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MONSTER INFO
BLACK YELLOW RED GREEN BLUE
Normal Movement Stationary Fast - Moves twice Unique - read back side of Flying - moves to adjacent
monster card for movement info. investigators in the street, or to the
sky if there are none.
COMBAT
Win BATTLE ENDS Win COLLECT TROPHY
EVADE Win FIGHT
Choose
Equipment/
COMBAT
CHECK HORROR Spells** CHECK Lose
Lose
Lose or Lose
(Skip to Stamina CHECK Lose EVADE Stamina
horror check Lose FLEE
if not evading)
(Optional) Sanity CHECK Win BATTLE ENDS
(Stay put)
(Optional)
*Casting a spell before rolling for damage only really pertains to situations like like casting Red Sign of Shudde Mell before the horror check to negate Nightmarish.
**If you had cast a spell like Red Sign of Shudde Mell to lower a monsters toughness, then switch to a two handed weapon, the spells abilities are no longer in effect.
2. Place clue tokens on unstable locations. (red diamonds) Too many gates open.
3. Select first player and give token to them. No gate markers are left.
4. Determine investigators.
No monsters left in the cup.
5. Choose ancient one randomly.
Terror level reaches 10 and the
6. Place decks monster count is twice the normal
monster limit.
7. Hand out fixed posessions.
** Fill its doom track when it awakens.
8. Shuffle investigator decks.
Return one ally to the deck for every increase. At 9 Ye Olde Magick Shoppe closes.
At 3 the General Store closes. At 10 the Monster limit is removed. Add a doom token.
Arkham is overrun.
At 6 the Curiositie Shoppe closes.