PHASE SUMMARY
UPKEEP
MOVEMENT
ARKHAM
ENCOUNTERS
OTHER WORLD
ENCOUNTERS
MYTHOS
-Refresh Cards
-Perform Upkeep
-Use Items
-Adjust Sliders
-Fight or Evade all
Monsters
NO GATE:
Location Specific Action
OR
Draw
Shuffle
Card
Deck
Draw
Card
-Open Gate
Discard
(doom token)
-Spawn Monsters
-Standup (If previously delayed)
OR
-(Arkham)Move your
GATE:
speed value or less
Explored: Close/Seal
-(Other World) Move
Gate
to right, or back to
(Discard monsters with same
Arkham
symbol as a closed gate)
Unexplored: Drawn
-Pickup any clues at
through the gate, draw a
destination
card next phase
-Place Clue Token
-Move Monsters
-Resolve Special Abilty
**Resolve any Rumor Card's
that require "end of turn"
actions.
MONSTER INFO
BLACK
YELLOW
RED
Normal Movement
Stationary
Fast -
Moves twice
GREEN
BLUE
Unique -
Flying -
read back side of
monster card for movement info.
moves to adjacent
investigators in the street, or to the
sky if there are none.
MONSTER CARD BREAKDOWN
MONSTER SPECIAL ABILITIES
Ghoul
AMBUSH - Investigator cannont flee
ENDLESS - Monster cannot be collected as a monster trophy
X RESISTANCE - 1/2 damage of resisted type (Round up)
X IMMUNITY - X dmage type is negated
NIGHTMARISH # - Passing the horror check still costs # sanity
OVERWHELMING # - Defeating the monster still costs # stamina
-3
Ambush
Most of the bodies while roughly
bipedal, had a forward shamping
and a vaguely canine cast. The
texture of the majority was a kind
of unpleasant rubberiness.
-3
(Refer above)Movement
Type
Monster Name
Evade Modifier
Movement Symbol
-3
Special Abilities
(Refer Left)
Quote/Instructions
Combat Modifier
Stamina Cost
Toughness
Sanity Cost
Horror Modifier
COMBAT
EVADE
CHECK
(Skip to
horror check
if not evading)
Win
Lose
BATTLE ENDS
Lose
Stamina
HORROR
CHECK
(Optional)
Win
Lose
Lose
Sanity
FIGHT
or
FLEE
Choose
Equipment/
Spells**
EVADE
CHECK
COMBAT
CHECK
Win
Lose
Win
COLLECT TROPHY
Lose
Stamina
BATTLE ENDS
(Stay put)
(Optional)
Roll for Spell Casting*
*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Red Sign of Shudde Mell to lower a monsters toughness, then switch to a two handed weapon, the spells abilities are no longer in effect.
INSANE/UNCONCIOUS
GAME SETUP
Discard half of all items (Rounded down)
(common items, unique items, and spells)
MONSTER LIMIT = (# of players) + 3
OUTSKIRTS LIMIT = 8 - (# of players)
MAX # OF OPEN GATES = 9 - (# of players)/2 (Rounded down)
DAMAGE TO ANCIENT ONE: cost of 1 doom token = (# of players)
SENT TO JAIL = Lose half your money and become delayed.
Remove half of all clue tokens
(Rounded down)
Arkham:
Sanity redueced to 0: go to Asylum gain 1 Sanity
Stamina redueced to 0: go to St. Marys gain 1 Stamina
Other World:
you are lost in time and space, gain sanity and stamina
to a minimum of 1.
Both Sanity and Stamina reduced to 0:
Devoured
Game Setup Phase
Ancient One Awakes if
1. Prepare playing area
Doom Track is full.
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
monster count is twice the normal
monster limit.
6. Place decks
7. Hand out fixed posessions.
8. Shuffle investigator decks.
9. Hand out random posessions.
10. Hand out sanity, stamina and sliders.
** Fill its doom track when it awakens.
Closing & Sealing Gates
11. Create monster cup.
or use an Elder Sign card
12. Shuffle monster decks and gate markers.
** All monsters with that gates dimensional
symbol return to cup.
13. Place investigators on their homes.
14. Draw and resolve a non-rumor mythos card.
15. Add a doom token.
Close: Lore or Combat check
modified by the number on the gate
Seal: Discard 5 clue tokens
immediately after closing.
Skill Checks
Ancient One Battle
Combat checks Fight
1. Investigators Refresh & Trade items.
Evade checks Sneak
2. Each investigator attacks in turn.
Horror checks Will
3. Ancient One attacks.
Spells check Lore
Terror Level Actions
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.