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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Red Sign of Shudde Mell to lower a monsters toughness, then switch to a two handed weapon, the spells abilities are no longer in effect.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.

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