are returned to noted otherwise.
Outskirts are returned to the cup. Corruption cards the cup. Raise the Terror level by one and add one Deep
An investigator on an Innsmouth location or street area may
with a matching symbol are removed from the game. Ones Rising token to the Deep Ones Rising track. Pass: nothing happens.
place Clue tokens on the Feds Raid Innsmouth track.
Then Seal: Immediately spend 5 Clues to place an Fail: lose Sanity equal to icons.
1. Turn Exhausted Cards faceup. Add a random rift progress marker faceup on the rift
unused Doom token on the location as an elder sign. progress track matching the movement pattern on the 2. Choose Flee or Fight
2. Perform Upkeep Actions of all cards (Bless, Curse, Elder Sign Unique Item: No roll or Clues required; return card (if not already full). Once all 4 spaces are full, the Flee: Evade Skill Check. Pass, battle ends. Fail, monster deals
Bank Loan and Retainer cards do not require an Upkeep the elder sign card to the box and take the Gate as a trophy. rift opens and is placed at the Gate location shown on the combat damage, continue combat.
roll on the first phase after being acquired). Take a doom token from the doom track and place it as an card. Gates and rifts do not interfere with each other.
Fight: Combat Skill Check. Use Fight skill with Fight and
3. Adjust Skills a number of stops up to Focus. elder sign on the gate. Lose 1 Sanity and 1 Stamina. Resolve any Corruption cards with matching symbols. Combat Skill bonuses, modified by the monsters Combat
Monster Movement Abilities rating (lower right).
2. Movement 4. Other World Encounters
Choose any combination of weapons/spells up to a total of 2
Black Normal.
If delayed, stand up marker and your movement ends. If in the 1. Draw Gate Cards hand icons. Bonuses only apply while the required number of
Yellow Never moves. hands are devoted to the weapon/spell.
Jail Cell, move to the main Police Station area. Otherwise take Until the card color (or either color for dual-color cards)
one of the following actions depending on location: matches an encounter symbol on the Other World space. Red Fast: Move twice. The Test difficulty is the number of Toughness icons. Partial
2. Perform Encounter Entry for Location Green Special: marker. success has no effect.
Arkham Movement
Move up to Speed to locations connected by a yellow line. Must If no location matches use the Other entry. Monsters that Purple Stalker: Move normally unless player in street Pass: Take the monster chit as a trophy.
evade or fight each monster there when leaving an area or appear must be evaded or fought; they are taken as trophies area connected by one yellow line or adjacent Fail: Lose Stamina equal to icons.
ending movement in an area. if defeated, but returned to the cup if evaded. unstable location. Cant enter stable locations. Then return to the Choose Flee or Fight step.
Casting Spells Lost in Time and Space Move to Lost in Time and Space area Monster Limit and the Outskirts Attack Each player still alive starting from the first player may
and be delayed. Next turn the investigator can only stand up. make a Combat Check against the Ancient One, modified by
Pay the Sanity cost of the spell and make a Spell Skill Check. On the following turn he may move to any location or street Monster Limit its Combat rating.
area in Arkham. The maximum number of monsters in Arkham (including the
Use Lore skill with Lore and Spell Skill bonuses, modified by The players must get a total number of successes equal to the
Sky area, but not other boards) is the number of players +3
the spells casting modifier. If the check fails the spell has Barred An investigator barred from a neighbourhood may move number of players (including eliminated players) to remove a
(unless terror level is at 10). If adding a monster would bring
no effect. into its streets but not its locations, unless the location has an Doom token. Successes are carried over to subsequent rounds.
the number of monsters above the monster limit, place the
Spells that are refreshed (eg. each combat round in the Final open Gate, or as a result of actions taken in other phases (eg. monster in the Outskirts area. When the last Doom token is removed, players win.
Battle) cease to work and must be re-cast. returning from being lost in time and space, arrested, sent to Ancient One Attacks The Ancient One attacks each player in
the Asylum etc). Spawned monsters do not count towards the monster limit,
never go to the Outskirts, and can never be claimed as trophies. turn using the attack shown on its card. Any player reduced
Monster Abilities If there are no Barred cards left for the appropriate to 0 Stamina or Sanity is eliminated. If all investigators are
Once the number of monsters in the Outskirts exceeds 8 eliminated, players lose. Otherwise, start a new round.
neighbourhood, take one from another investigator.
Ambush Once combat has begun the investigator cannot flee. minus the number of players, return all monsters in the
All Barred cards are discarded when the Terror level goes up. Outskirts to the cup and increase the terror level by 1. Continue
Elusive (Awareness rating) Investigators do not need to fight adding drawn monsters to the Outskirts if applicable.
Winning
or evade the monster when leaving or ending movement in its Benefits / Detriments If another investigator already has a
space. To initiate combat the investigator must first pass an Benefit card you are told to draw, you may take it. If it is a Victory Conditions
Detriment, you must take it.
Terror Track Close the Gates A player closes the last open Gate on the
Evade check (failing ends movement).
For each point the terror level goes up, return to the box a board, and players have Gate trophies (including the Gate just
Endless The monster cannot be collected as a monster trophy. Corruption A Corruption cards effect is triggered when its closed, but not including trophies spent) equal to or greater
movement symbol and matching background appear on a random unclaimed Ally card (if any left). Also:
It is returned to the cup if defeated. than the number of players.
Mythos card. Some cards have additional passive effects.
Nightmarish X If the investigator passes a Horror check he still If the terror level reaches 3, close General Store. Seal the Gates 6 or more Elder Sign tokens on board.
loses X sanity (does not apply if Horror check failed). Magical Effects When an appropriate Spell is cast, take the Players and monsters inside move to Rivertown.
corresponding Magical Effect card. They do not count as items Banish the Ancient One Ancient One is defeated.
Overwhelming X If the investigator defeats this monster he still If the terror level reaches 6, close the Curiositie Shoppe.
but use hand icons in combat like an item or Spell. First Citizen of Arkham
loses X Stamina (does not apply if Combat check failed). Players and monsters inside move to Northside.
Martial Law When half of the Ancient Ones Doom track is full, The player with the most Gate trophies. (Break ties by most
Physical/Magical Resistance Weapons, Spells and Magical If the terror level reaches 9, close the Magick Shoppe. monster trophies). Scoring: see p12 of AH, p8 of DH rules.
martial law is declared in Innsmouth for the rest of the game.
Effects providing Physical/Magical (as applicable) bonuses Players and monsters inside move to Uptown.
provide half normal bonus (round up). Other abilities are not An investigator ending his movement on an Innsmouth location
If the terror level reaches 10, the monster limit is removed; Miscellany / Clarifications
affected. or street area with an Awareness modifier must pass an Evade
add one Doom token to the Doom track. If it increases
check with that modifier or be arrested. The phrase in Arkham on cards, in the rules or on this
Physical/Magical Immunity Weapons, Spells and Magical again (eg. Mythos card) add one Doom token to the Doom
track per level it increases. reference sheet also refers to locations and areas in Dunwich,
Effects providing Physical/Magical (as applicable) bonuses give The Innsmouth Look Draw Innsmouth Look cards as
Kingsport and Innsmouth unless specifically stated.
no bonus. Other abilities are not affected. instructed. If the Look card is drawn, follow the instructions.
In any case return all cards to the deck. Ancient One Awakens! Allies, Exhausted: An exhausted ally still grants its bonuses,
Weapon Immunity Any combat bonus from Physical/Magical
Conditions Condition cards begin the game facedown and are but abilities that require the ally to exhaust cannot be used.
Weapons is reduced to 0. Spells are not affected. When one of the following occurs the Ancient One awakes:
active when turned faceup. A condition that is exhausted is immediately go to the Final Battle: Board Icons: Location icons tell players the likely outcome
Sanity and Stamina turned sideways. Exhausted condition cards refresh during the of visiting that location. If the icon is reversed there is a
Upkeep phase as normal. Doom track is full guaranteed method of acquiring that item at that location.
An investigator can never exceed the maximum Sanity or
Retirement If a player has more than 2 total Injury/Madness Too many Gates open: Discarding Cards: Cards are returned facedown to the bottom
Stamina as listed on his investigator sheet.
cards, he may voluntarily retire his investigator by missing an 1-2 players: 8 Gates 5-6 players: 6 Gates of their decks.
If Sanity and/or Stamina are ever reduced to 0: entire turn and setting up another (as if devoured).
3-4 players: 7 Gates 7-8 players: 5 Gates Gates & Monsters: If a gate appears on a location where there
Choose and discard half of investigators items (count all
Tasks and Missions The locations must be visited in the listed If using Dunwich and Innsmouth together, increase the is a player, he is drawn through the Gate and delayed.
Common Items, Unique Items, Exhibit Items, Spells, Deputys
order, with the investigator ending his move (and performing number of gates by one. If a gate and a monster appears the gate appears first (add a
Revolver and Patrol Wagon); half of Clues (round down); and
the proper sacrifice at the start of the Upkeep phase if Doom token) and both stay on the board.
all Retainers.
required) and then placing a Clue token on the card to indicate A new Gate opens and there are no Gate markers left.
Restore Sanity and Stamina to minimum of 1. completion of a step. If just a monster appears, it returns to the cup if not defeated
A monster should be drawn but there are no monsters and taken as a trophy.
Alternatively, draw an Injury card and restore Stamina to Once all steps are completed, receive the payoff or resolve the left in the cup.
maximum (if 0 Stamina) or draw Madness card and restore effect and return the card to the box. Location Special Abilities: If there is an open Gate at a
Sanity to maximum (if 0 Sanity). The Terror level is 10 and the number of monsters in location, the locations special ability cannot be used.
The Dunwich Horror Arkham is twice the normal monster limit. Monster Abilities: If an investigator fails a check against a
In Arkham: If Sanity, go immediately to Arkham Asylum. If
Stamina, go to St. Marys Hospital. No encounters this turn. A player must draw a Corruption card but there are none. Nightgaunt while in another world, he is returned to Arkham
If 3 Dunwich Horror tokens are on the Dunwich Horror track, with an Explored marker.
In Other World: Player is Lost in Time and Space. take the Dunwich Horror marker and place it on Sentinel Hill. The Deep Ones Rising track fills up. The Chthonian special ability does not affect players in Other
If Sanity and Stamina are both reduced to 0, or If an investigator combats the creature, shuffle the Dunwich Worlds.
eithers maximum is reduced to 0, the investigator is Horror deck and draw a card to determine the creatures Final Battle
devoured. abilities for the duration of the combat. First fill the Doom track with Doom tokens. All players Lost Mythos Cards: The Deputy is not subject to the Curfew
in Time and Space are devoured and eliminated. Discard any Enforced card. Cards that affect monsters at Miskatonic Uni do
If the creature is defeated, remove the tokens from the DH not affect those spawned by The Terrible Experiment card.
Investigator Status active Mythos cards.
track, and the investigator may search the Common Item,
Unique Item, Skill, Spell or Ally decks for any one card to keep. Survivors must battle the Ancient One. Once the final battle Special Cards: A maximum of one Retainer, Bank Loan, Silver
Arrested Move the investigator to the Jail Cell area of the begins, players should no longer collect money or roll for Twilight Membership and Bless/Curse card may be held per
Police Station (or Innsmouth Jail if arrested in Innsmouth). Retainers or Bank Loans. player at the same time.
Deep Ones Rising
He loses half of his money (round down) and is delayed. Next Epic Battle Variant: shuffle the 8 red Epic Battle cards, then Special items: The Bullwhip and Cross do not have to be used
turn he may only stand his marker up in the Police Station. Each time a Gate is prevented from opening (eg. an elder sign shuffle the 8 green Epic Battle cards and place them on top in combat to use their special abilities.
or investigator special ability), add one token to the Deep Ones to form the Epic Battle deck. Separately shuffle the 3 Ancient
Blessed / Cursed An investigator can have only one at a time. Rising track. Timing Conflicts: Players decide the order; if they cannot
One Plot cards. After the Upkeep phase of each combat round
If a Blessed investigator is Cursed, discard the Blessing and agree, the first player chooses.
During the Upkeep phase, any investigator on an Innsmouth draw an Epic Battle card and follow the instructions for the
vice versa.
location or street may spend 1 or more Clue tokens to place combat round. A new combat round then begins. Trading: Players in the same area may trade money, Common
Delayed Place the investigator marker on its side; the them on the Feds Raid Innsmouth track spaces of the same and Unique Items and Spells at any time except during combat.
Each combat round:
investigator may not move or receive movement points. color as the neighborhood he is in.
Upkeep Each player still alive may refresh cards, use character Trophies: When spent, return monster trophies to the cup
Devoured Discard all cards except unspent trophies. Randomly If the track is filled with tokens, both the Feds Raid Innsmouth abilities, adjust skill sliders and trade equipment with other and return Gate trophies to the bottom of the gate pile. Use
draw a new investigator and set up anew. and the Deep Ones Rising tracks are cleared. players. Pass the first player marker to the left. modified Toughness when spending monster trophies.

v5
Order of Play Evading Monsters Mythos Card Text
Evade check: Sneak skill check with Awareness modifier. Headline Resolve then discard.
upkeep Fail: lose Stamina equal to icons and Environment Place faceup. Discard all other Environment cards.
If Lost in Time and Space and not delayed, return to begin Combat.
anywhere in Arkham except Kingsport Head locations Rumor If no Rumor card is in play, place faceup. Otherwise,
If a monster surprises an investigator, it cannot be evaded and ignore the text. A Rumor card in play is discarded (along with
(Kingsport) or Yha-nthlei (Innsmouth).
you may not attempt to flee in the first round of combat. corresponding markers) when its Pass/Fail condition is met.
An investigator on an Innsmouth location or street may
place Clue tokens on the Feds Raid Innsmouth track.
Combat
Monster Movement
Refresh exhausted cards and perform upkeep actions.
1. Horror check: Will skill check with Horror modifier.
Adjust skills a number of stops equal to Focus. Fail: lose Sanity equal to icons. Black Normal.
Yellow Never moves.
movement 2. Flee or Fight: Flee: see evade check.
Red Fast: Move twice.
Arkham movement. Evade or fight each monster when Fight: Fight skill check with Combat
leaving or ending movement in an area. Pick up Clues. modifier. Difficulty equals icons. Green Special: marker.

Other World movement 3. Fail Fight/Flee: Lose Stamina equal to icons. Purple Stalker: Move normally unless player in street
area connected by one yellow line or adjacent
encounters Casting Spells unstable location. Cant enter stable locations.

Arkham encounters Blue Flying: Move to connected street area with a


Pay Sanity cost of spell. Spell check: Lore skill with Lore and player in it. Otherwise move to the Sky (counts
No Gate: Location special ability or draw card. Spell Skill bonuses and Casting modifier. No effect if failed. towards monster limit) and move to any street
Gate: Drawn through.
location in Arkham next time. Flyers will not
If on Explored marker, attempt to close/seal. Closing and Sealing Gates leave a space containing a player, and remain
Other World encounters Make a Lore or Fight check with Gate modifier.
in the Sky if there are no players in a street.
Orange Aquatic: If at an aquatic location, move to
first player draws mythos card Pass: Take Gate as trophy. All monsters in Arkham,
any other aquatic location that contains an
Sky and Outskirts with gate dimension symbol, and all
Open Gate & Spawn Monster Corruption cards with symbol, are removed.
investigator. Otherwise, move normally.
Nothing at Location: Add Doom token, Gate and monster.
Then Seal: Spend 5 Clues to take unused Doom token and
Open Gate at Location: Monster surge. Monster Special Abilities
place on location as an elder sign.
Sealed Gate at Location: Nothing.
Ambush Once combat starts, investigator cannot flee.
Sealed Gate Red Location: Gate burst. Elder Signs: Uses up Elder Sign unique item. Take Gate as
trophy. Take doom token from doom track and place as elder Elusive (Awareness rating) Investigators do not need to fight or
Clue token if there is no Open Gate at location. sign. Lose 1 Sanity and 1 Stamina. evade when leaving or ending move in the monsters space. To
Monster movement attack, must first pass an Evade check (fail ends move).
Mythos text If Sanity and/or Stamina are ever reduced to 0: Endless Returns to the cup once defeated (no trophy).
Choose and discard half of items, half of Clues and all Nightmarish X If the horror check is passed, the investigator
Skill Checks Retainers. Restore Sanity and Stamina to minimum of 1. still loses X Sanity.

Roll # of dice = ( skill value +/- modifier) Or draw an Injury card and restore Stamina to maximum Overwhelming X If the monster is defeated in combat, the
(if 0 Stamina) or draw Madness card and restore Sanity to investigator still loses X Stamina.
Skill difficulty is number of dice successes required to pass maximum (if 0 Sanity). Physical/Magical Resistance A weapon or spell that adds a
check (default is 1).
In Arkham: If Sanity, go immediately to Arkham Asylum. If bonus of the resisted type only provides half bonus.
Normal success: 5 or 6 (cursed: 6, blessed: 4, 5 or 6). Stamina, go to St. Marys Hospital. No encounters this turn. Physical/Magical Immunity A weapon or spell that adds a
If skill minus modifier is 0 or less, check is automatically failed. In Other World: Player is Lost in Time and Space. bonus of the immune type provides no bonus.
After a skill check (pass or fail), roll an additional die for each If Sanity and/or Stamina are both reduced to 0, or eithers Weapon Immunity Any combat bonus from Physical/Magical
Clue spent (even if number of dice after modifiers is below 0). maximum is reduced to 0, player is devoured. Weapons is reduced to 0. Spells are not affected.
environment

rumor
HEADLINE

Ignore new Rumor text until Pass/Fail condition met


Replace with new Environment card

No Rumors on setup draw.


Resolve then discard

upkeep
TU RN OR D ER

GATES OPEN TO START FINAL BATTLE


Return to Arkham if Lost in Time & Space and not delayed.
Refresh exhausted cards. Upkeep actions. ELDER
Adjust skills a number of stops equal to Focus. SIGNS
ON BOARD
movement to win
Arkham movement. Combat. Pick up Clues.
Other World movement
MAXIMUM MONSTERS IN ARKHAM
encounters
Monsters over this limit go to the Outskirts
Arkham encounters
No Gate: location special ability or draw.
Gate: Drawn through or attempt to close/ seal if Explored.
Other World encounters
mythos
Open Gate & Spawn Monster
Nothing: Add Gate, monster and Doom token. MAXIMUM MONSTERS IN OUTSKIRTS
Open Gate at location: Monster surge. When exceeded return all Outskirts monsters to the cup and increase Terror by 1
Sealed location: No Gate or monster.
Sealed red location: Gate burst .
Clue token if there is no open Gate at location.
Monster movement
Mythos text
Arkham Asylum Recover Cold Spring Glen
Backwoods
Downtown Bank of Arkham $10 Bank Loan Whateley Farm
Country
Independence Square Wizards Hill

DUNWICH
Hibbs Roadhouse Devils Hopyard Discover
Blasted
Easttown Police Station Can be Deputized for Trophies Gardners Place
Heath
Velmas Diner Harney Jones Shack Recover

Silver Twilight Lodge Members: Inner Sanctum Bishops Brook Bridge


French Hill Witch House
Village Darkes Carnival Earn
Commons
River Docks Earn Dunwich Village Shop for
Merchant The Unnameable
District 7th House on the Left
Unvisited Isle
Central Hill Congregational Hospital Recover
Administration Learn St Erasmuss Home
A R K H AM

Miskatonic Library
University 607 Water St.

K I N G S P O RT
Science Building Discover
Harborside North Point Lighthouse Obtain Captain of the White Ship card
Curiositie Shoppe Shop for The Rope and Anchor Buy

Northside Newspaper The Causeway


Train Station Kingsport Str. High House in the Mist Obtain Changed card
Head
Black Cave Wireless Station

Rivertown General Store Shop for Artists Colony


Graveyard
South Shore The Hall School
Historical Society Beils Curiosity Shop Pawn

Southside Mas Boarding House Choose


Esoteric Order of Dagon
South Church Obtain Church Innsmouth Jail
Saint Marys Hospital Recover
Green
INNSMOUTH

Sawbone Alley Aid in jailbreak


Uptown Ye Olde Magick Shoppe Learn
First National Grocery Shop for
Woods Factory Gilman House Hotel Recover
District
Marsh Refinery

Clues Money Common Unique Spells Skills Stamina Sanity Ally


Items Items
Blessing Devil Reef
Innsmouth
Guide to Arkham Shore
Falcon Point
Yha-Nthlei
Arkham Asylum Recover Cold Spring Glen
Backwoods
Downtown Bank of Arkham $10 Bank Loan Whateley Farm
Country
Independence Square Wizards Hill

DUNWICH
Hibbs Roadhouse Devils Hopyard Discover
Blasted
Easttown Police Station Can be Deputized for Trophies Gardners Place
Heath
Velmas Diner Harney Jones Shack Recover

Silver Twilight Lodge Members: Inner Sanctum Bishops Brook Bridge


French Hill Witch House
Village Darkes Carnival Earn
Commons
River Docks Earn Dunwich Village Shop for
Merchant The Unnameable
District 7th House on the Left
Unvisited Isle
Central Hill Congregational Hospital Recover
Administration Learn St Erasmuss Home
A R K H AM

Miskatonic Library
University 607 Water St.

K I N G S P O RT
Science Building Discover
Harborside North Point Lighthouse Obtain Captain of the White Ship card
Curiositie Shoppe Shop for The Rope and Anchor Buy

Northside Newspaper The Causeway


Train Station Kingsport Str. High House in the Mist Obtain Changed card
Head
Black Cave Wireless Station

Rivertown General Store Shop for Artists Colony


Graveyard
South Shore The Hall School
Historical Society Beils Curiosity Shop Pawn

Southside Mas Boarding House Choose


Esoteric Order of Dagon
South Church Obtain Church Innsmouth Jail
Saint Marys Hospital Recover
Green
INNSMOUTH

Sawbone Alley Aid in jailbreak


Uptown Ye Olde Magick Shoppe Learn
First National Grocery Shop for
Woods Factory Gilman House Hotel Recover
District
Marsh Refinery

Clues Money Common Unique Spells Skills Stamina Sanity Ally Slightly Unstable Highly
Items Items
Blessing
Unstable Unstable Devil Reef
Innsmouth
Guide to Arkham Shore
Falcon Point
Yha-Nthlei

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