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Cthulisman

Goal of the game: The Great Old One is stirring in Rlyeh, the end of the world is
approaching. By traveling to other worlds, you will try to discover how to enter the sacred
temple in Rlyeh and put an end to this menace.

Setup
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Put the game board in the center of the table.


Place a clue token on each location with a red diamond
Determine the first player.
Each player chooses a character or picks a random character.
Pick a great old one for the game. Ignore the worshippers and special power sections.
Put an elder sign token on the red circle of the doom track.
6- Separate and shuffle all the deck of cards and place them face down near the board.
7- Each character receives the number of stamina and sanity tokens listed on his character
sheet.
8- Each character receives 3$. This amount could change.
9- Put all the monsters in the monster cup
10- Shuffle the gate markers and place them in a stack, face down, near the board
11- Place each character marker on his home location
12- Draw a mythos card. Draw a gate form the stack and place it face up on the location
listed on the card. (Do not remove clue token) Draw a monster from the cup and place it
on the same location. Put a clue token on the location listed on the mythos card. Read
the text, this will be effective for the next turn. Ignore monster movement.

Game turn
Each players turn consist of 2 parts:
1- Movement
2- Encounter.
After the players turn, play passes to the next player to the left. When all the players have
played for this turn, draw a mythos card.

Movement
Movement in Arkham
1) First method
a) The character receives move points equal to his speed value.
b) The character must move to a new location.
c) The character must stop when he enters a new location.
2) Second Method
a) Roll a six-sided dice
b) The player decides if he will follow the black or white arrows.
c) The player must move the number of space indicated by the dice.
d) The last point of movement can be used to enter a new location.

Movement in Another world


1) If the character is on the left of the other world location, he moves to the first space. If
hes on the first space, he moves to the second space. If hes on the second space, he
moves back to a location in Arkham that has a gate leading to the Other World he is
leaving, receives and elder sign token and his turn is over. If there is no corresponding
gate marker on the board, the character is lost in time and space; place the character
marker on Lost in time and space.

Lost in time and space


1) The player moves his character marker to his home location and ends his turn.

Encounter
Encounter in Arkham
a) If there are monsters in the location:
i) The player can try to evade each of them. Make an evade check modified by the
awareness value of the monster (top right corner) for each of them. If you fail any of
these checks, you must fight the corresponding monster.
ii) If you failed or chose not to evade the monsters, you must fight them.
(1) Turn the monster tile to its combat side.
(2) Choose if you will fight it with your will or your fight skill. (You cannot fight a
monster using your will skill if there is no number and damage listed in blue on
the lower left corner of the monster tile)
(3) Roll a number of dice equal to your chosen skill, add the bonus granted by your
possessions. Modified by the corresponding number listed on the monster tile
(blue for will and red for fight).
(4) If you obtain a number of successes equal or greater to the number of blood
drops on the monster tile, you kill it. Take the monster tile as a trophy.
(5) If you do not kill the monster, you lose 1 sanity (if you chose will) or 1 stamina (if
you chose fight). Your turn is over.
b) If there are clue tokens, you may now take them.
c) If there is a gate, you can try to enter it. Make a lore or fight check modified by the value
listed in red on the portal tile. If you are successful, place the character marker to the
left of the Other World location listed on the marker. In any case, your turn is over.
d) If there is no gate or you chose to no enter it, pick a location card and resolve it or do
the action written on the location.

Encounter in another world


a) Pick an other world card. If the color of the card is the same as one of the color shown
for this location on the board, resolve it. If not then discard it and pick another card.

Mythos card
a) Place a gate marker on the location listed on the card (do not remove clue token). If
there is already a gate in this location, discard it, place a new gate marker instead. DO
NOT REMOVE CLUE TOKENS.
b) Place a monster on the new gate marker. Maximum of 3 monsters in each locations (this
number is subject to change)
c) Place a clue token on the location listed on the card (maximum 2 tokens in each
location)
d) Resolve the text on the card. This effect is active for the next turn only.
e) DO NOT MOVE MONSTERS

The final battle


a) When a character has 3 elder sign tokens, he can try to enter a Rlyeh gate. If he
succeeds, the final battle begins.
b) The player decides if he will fight the Great Old One with Will or Fight.
c) The player attacks the great old one. He throws a number of dice equivalent to his skill
value, add the bonus granted by his possessions and modified by the Great Old One
combat rating. Each success reduces the life of the Great Old One by one point.
d) The Great Old One attack, follow the instructions listed on his card.
e) Repeat step C and D until either the Great Old One or the character is dead.
f) If the Great Old One is killed, then the player that killed him has won the game. If the
character is killed, then the Great Old One escape from Rlyeh and the game is over. All
the players have lost.

Death/Insanity: When the character reaches 0 in either sanity or stamina, he is removed


from the game. All his common objects, unique objects, money and allies are left on his current
location. The player can pick a new character and start again on his next turn.

Possessions: Before or after moving, a player can discard any of his objects, money and
allies. He leaves them on his current location. Any other player that ends his movement on this
location can take the items he wishes.

Checks: Throw a number of dice equal to your skill value, modified, by any bonuses granted
by your possessions. Each 5 and 6 are successes. There are 4 types of special checks:
a) Evade check : Are based on sneak, modified by possessions and creature value
b) Fight check : Based on fight, modified by possessions and creature value
c) Horror check : Based on will, modified by possessions and creature value
d) Spell check : Based on lore, modified by possessions and spell value

Clue tokens: Once per dice throw, you can spend 1 clue token to re-roll your dices.

Limits
a)
b)
c)
d)
e)
f)
g)

1 gate per location


3 monsters per location
2 clue tokens per location
4 objects per character
(Lore -2) spells per character
2 allies per character
You can only use 1 two-handed weapon or 2 one-handed weapons at the same time.

Player encounter
a) If you end your turn in the same location as another character, you can attack him
instead of encountering the location.
b) The defender can try to evade the attack by making and evade check.
c) If the defender fail or choose not to evade, you can attack him using either your will or
fight skill.
d) Each player throws the number of dices equal to their value in the chosen skill and adds
their bonus granted by their possessions. The highest number of success wins. In case of
a tie, nothing happens.
e) The winner can choose one of the following :
i) Make the other player lose a life (fight) or a sanity (will)
ii) Steal a common object from the other player
iii) Steal a unique object from the other player
iv) Steal half of the other players money (rounded-up)
f) If the loser is killed, then the winner can take any common objects, unique objects, allies
and money left behind by the dead player.

Monster special powers


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Ambush: You cannot escape from this monster.


Endless : You cannot take this monster as a trophy
Physical/Magical Resistance: A Weapon or Spell that adds a bonus of the resisted type
can only provide half its normal bonus (rounded up).
Physical/Magical Immunity: A Weapon or Spell that adds a bonus of the resisted type
provides none of its normal bonus.
Nightmarish X: Any investigator that defeats this monster still loses X Sanity
Overwhelming X: Any investigator that defeats this monster still loses X Stamina.
Undead : Certain objects have special effects against these

Name
Ashcan Pete
Carolyn Fern
Harvey Walters
Jenny Barnes
Vincent Lee
Amanda Sharpe
Gloria Goldberg
Kate Winthrop
Mandy Thompson
Monterey Jack
Sister Marie
Bob Jenkins
Darrell Simmons
Dexter Drake
Michael McGlen
Joe Diamond

Sanity Stamina Speed Sneak Fight Will Lore Luck Special Power
When he draws a common object, a unique object or a spell, he draws
4
6
3
5
5
4
1
2 1 supplementary card and chooses the card he wishes to keep.
6
4
3
3
3
2
5
4 She can heal 1 of her sanity each turn.
7
3
3
5
1
2
5
4 He reduces all his sanity loss by 1.
6
4
3
2
3
5
2
5 She wins 1$ each turn.
5
5
3
4
2
3
5
3 He can heal 1 of his stamina each turn
When she draws a skill, she draws 1 supplementary card and chooses
5
5
4
5
2
3
4
2 the card she wishes to keep.
When she draws an encounter card in another world, she draws 1
6
4
4
2
1
5
3
5 supplementary card and chooses the card she wishes to keep.
When she draws a common object, a unique object, she draws 1
6
4
4
4
3
2
5
2 supplementary card and chooses the card she wishes to keep.
5
5
4
4
3
5
3
1 One each turn, she can re-roll her dices for free.
When he draws a unique object, he draws 1 supplementary card and
3
7
4
1
5
2
3
5 chooses the card he wishes to keep.
She begins the game with Blessed. Items can be bought for 1$ last than
7
3
4
3
1
4
3
5 the price listed on the card.
When he draws a common object, he draws 1 supplementary card and
4
6
5
1
4
5
2
3 chooses the card he wishes to keep.
When he draws an encounter card in Arkham, he draws 1
4
6
5
1
5
3
2
4 supplementary card and chooses the card she wishes to keep.
When he draws a spell, he draws 1 supplementary card and chooses
5
5
5
4
3
1
5
2 the card he wishes to keep.
3
7
5
3
5
4
1
2 He reduces all his stamina loss by 1.
4

2 Joe adds a bonus dice to his re-roll when he spends a clue token.

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