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Agnes Baker may be just an unassuming waitress in this life, but in a previous
Agnes Baker may be just an unassuming waitress in this life, but in a previous

Agnes Baker may be just an unassuming waitress in this life, but in a previous life, she knows that she was a powerful witch. In a time and age undreamt of in the modern world, she forced spirits to obey her and destroyed her enemies with terrifying energies.

obey her and destroyed her enemies with terrifying energies. She might have never known of her

She might have never known of her previous incarnation had she not fallen from a ladder and hit her head while changing a light in the diner. But when she awoke in the hospital, she whispered one word, "Hyperborea."

Even then, she would have dismissed her visions of a past life as simple hallucinations if it wasn't for the fact that the spells she dreamed of were real. Trying one in secret, mortally embarrassed to even be attempting it, she was stunned to see it take effect. Since then, she has been nurturing her new powers in secret, extremely careful not to let anyone else find out.

But as Agnes finishes her shift at the diner this evening, a whisper in the air warns her. Something is coming. Something that destroyed her once before, in the ancient past, and she must be prepared.

Occupation Home

Expansion

Waitress Velma’s Diner

Sanity

5

Stamina

5

Focus

2

Fixed Possessions Random Possessions

$5, 3 Clue tokens, 1 Spell (Wither) 1 Common item, 1 Unique item, 1 Spell, 1 Skill Innsmouth Horror

item, 1 Unique item, 1 Spell, 1 Skill Innsmouth Horror Speed 1 2 3 4 Sneak

Speed

1

2

3

4

Sneak

3

2

1

0

Fight

1

2

3

4

Will

3

2

1

0

Lore

3

4

5

6

Luck

4

3

2

1

This reference is intended only for the personal use of existing

owners of the game. No claim whatsoever is made to the rights of

the publisher and copyright holder, and there is no benefit

financially from this player aid. This PDF may not be re-posted

online, sold or used in any way except for personal use.

online, sold or used in any way except for personal use. This document is intended to

This document is intended to be a consolidated and alphabetized

investigator reference for Arkham Horror, as well as all Arkham

Horror expansions. Unlike the rulebooks, this reference guide does

not teach players how to play the game. Players should first read

the base rulebooks in their entirety, then use this reference as

needed when playing the game.

then use this reference as needed when playing the game. This glossary lists all investigators, home

This glossary lists all investigators, home locations and abilities in

detail. Each entry begins with the investigator name and their

introductory story, then lists their home location, basic statistics,

starting possessions, and the expansion in which they were

introduced. Skills are then listed, followed by Unique Abilities, and

finally the investigator’s personal story path. Each entry has

clarifications added where appropriate from the comprehensive

FAQ.

At the end of the investigator listing are several tables,

summarizing all investigator statistics, fixed possessions, random

possessions, starting locations and thematic groupings.

Content has been incorporated from the base components, the

comprehensive FAQ, and Arkham Horror Wiki. Some minor

editing and formatting has been done for consistency, but please

feel free to comment on errors or missing information. Thanks to

all the designers of the game, and those who have contributed

content over the years.

designers of the game, and those who have contributed content over the years. 1 Arkham Horror
Shaman Ye Olde Magick Shoppe  Memories of Conquest (Any Phase): When Agnes casts a
Shaman
Ye Olde Magick Shoppe
 Memories of Conquest (Any Phase): When Agnes casts a
spell that provides a bonus to Combat checks, the spell adds
the number of hands it requires to its Combat check bonus.
Occupation
Home
Sanity
Stamina
Focus
Fixed Possessions
Random Possessions
7
3
1
 Blood is Power (Any Phase): When paying a spell's Sanity
cost, Agnes may spend Stamina for part or all of the Sanity
cost on a 1-for-1 basis.
Expansion
$3, 1 Clue token
1 Unique item, 2 Spells, 1 Gate Trophy,
1 Skill
Innsmouth Horror

She could sense it. The creature that destroyed her once before had

returned to repeat the job. Last time she faced it, she was at the

Speed

2

3

4

5

Sneak

4

3

2

1

Fight

1

2

3

4

Will

4

3

2

1

Lore

2

3

4

5

Luck

3

2

1

0

1 Lore 2 3 4 5 Luck 3 2 1 0 peak of her powers. This

peak of her powers. This time, she only had a few half-remembered

spells and a couple of useful items.

Hopefully she could find its weakness before it claimed her life once

again.

Pass

If Agnes has 3 or more

monster trophies, place “Not

This Time” in play:

Not This Time : Casting one

final spell, Agnes watched in

satisfaction as the creature

was utterly consumed. “Not

this time,” she said.

Agnes may exhaust this card

to re-roll a failed Spell check.

Fail

If Agnes is knocked

unconscious or driven insane,

place “History Repeats” in play.

History Repeats: Agnes awoke, body aching.

Although the creature had not

killed her as it did last time,

she could feel that it had

taken something precious from her.

Agnes’ maximum sanity is reduced by 1.

from her. Agnes’ maximum s anity is reduced by 1.  Guardian of the Veil (Any

Guardian of the Veil (Any Phase): It costs Akachi 1 less Clue token to seal gates.

Secret Rites (Any Phase): Akachi gains +1 bonus to all skill checks to close or seal a gate. In addition, Akachi may always seal gates, regardless of other game effects.

may always seal gates, regardless of other game effects. The bones of the earth were strong

The bones of the earth were strong here in Arkham. They responded to her queries with a quivering eagerness that almost made her nervous. But she knew that this was an advantage that she couldn’t’ afford to squander. She would need all of her power to face the Old One.

She would need all of her power to face the Old One. Pass Fail For as
She would need all of her power to face the Old One. Pass Fail For as
She would need all of her power to face the Old One. Pass Fail For as
Pass Fail For as long as Akachi can remember, she was trained to be the
Pass
Fail
For as long as Akachi can remember, she
was trained to be the tribes' next
shaman. Studying at the feet of the old
shaman, she learned how to speak to the
spirits, how to read the bones of the
earth, and how to avoid the fell creatures
that dwelt in the dark places.
If Akachi has 3 gate trophies,
place “The Earth Speaks in
play.
If any investigator spends a
gate trophy, place “The
Earth’s Anger” in play
The Earth Speaks : The
bones of the earth spoke to her
then, telling her the secrets of
how she might be able to
defeat the Old One, if she
were cautions…and lucky.
The Earth’s Anger: The
earth is silent. Our actions
must have offended it,
somehow.
Her education was supplemented by tutoring from an earnest
young missionary. Her mentor allowed the man to teach her as long
as he taught her English and other modern topics in addition to
trying to convert her to Christianity.
Akachi must discard 1 Spell
of her choice.
Place a clue token in every
unstable location without an
open gate.
As for his religion, Akachi was uninterested, for she had already
learned many of the great secrets of lore, and felt the power of the
old ways.
Recently, her old mentor called her to his bedside. His face was pale
and gaunt. "Akachi, I have seen that a great trial is coming for you.
You must go to the United States, to a city called Arkham. There,
Akachi’s Secret Rites ability may only be used to seal gates in
unstable locations.
you will have to face one of the old creatures, using the things that I
have taught you."
Weeks later, as she opens the door to Ye Olde Magick Shoppe,
Akachi hopes that she can meet the challenge that lies ahead of
her.
Pass Fail Amanda has been a student at Miskatonic University for 2 years now. Each
Pass
Fail
Amanda has been a student at
Miskatonic University for 2 years now.
Each time Amanda draws a
Unique Item, put a Clue
token on this card. If there
are 3 Clue tokens on this
card, place “Head of the
Class” in play.
If there are two open gates
R’lyeh, places “Aquatic
Destiny” in play.
On her way to talk to one of her
professors last month, she saw a
painting in the hallway that captured
her attention with its hazy depiction of
some horrible creature rising up out of
the ocean. Ever since, Amanda has heard
strange whispers in a foreign language
whenever her attention drifts. More
disturbingly, she has begun to dream of the vast green depths of the
ocean and terrible alien cities that lie in its darkest crevasses.
Head of the Class : Finally,
Amanda had found a way to
silence the whispering voices
and stave off the dreams of a
life under the waves. For the
first time since the dreams
had begun, she was at peace.
Aquatic Destiny: “Ia! Ia!
Cthulhu phtagn!” Amanda
shed her clothing and skin
alike as the life-giving water
enveloped her. She was
finally going home.
This evening, as she finishes her shift as a bank teller at the First
Bank of Arkham, something out of the night calls to her--
something dark and sinister that leaves the feel of sea foam in her
mind and makes her gasp with the effort of resisting it. Leaning
Amanda’s maximum Sanity
and Stamina are each
increased by 1. She
immediately gains 1 Sanity
and 1 Stamina.
Amanda has the Innsmouth
Look. Place a Deep One
monster token in her current
location and add an uprising
token to the Deep Ones
Rising track. Amanda is
devoured.
against the brick wall of the bank, Amanda realizes that she has to
find out what's happening to her or she's going to fall prey to
whatever alien presence is invading her mind.
Occupation
Student
Home
Bank of Arkham
Sanity
5
Clue tokens are only placed on the personal story card when
Amanda draws and keeps a Unique Item.
Stamina
5
Focus
Fixed Possessions
Random Possessions
3
$1, 1 Clue token
1 Common item, 1 Unique item, 2 Skills,
3 $1, 1 Clue token 1 Common item, 1 Unique item, 2 Skills, to   1

to

 

1 Spell

  1 Spell Speed 1 2 3 4 Sneak 4 3 2 1 Fight 1 2

Speed

1

2

3

4

Sneak

4

3

2

1

Fight

1

2

3

4

Will

4

3

2

1

Lore

1

2

3

4

Luck

4

3

2

1

1 Lore 1 2 3 4 Luck 4 3 2 1 Studious: Whenever Amanda draws one

Studious: Whenever Amanda draws one or more cards from the

Skill deck, she draws one extra card and then discards one of the

cards.

she draws one extra card and then discards one of the cards. In her dreams, she

In her dreams, she swam along the ancient submerged columns,

feeling pure joy and freedom. But when she awoke, she was filled

with revulsion and dread. But Amanda had always felt there was

no problem a little research and observation couldn’t fix. And if she

couldn’t solve the problem of her nightmares, she’d have to learn to

adapt.

problem of her nightmares, she’d have to learn to adapt. When you've lived on the streets

When you've lived on the streets as long as Pete has, you see things. Things that would drive braver men screaming into the night. But you also learn to be quiet, to stay hidden, and to play stupid if all else fails. It also helps to have a good dog, like Duke, to scare away the meaner elements of the street.

Unfortunately, this time, Pete can't hide, and there's nothing Duke can do to protect him. His nightmares have been growing steadily

worse over the last month, driving him all the way here

Arkham. Even the whiskey isn't helping much anymore. Soon, he won't be able to sleep at all. Still, there are always opportunities for

a man who knows how to stay quiet

as long as he isn't too picky.

Occupation Home

Drifter River Docks

Sanity

4

Stamina

6

Focus

1

Fixed Possessions Random Possessions

$1, 3 Clue tokens, 1 Ally (Duke) 1 Common item, 1 Unique item, 1 Skill

tokens, 1 Ally (Duke) 1 Common item, 1 Unique item, 1 Skill Speed 0 1 2

Speed

0

1

2

3

Sneak

6

5

4

3

Fight

2

3

4

5

Will

5

4

3

2

Lore

0

1

2

3

Luck

3

2

1

0

5 4 3 2 Lore 0 1 2 3 Luck 3 2 1 0 3 Arkham
Scrounge: When Pete draws from the Common item, Unique item, or Spell deck, he may
Scrounge: When Pete draws from the Common item, Unique item,
or Spell deck, he may draw from either the top or the bottom of that
Occupation
Home
Sanity
Stamina
Focus
Fixed Possessions
Random Possessions
Salesman
General Store
4
6
1
deck, his choice. Pete may look at the bottom card of those decks at
any time.
$9
2 Common items, 2 Unique items, 1
Skill
The nightmares just kept getting worse and worse. Last two nights,
Pete woke up covered in sweat. Even Duke was starting to whimper
and whine in his dreams.
Speed
2
3
4
5
It had to be more than dreams. There had to be some kinda truth
Sneak
3
2
1
0
out there, hidden away in his nightmares, and it was time for
“Ashcan” Pete to find out what.
Fight
1
2
3
4
Will
6
5
4
3
Pass
Fail
Lore
0
1
2
3
If Pete has a Dreamlands
If there are 5 of more doom
Luck
4
3
2
1
gate, trophy, place “Sweet
tokens on the Ancient One’s
Dreams” in play.
doom track, place “Living
Nightmare” in play.
Sweet Dreams: Pete lay
back on the grass and pulled
his hat down low over his
Living Nightmare: Was he
asleep? Was he still
eyes. For once, he was
looking forward to getting a
dreaming? Pete couldn’t tell
anymore.
Shrewd Dealer (Any Phase): Whenever Bob draws one or more
cards from the Common item deck, he draws one extra card and
then discards one of the cards.
good night’s rest.
Pete gains +1 Speed and +1
“Get away! Get away!” He
staggered into the night,
Luck.
reeling. With a whine, Duke
followed faithfully behind.
It
cost Bob Jenkins two dollars just to get one of those old coins, but
Pete discards all his Ally
now he had one. He could feel it, heavy and old, in his hand. It was
cards except Duke. He may
no longer gain Allies.
a
strange sort of gold, maybe an alloy, and the symbols pressed into
its surface didn’t resemble any language that Bob was familiar with.

Well, so it was a funny old coin. That just meant that there was an even bigger market for it! All of Bob’s senses told him he was onto something big. Real big.

Pass

If Bob has 5 or more Clue tokens, place “Jackpot!” into play

Jackpot! He’d found them. Stacks and stacks of alloyed gold coins, minted by no human hand.

and stacks of alloyed gold coins, minted by no human hand. Pete’s Scrounge ability only applies

Pete’s Scrounge ability only applies when he is the investigator

having the encounter which results in drawing cards.

Fail

If Bob has 3 or more monster trophies, placed “Greed” into play.

Greed: The old woman placed a single coin in his hand and cackled. “Take it, then. And much joy may it bring you!” Her hands were cold and clammy and felt like seawater. Bob fled into the night.

and clammy and felt like seawater. Bob fled into the night. As a traveling salesman, Bob
and clammy and felt like seawater. Bob fled into the night. As a traveling salesman, Bob
As a traveling salesman, Bob is always on the go. But yesterday, he saw something
As a traveling salesman, Bob is always
on the go. But yesterday, he saw
something that made him decide to stay
in Arkham and miss his train. While he
was in the General Store selling his
wares, a robed man came in and bought
several items, paying with old gold coins.
Of course, by this time, money
was the last thing on Bob
Jenkins’ mind.
Bob gains $15.
Astounded, Bob turned to the
shopkeeper for an explanation, but the man just ignored his
questions, simply saying, "That happens, sometimes."
Once per turn, during the
Upkeep Phase, Bob may
spend $3 to gain 1 Clue
token.
Bob is Cursed. He cannot be
Blessed while has any money.
If his is Blessed and gains
any money, he must discard
his Blessed card.
Now, Bob isn't leaving until he figures out where those gold coins
came from. If he plays his cards right, maybe this will be the big
score. Maybe he'll finally be able to retire and buy that boat he's
had his eye on and spend the rest of his days fishing in a tropical
paradise. Then again, maybe Bob will finally come to see that all
that glitters is not gold.
Pass Fail
Pass
Fail
Pass Fail Carolyn is a first year resident at a sanitarium in Providence. Over the past
Pass Fail Carolyn is a first year resident at a sanitarium in Providence. Over the past

Carolyn is a first year resident at a

sanitarium in Providence. Over the

past six months, she has been studying

the dreams of her patients using

hypnosis. One patient in particular

gave her vivid and disturbing

descriptions of his dreams, right up

until he was murdered with a strange

knife that closely resembled something from one of his nightmares.

Disturbed and frightened by his murder, Carolyn dug back through

her notes, poring over them late into the night. Finally, she found

some subtle clues that led her here, to Arkham, where he was

previously an inmate in Arkham Asylum. Someone here has to

know why a harmless man was murdered for talking about his

dreams to his psychologist.

Occupation

Psychologist

Home

Arkham Asylum

Sanity

6

Stamina

4

Focus

2

Fixed Possessions

$7, 1 Clue token

Random Possessions

2 Common item, 2 Unique items, 1 Skill

Random Possessions 2 Common item, 2 Unique items, 1 Skill Speed 0 1 2 3 Sneak

Speed

0

1

2

3

Sneak

3

2

1

0

Fight

1

2

3

4

Will

4

3

2

1

Lore

2

3

4

5

Luck

5

4

3

2

1 Lore 2 3 4 5 Luck 5 4 3 2 If Carolyn is at Arkham

If Carolyn is at Arkham Asylum during the Upkeep Phase, she may spend $15 to place “Cured” in play.

Cured: The bribe worked, and Carolyn quickly began cross-referencing names, dates and room numbers. She not only identified her patient’s murderer, she discovered fresh information regarding the dark events in Arkham.

Carolyn immediately gains 3 Clue tokens and is Blessed.

If Carolyn has 6 or more Clue tokens, place “Followed” into play.

Followed: Carolyn knew her patient was murdered to protect some dark secret, and now she found herself in a similar position.

Everywhere she went, she could hear the footsteps behind her. She could feel the eyes watching her. It was just a matter of time, she knew.

Carolyn receives a -1 penalty to all Sneak checks.

knew. Carolyn receives a -1 penalty to all Sneak checks . Carolyn’s Psychology ability can be

Carolyn’s Psychology ability can be used in any location, street area, or Other World area.

be used in any location, street area, or Other World area. Charlie Kane promised the people
be used in any location, street area, or Other World area. Charlie Kane promised the people

Charlie Kane promised the people of Arkham a safer future. He made a lot of promises-- lower taxes, better schools, less crime. It was part of the job, after all. He said what he had to say to get elected, and then he set about doing what he could to help people. Although he had to do things he wasn't proud of, Charlie always worked for the greater good. The people came first.

So when Charlie Kane started hearing the reports, he put the people first. Of course, he couldn't tell anyone -- couldn't reveal what he had pieced together, reports from various parts of the city government that painted a macabre portrait of Arkham's future. For one, who'd believe him? For another, how would widespread panic serve the public good?

Psychology (Upkeep Phase): Dr. Fern may restore 1 Sanity to herself or another character in
Psychology (Upkeep Phase): Dr. Fern may restore 1 Sanity to
herself or another character in her location. She cannot raise a
character's Sanity higher than that character's maximum Sanity.
Still, Charlie has always had connections in town. So he gathered
up his reports and paid a visit to Professor Grant at Miskatonic
University.
Carolyn Fern read over the frustratingly obtuse paperwork in her
room. Getting records from Arkham Asylum had turned into a
bureaucratic nightmare. It was going to take a hefty amount of
bribery to grease the wheels.
The fact that he now stands before Professor Grant's mutilated
corpse in Professor Grant's blood-stained office, does not fill Charlie
Kane with confidence.
Politician
Administration Building
But even as she filled in all the blanks, she worried that she as too
Occupation
Home
Sanity
Stamina
Focus
Fixed Possessions
Random Possessions
Expansion
4
close to whatever it was that had killed her patient. It wasn’t safe to
6
be here.
2
$9
2 Common items, 1 Skill, 1 Ally
Kingsport Horror
Books have always been the most important thing in Daisy's life. She started reading tales
Books have always been the most important thing in Daisy's life. She started reading tales

Books have always been the most important thing in Daisy's life. She started reading tales of horror at a young age, thrilling to the terror of Edgar Allen Poe, of Stoker's Dracula. She explored in fiction what she abhorred in life-- horror, violence, fear.

fiction what she abhorred in life-- horror, violence, fear. Then, she stumbled across the John Dee

Then, she stumbled across the John Dee edition of the Necronomicon. It was macabre indeed. It was also blasphemous, unholy, and too awful to be real. Frankenstein and "The Raven" were forgotten. The chills that ran down Daisy's spine were not those of a forbidden pleasure. A new horror was born in her mind, a terror that such things could be.

There were more books after that De Vermiis Mysteriis, Cultes des Goules each worse than the last. She read them all in a mounting panic. Could they be real? Could the things they spoke of be true?

Now she knows it to be so. The Thing that appeared in library was something she'd read about in the Ponape Scripture. If the Thing

was real, then everything she'd read about might be real case Daisy is the only one who knows how to stop it.

in which

Occupation

Librarian

Home

Library

Sanity

5

Stamina

5

Focus

2

Fixed Possessions

$5, 1 Clue token, 1 Unique item (Livre

Random Possessions

d'Ivon) 1 Common item, 1 Unique item, 1 Spell,

Expansion

1 Skill Kingsport Horror

item, 1 Spell, Expansion 1 Skill Kingsport Horror Speed 1 2 3 4 Sneak 4 3

Speed

1

2

3

4

Sneak

4

3

2

1

Fight

0

1

2

3

Will

5

4

3

2

Lore

2

3

4

5

Luck

4

3

2

1

2 Lore 2 3 4 5 Luck 4 3 2 1 Speed 0 1 2 3

Speed

0

1

2

3

Sneak

4

3

2

1

Fight

2

3

4

5

Will

4

3

2

1

Lore

1

2

3

4

Luck

4

3

2

1

1 Lore 1 2 3 4 Luck 4 3 2 1  Connections (Any Phase): Charlie

Connections (Any Phase): Charlie may gain Allies that have

been returned to the box.

Settle Down! (Any Phase): Charlie may pay 2 Clue tokens to

prevent the terror level from increasing by 1. He may do this

as often as he likes.

from increasing by 1. He may do this as often as he likes. “It’s a nightmare.”

“It’s a nightmare.”

He’d seen it before, faced it and lived to tell the tale, but he didn’t

have to like it.

The awful slumbering of a dead god is one thing, but this? On top of

it all?

“Please Bonnie, say it ain’t so. Didn’t we just do this?”

Bonnie left his coffee and walked off with a shrug.

“Another election. Now, of all times!”

Pass

If Charlie is at the

Newspaper during the

Upkeep Phase, he may

spend $15 to place “Kane for

Arkham!” in play.

Kane for Arkham!

“Congratulations, sir” I knew

you’d win.”

“Thanks Bonnie.” Charlie

sipped his coffee and looked

out the window. Time to get

back to the real work.

Charlie’s Settle Down! ability

only costs 1 Clue token to use

for the rest of the game.

Fail

If the terror level reaches 4 or

higher, place “Dark Times Aheadin play.

Dark Times Ahead: “Don’t people realize what this

means?” Charlie tugged at

this tie. The stupid thing was

choking him again. “That

idiot Parkins has no idea what’s coming…”

Bonnie couldn’t meet his gaze.

“Sir, I have a confession. I didn’t vote for you.”

Charlie’s Settle Down! ability

costs 3 Clue tokens to use for the rest of the game.

 Careful Reader (Any Phase): Daisy never loses Sanity from reading a Tome.  Whenever
 Careful Reader (Any Phase): Daisy never loses Sanity from
reading a Tome.
 Whenever Charlie would normally draw a card from the Ally
deck using his Connections ability, he may instead choose
any of the 11 starting Allies that have been returned to the
box. Whenever Charlie is instructed to take a specific Ally
card, he gains that card even if it has already been returned to
the box (but only if that card was among the starting 11 Ally
cards).
 Iron Will (Any Phase): Daisy's Sanity cost to cast spells is
always reduced by 1.
 Charlie’s Settle Down! ability allows him to prevent terror
increases resulting from Rumors and Mythos Card effects.
Daisy struggled to control her panic. “It was delivered in a large Speed 2 3
Daisy struggled to control her panic. “It was delivered in a large
Speed
2
3
4
5

crate this morning. It was sitting on my desk.”

Carol shrugged meekly. “I’m sorry, Miss Walker, but I didn’t see

anything. It was a real busy day.”

“Do you have any idea…” she stopped. How could Carol have

known how dangerous that book might be? “Forget about it, Carol,

I’ll track it down.”

Sneak

3

2

1

0

Fight

2

3

4

5

Will

4

3

2

1

Lore

0

1

2

3

Luck

4

3

2

1

1 Lore 0 1 2 3 Luck 4 3 2 1 Pass If Daisy has 6

Pass

If Daisy has 6 or more Clue

tokens, place “Book of

Secrets” in play.

Book of Secrets: The walls

were covered with notes and

sketches. Daisy entered

cautiously, wading through

an ankle deep layer of torn

and crumpled paper. There

was a hollow wooden thud as

her toe kicked the create that

had once housed the book.

Quickly, she began tearing

through the paper until, at

last, the ancient book was

recovered.

Take the first Tome from the

Unique Items deck.

Take the first Tome from the Unique Items deck. Fail If Daisy has no Tomes ,

Fail

If Daisy has no Tomes, place

“Better Left Unread” in play.

Better Left Unread: Daisy

was surprised how easily the

lost book was recovered. It

was almost as if someone

wanted her to find it, or the book itself wanted to be

found. Without thinking, she

opened the book to the first

page and began reading a

language she was unfamiliar

with. After that her memories became uncertain.

Daisy’s maximum Sanity is reduced by 1.

Hometown Advantage (Arkham Encounter Phase): When drawing location encounters in Arkham, Darrell draws two cards and may choose whichever one of the two he wants. This ability does not work when drawing gate encounters in Other Worlds.

does not work when drawing gate encounters in Other Worlds. The closer Darrell had gotten to

The closer Darrell had gotten to his quarry, the more problems he’d been having. Flash bulbs turned up inexplicably crushed. His lens fogged over. Innumerable mechanical failures conspired to thwart his efforts.

But now he was heading into the darkroom to develop what had to be the perfect shot. This would be the one that vindicated him.

Pass

If Darrell has 2 or more gate trophies, placed “There’s Your Proof!” in play.

There’s Your Proof! The editor’s skepticism vanished away quickly. What he was looking at was just too horrible. There was no way Simmons could have doctored a photo to this extent. “This is one heck of a picture, Kid. I’m sorry I doubted you,” he said. I won’t ever make that mistake again.

Fail

If Darrell has 5 or more Clue tokens, place “The Film Is Ruined!” in play.

The Film Is Ruined! Inside the darkroom, Simmons pulled the photo out of the chemicals and examined it. Nothing. Blurs and smears. After all his promises, he knew he’d never work again.

Darrell must immediately discard a Retainer if has one and may no longer receive a Retainer or Bank Loan.

When using Daisy’s Iron Will ability for items with variable Sanity

costs, calculate the cost being spent, then reduce the cost by 1.

calculate the cost being spent, then reduce the cost by 1. Even while growing up in
calculate the cost being spent, then reduce the cost by 1. Even while growing up in
Even while growing up in Arkham, Darrell always knew that there was something not quite
Even while growing up in Arkham,
Darrell always knew that there was
something not quite right about the
strange little town. After graduating
from high school, he went to work for the
Arkham Advertiser as a photographer,
and in the years since, he's crawled over
Darrell gains a Retainer if he
does not already have one.
Darrell keeps his Retainer for
the rest of the game.
every square inch of the city.
Last night, however, Darrell saw something horrible-- something
that has shaken his world to its core and torn away the safe
illusions we all foster to protect our minds and our souls. His editor
When instructed to draw two cards and choose one, Darrell draws
three cards and chooses one to encounter.
says he was just seeing things, but as he leaves the newspaper
building, he knows just what he saw and he intends to show the
world! This time he'll be more careful. This time he'll take pictures
and prove that things are not normal in Arkham.
Occupation
Photographer
Home
Newspaper
Sanity
Stamina
Focus
Fixed Possessions
Random Possessions
4
6
2
$4, 1 Clue token, 1 Special (Retainer)
1 Common item, 2 Unique items, 1 Skill
Pass Fail
Pass
Fail
Pass Fail After returning from his stint in the army during WWI, Dexter became a stage
Pass Fail After returning from his stint in the army during WWI, Dexter became a stage

After returning from his stint in the

army during WWI, Dexter became a

stage magician, and proved to be very

successful at his trade, but he always

longed to find real magic. As they say,

be careful what you wish for. Years

later, in a rundown store, Dexter came

across a burnt and torn fragment of

the Necronomicon itself. Intrigued by this ancient piece of occult

knowledge, Dexter began to use his wealth in search of the truth

about the ancient lore, and what he found horrified him.

Now, the more he learns, the less he wants to know, but his studies

have led him to believe that a great evil will soon arise in Arkham.

He knows that he may well be the only person with the ability to

stop this evil from swallowing the world, so he has come to that

sleepy town to speak with the proprietor of Ye Olde Magick Shoppe,

one of the few magic shops that contain true lore, and not merely

the stage tricks he once studied.

Occupation

Magician

Home

Ye Olde Magick Shop

Sanity

5

Stamina

5

Focus

2

Fixed Possessions

$5, 1 Spell (Shrivelling)

Random Possessions

1 Common item, 1 Unique item, 2

Random Possessions 1 Common item, 1 Unique item, 2 Spells, 1 Skill Speed 2 3 4

Spells, 1 Skill

Speed

2

3

4

5

Sneak

4

3

2

1

Fight

1

2

3

4

Will

3

2

1

0

Lore

2

3

4

5

Luck

3

2

1

0

0 Lore 2 3 4 5 Luck 3 2 1 0 Magical Gift (Any Phase): Whenever

Magical Gift (Any Phase): Whenever "The Great" Drake draws

one or more cards from the Spell deck, he draws one extra card and

then discards one of the cards.

he draws one extra card and then discards one of the cards. It was clear that

It was clear that the Great Drake was in over his head.

There was no one to equal him for stagecraft and illusions, but when

it came to the real thing… Well, Dexter had to admit, when it came

to genuine magic, he was a talented amateur at best.

Unfortunately, it had become abundantly clear that a talented

amateur was not what the world needed now. It was sink or swim

time.

Each time Dexter draws a Tome , put a Clue on this card. If there are 2 Clue tokens on this card, place “Sorcerer” in play.

Sorcerer: Thumbing through the John Dee edition of the Necronomicon, Dexter smiled. “Ahh,” he said. “Just the thing.”

Dexter reduces all Sanity costs to cast Spells by 1 (to a minimum of 0).

If Dexter is driven insane, place “Phony” in play:

Phony: “Is it really magic?” The boy gazed up, his eyes wide.

“You don’t want to see real magic, kid. No one does.”

Dexter must discard 1 Spell of his choice.

No one does.” Dexter must discard 1 Spell of his choice. Diana Stanley moved to Arkham
No one does.” Dexter must discard 1 Spell of his choice. Diana Stanley moved to Arkham

Diana Stanley moved to Arkham two years ago. As the owner of a small women's clothing shop, she wanted to fit into the community as quickly as possible. Therefore, she joined the Chamber of Commerce, the Women's league, and the Historical Society. Her efforts were clearly paying off since business was booming, and just a few months ago Carl Sanford invited her to join a very elite club in Arkham-- the Silver Twilight Lodge.

Her initial joy at the invitation has since turned to horror. The weekly meetings have been growing ever more disturbing since she advanced to the second rank of the Order, and her sleep has become haunted by nightmarish beings. Last week she actually witnessed the summoning of a dark creature and learned that an evil plot to summon what Sanford refers to as an Ancient One was in motion. It was at that moment that Diana decided to not only get away from the Order, but also to stop them. She is aware that when the Order finds out what she's doing they'll come for her, but she sees this as her only chance for redemption, whatever the cost.

Occupation

Redeemed Cultist

Home

General Store

Sanity

4

Stamina

6

Focus

1

Fixed Possessions

$4, 2 Clue tokens, 1 Special (Silver

Random Possessions Expansion

Twilight Lodge Membership) 1 Common item, 1 Spell, 1 Skill Dunwich Horror

Membership) 1 Common item, 1 Spell, 1 Skill Dunwich Horror Speed 0 1 2 3 Sneak

Speed

0

1

2

3

Sneak

4

3

2

1

Fight

1

2

3

4

Will

4

3

2

1

Lore

3

4

5

6

Luck

4

3

2

1

4 3 2 1 Lore 3 4 5 6 Luck 4 3 2 1 8 Arkham
Although Finn has never been a vengeful man, that incident left him rattled in ways
Although Finn has never been a vengeful man, that incident left
him rattled in ways he hadn't been since getting beaten up on the
playground years ago.
 Trusted Sister (Any Phase): You cannot lose your Silver
Twilight Lodge Membership.
 Dark Insight (Any Phase): Gain 1 Sanity or 1 Stamina each
Stepping out of the bank with enough borrowed cash for guns and
supplies, Finn vows that those lunatics will regret the day they ever
crossed him.
time a doom token is added to the Ancient One's doom track.
Occupation
Home
Bootlegger
Bank of Arkham
Sanity
4
Stamina
6
Diana knew that the Lodge had eyes everywhere. She walked
Focus
1
casually through Arkham’s streets toward the police station. She
Fixed Possessions
was certain the evidence she had would see that Carl Sanford was
locked away as a madman for the rest of this life.
Random Possessions
She just hoped that whomever she spoke to at the station wasn’t one
Expansion
$8, 1 Common Item (Whiskey), 1 Special
(Bank Loan)
2 Common Items, 2 Unique Items, 2
Skills
Innsmouth Horror
of the Lodge’s minions.
Pass
Fail
If Diana is at the Police
If the terror level reaches 4,
Speed
3
4
5
6
Station during the Upkeep
place “Laying Low” in play.
Sneak
5
4
3
2
Phase, she may spend 5 Clue
Laying Low: Diana washed
tokens to place “The Mole” in
Fight
0
1
2
3
her face again before looking
play.
in the mirror. Yesterday had
Will
3
2
1
0
The Mole: Sherriff Engle
been too close. She was going
Lore
1
2
3
4
gaped at the assembled
evidence. “Is this for real?”
Diana nodded. “Carl Sanford.
to have to lay low for awhile
and not draw anymore
attention to herself.
Luck
4
3
2
1
I can’t believe it.” The sheriff
Diana cannot be Blessed.
stood, running a hand
through his hair. “Dingby!
Come on! We’re paying a visit
to the Silver Twilight Lodge.”
Diana’s Focus is increased by
 Slippery (Mythos Phase): When moon monsters move, Finn
may choose to move as a normal moon monster. He does not
need to make any Evade checks when doing so.
1.
When Diana has Inner Circle
encounters, she draws one
extra card, encountering
 Holdout (Any Phase): Finn never has to discard items or lose
money, even when he is knocked unconscious or driven insane.
He must still pay costs as usual.
whichever one she chooses.
Diana’s Dark Insight ability no longer functions once the Ancient
One awakens, or when the Ancient One awakens before its doom
Finn smiled savagely to himself. Chase him through the woods,
would they? Brandish knives as him, eh? Well, they’d be sorry.
Nobody did that Finn Edwards without facing the music.
track is full.
Yes, indeed, his plans were coming together nicely.
Pass
Fail
If Finn has 3 or more
monster trophies, including
at least 1 Cultist monster
trophy, place “Best Served
Cold” in play.
If the terror level reaches 3,
place “Cut Your Losses” in
play.
Prohibition was the best thing that ever
happened to Finn Edwards. Until they
banned alcohol, he was just drifting
through life, doing odd jobs here and
there. But afterwards, the demand for
alcohol rose to such a fever pitch that he
Best Served Cold: It was
true. There was nothing more
satisfying that a well planned
and well executed revenge.
Cut Your Losses: “There
comes a point during all truly
spectacular failures when a
smart man cuts and runs,”
Finn said to himself. “Clearly,
that time has come.
was able to make a comfortable living
evading the law and giving people what they wanted. His new
lifestyle particularly suited his personality, providing him with a
taste of danger, plenty of cash, and a great deal of personal
Finn must discard all of his
Clue tokens. In addition, he
receives 1 less movement
point than normal each turn.
satisfaction.
Of course, those things are all well and good until you find yourself
running through the woods at night trying to lose a bunch of knife-
Finn may use his Slippery
ability to move as a circle
monster in addition to
moving a moon monster. If
both types move, he must
choose one or the other
symbol – he cannot move as
both types.
wielding maniacs who want to sacrifice you to their dark gods.
 Finn starts the game with only $8. He gains no extra money for starting
 Finn starts the game with only $8. He gains no extra money
for starting with a Bank Loan.
Speed
0
1
2
3
Sneak
5
4
3
2
 When using his Slippery ability, Finn moves after all other
Fight
0
1
2
3
monster movement.
Will
4
3
2
1
 Using an item that states it must be discarded in order to use
Lore
1
2
3
4
it is considered a cost and the card must be discarded. It is
unaffected by Finn’s Holdout ability.
Luck
5
4
3
2
 Finn can default on Bank Loans while he still has money
without discarding items.
 If Finn gains the Back Injury card, he is immune to discarding
but must not pick up additional cards over the limit.
 Knowledge is Power (Any Phase): When spending a Clue
token to add to a skill check, George may add +1 to the result
of one of his rolled dice instead of rolling an extra die.
 Finn’s Holdout ability cannot prevent losses from the Return
to the Old Ways rumor.
 Bail Out (Any Phase): George may spend $2 to prevent any
investigator from being arrested, including himself.
 Finn’s Holdout ability can prevent items from being discarded
as the result of Ancient One attacks.
“Well, Maria, I’ve tracked them down, so it looks like this is it. I’ll
either see you soon, or maybe not at all. Whether I see you or not,
take care my love.”
George checked his weapons one last time, then moved forward, eyes
fixed firmly on his targets.
George Barnaby always had the need for
control - control of his life and of his
surroundings. That's why, after
Pass
Fail
spending a month in jail at the age of 19
for a crime he didn't commit, George
became a lawyer.
If George claims a Cultist as
a monster trophy, place “My
Sweet Maria” in play.
If George is knocked
unconscious or driven insane,
place “I’m Sorry, Maria” in
play.
Possessing a keen mind and a
charismatic personality, he found that he excelled in his chosen
field and soon rose to a position of power and wealth. George
My Sweet Maria: “That’s it,
Love. They won’t bother
anyone else ever again.”
enjoyed the challenge of practicing law, and the years rolled past in
I’m Sorry Maria: “I’m sorry,
Maria. In the end, I just
couldn’t do it.”
a pleasant blur until he was ready to retire. He figured that he and
his wife, Maria, would buy a boat and sail around the world.
George’s maximum Stamina
is increased by 1. He
immediately gains 1
Stamina.
George cannot gain any new
Allies.
That was before the night when his home was invaded, his wife was
murdered, and his house was burned to the ground by two men
wearing strange amulets.
Now, he has tracked these men to the city of Arkham. They will pay
for making him feel helpless, and for taking away his dear, sweet
Maria. after all, if there's one thing lawyers are known for, it's
For items that require a natural roll of 6 (such as the Shotgun),
George Barnaby’s Knowledge is Power ability does not elevate a
roll of 5 to a 6.
collecting debts that are owed to them.
Occupation
Lawyer
Home
Library
Sanity
7
Stamina
Focus
Fixed Possessions
3
2
$7, 1 Special (Retainer)
Random Possessions
1 Common item, 1 Unique item, 1 Spell,
1 Skill
Expansion
Innsmouth Horror
As a young girl, Gloria was haunted by
terrible visions. After years of visiting
doctors and some therapy, she learned to
control her visions somewhat by writing
stories. Her weird and disturbing fiction
somehow spoke to the public in these
troubled times, and has made her a
bestselling writer.
This evening, while leaving a book signing she's attending in
Arkham, she was knocked to the ground by the most powerful
vision she's ever experienced. Gloria saw the sky tear open, and a
huge and monstrous form pour out of the very air itself, wreaking untold havoc and
huge and monstrous form pour out of the very air itself, wreaking
untold havoc and killing thousands. As she sat on the ground with
her arms wrapped around herself, Gloria knew, somehow, that this
card and draws two Other World cards that match the color of
one of the encounter symbols on the Other World she is in. She
then chooses whichever one of the two she wants.
vision was real, and that it would come to pass unless she did
something about it.
 When instructed to draw two cards and choose one, Gloria
draws three cards and chooses one to encounter.
Now, she finds herself in a run-down diner, sipping coffee and
trying to decide what to do.
Occupation
Author
Home
Velma’s Diner
Sanity
6
Stamina
4
Focus
2
Fixed Possessions
$7, 2 Clue tokens
Random Possessions
2 Common items, 2 Spells, 1 Skill
As he was growing up on his parents'
farm, it soon became obvious that Hank
was more of a doer than a thinker. He
wasn't stupid, exactly, he just didn't
spend a lot of time thinking things
through before he did them. A lot of the
time, this tended to get him in trouble.
Speed
1
2
3
4
Sneak
3
2
1
0
Fight
0
1
2
3
Will
5
4
3
2
Lore
1
2
3
4
Then again, sometimes it came in handy, like it had in the last
month when he heard the cows panicking. Picking up his shotgun,
Hank rushed outside, only to see some kind of giant buzzard thing
attacking the cattle. Now, some might have questioned their own
sanity at the sight while others might have fainted away in sheer
horror. But Hank, he just took aim and blew the darn thing's head
off. It only occurred to him later to wonder just what it had been.
Luck
5
4
3
2
When Pa saw the corpse, he told Hank that they were going to take
it to a Professor he knew at Miskatonic University. So, they crated
it up, drove to the nearest train station, and hopped a train to
Arkham.
Psychic Sensitivity (Other World Encounter Phase): When
drawing gate encounters in Other Worlds, Gloria draws two cards
that match the color of one of the Other World's encounter symbols,
Only, things haven't gone so well since then. First, the crate
vanished off the train, and then Pa went missing when he went to
complain about the missing crate.
then chooses whichever one of the two she wants. This ability does
not work when drawing location encounters in Arkham.
As Hank grows tired of waiting at the General Store where his Pa
told him to meet up if they got separated, he wonders if he might
not have to start doing a little thinking after all.
Gloria looked around the room at the nervous faces. Why wouldn’t
Farmhand
General Store
they believe her visions? Why couldn’t they see the horrors she saw?
5
Or maybe they could and they were working against her, trying to
6
convince her that she was crazy.
Occupation
Home
Sanity
Stamina
Focus
Fixed Possessions
Random Possessions
Expansion
2
“I assure you I am in total control of my faculties.” They seemed
unconvinced. And to be honest, it had been increasingly difficult
$3, 1 Clue token, 1 Common item (Food)
2 Common items, 1 Unique item, 1 Skill
Innsmouth Horror
lately to separate the visions from the reality.
Pass
Fail
If Gloria has 5 Clue tokens,
If Gloria is driven insane,
Speed
2
3
4
5
place “I’m Writing It” in play.
place “It’s Writing Me” in
play.
Sneak
4
3
2
1
I’m Writing It: All the plot
threads were coming together.
It’s Writing Me: Gloria
Fight
2
3
4
5
Gloria now knew exactly what
could see it now. She was just
Will
3
2
1
0
she needed to do.
a character in a story, and
her fate was determined long
ago.
Lore
0
1
2
3
Gloria gains +1 Fight.
Luck
4
3
2
1
Gloria receives a -1 penalty to
all Will checks.
 Whenever Gloria resolves an Other World card that instructs
her to “Discard this card and draw again,” she discards the
Thick-skulled (Any Phase): Hank does not make a Horror check Speed 0 1 2 3
Thick-skulled (Any Phase): Hank does not make a Horror check
Speed
0
1
2
3

when he first encounters a monster. Instead, he only makes a

Horror check if he first fails a Combat or Evade check against a

monster.

he first fails a Combat or Evade check against a monster. Hank was alone in a

Hank was alone in a strange city, and Pa was missing.

Well, that was okay, he’d just go back to the Train Station and look

for Pa. If Pa wasn’t there…well, he’d worry about that later.

Pass

Hank may spend 5 Clue

tokens while at the Train

Station during the Upkeep

Phase to place “There’s Pa!”

in play.

There’s Pa! “Hey Pa, why

were you tied up among all

those boxes and bags?”

This card counts as Pa

Samson, an Ally card. Hank

gains +1 Will and +1 Lore

while Pa is with him.

Fail

If Hank fails a Horror check,

place “The Boy Who Learned Fear” into play.

The Boy Who Learned

Fear: Hank shivered and

rocked back and forth. “I wanna go home.”

Hank’s maximum Sanity is reduced by 1.

go home.” Hank’s maximum Sanity is reduced by 1. Sneak 5 4 3 2 Fight 0

Sneak

5

4

3

2

Fight

0

1

2

3

Will

3

2

1

0

Lore

3

4

5

6

Luck

4

3

2

1

0 Lore 3 4 5 6 Luck 4 3 2 1 Strong Mind (Any Phase): Harvey

Strong Mind (Any Phase): Harvey reduces all Sanity losses he suffers by 1, to a minimum of 0.

all Sanity losses he suffers by 1, to a minimum of 0. Professor Walters sat in

Professor Walters sat in his office surrounded by the mountain of research he had amassed: books clippings, photographs, plaster molds of footprints, etc.

How could he have been wrong about so many things when he began? He’d been a fool.

But now, he was on the edge. The final answer was here, right in front of him. These things were trying to tell him a story, and he could almost hear it.

Pass

If Harvey has at least 1 Clue token, 1 Unique Item, 1 gate trophy, and 1 monster trophy, place “Eureka!” in play.

Fail

If Harvey is lost and time and space, place “It’s Worse Than I Feared” in play.

It’s Worse Than I Feared: Harvey is a visiting Professor at Miskatonic University. With Doctorates
It’s Worse Than I Feared:
Harvey is a visiting Professor at
Miskatonic University. With Doctorates in
History and Archaeology, he has uncovered
several interesting artifacts over the years
Eureka! “Good Lord!”
Professor Walters leapt up
from his desk. He grabbed his
notes and his equipment, then
rushed to the door. He had to
take action immediately!
Slowly, numbly, Harvey
pushed his chair back away
from the desk. If this were
true – but no, it couldn’t be!
and learned a little of the arcane arts.
Harvey may never have more
than 5 Clue tokens at once.
Recently, by carefully studying the papers
and talking to people in the streets, he has
begun to detect a disturbance in the city-- something that could
potentially herald the arrival of something unthinkable from
beyond time and space.
Harvey’s maximum Stamina
is increased by 1. He
immediately gains 1
Stamina.
Checking his notes, Professor Walters prepares himself for one last
trip into the streets of Arkham to confirm his theory. If he's right, it
could spell the end of everything.
Harvey reduces the Sanity
costs to cast spells by 1, to a
minimum of 0.
Occupation
Home
Sanity
Stamina
Focus
Fixed Possessions
Random Possessions
Professor
Administration Building
7
3
2
The professor’s Strong Mind ability works on losses, not costs or
sacrifices.
$5, 1 Clue token
2 Unique items, 2 Spells, 1 Skill
Pass If Jacqueline has 2 or more Allies, place “Vision of Hope in play. Vision

Pass

If Jacqueline has 2 or more Allies, place “Vision of Hope in play.

Vision of Hope: “I see a way out of this. There’s still hope.”

Jacqueline discards 1 Ally of her choice. Remove one doom token from the Ancient One’s doom track.

Jacqueline’s maximum Stamina is increased by 1. She immediately gains 1 Stamina.

Fail

If the terror level reaches 3, place “Vision of Despair” in play.

Vision of Despair: “There’s no way out. We’re doomed.”

Jacqueline’s maximum Sanity is reduced by 1.

doomed.” Jacqueline’s maximum Sanity is reduced by 1. Jacqueline witnesses the future every night. Her dreams
doomed.” Jacqueline’s maximum Sanity is reduced by 1. Jacqueline witnesses the future every night. Her dreams

Jacqueline witnesses the future every

night. Her dreams are filled with things

that have not yet come to pass-- usually

terrible visions of blood and fire. This

time is no different. She has dreamed of

a city called Arkham. A quiet town that

is to be destroyed by a terrible creature

before the world is plunged into

indescribable chaos for a thousand years. Her dreams have never

been wrong before.

Unable to ignore this latest vision, Jaqueline did some research and

found the location of the doomed city. Now she has come to the

place that haunts her to try and stop the destruction she knows will

come. Drawn to an image from her darkest dreams, she takes a

deep breath as she enters the Curiositie Shoppe-- a place she knows

will soon become a nightmare made flesh.

a place she knows will soon become a nightmare made flesh. Jacqueline can use her Precognition

Jacqueline can use her Precognition ability to force a new draw for the Mythos Card drawn during setup.

to force a new draw for the Mythos Card drawn during setup. Several months ago, Jenny
to force a new draw for the Mythos Card drawn during setup. Several months ago, Jenny

Several months ago, Jenny was visiting Paris when she received a letter from her sister, Isabelle. In it, Isabelle rambled incoherently, writing about men in dark cloaks following her wherever she went, and of hoof prints in the woods, left by an enormous goat. The outside of the envelope was partially stained with blood, and it was mailed from Arkham. That was the last letter from Isabelle she received.

Jenny has since returned to the States, coming to Arkham to find her missing sister. Stepping off the train from Boston into the dark autumn night, she believes that her sister was abducted by a strange cult, and is determined to find her and thwart the plans of

those that took her process.

even if she has to save all of Arkham in the

Occupation Home

Dilettante Train Station

Sanity

6

Stamina

4

Focus

1

Fixed Possessions

$10

Random Possessions

2 Common items, 1 Unique item, 1 Spell, 1 Skill

2 Common items, 1 Unique item, 1 Spell, 1 Skill Speed 0 1 2 3 Sneak

Speed

0

1

2

3

Sneak

4

3

2

1

Fight

1

2

3

4

Will

5

4

3

2

Lore

1

2

3

4

Luck

5

4

3

2

Occupation

Psychic

Home

Curiositie Shoppe

Sanity

7

Stamina

3

Focus

2

Fixed Possessions

$7, 2 Clue tokens, 1 Unique item

Random Possessions

Expansion

(Enchanted Jewelry)

1 Common item, 2 Spells, 1 Skill

Dunwich Horror

Jewelry) 1 Common item, 2 Spells, 1 Skill Dunwich Horror Speed 1 2 3 4 Sneak

Speed

1

2

3

4

Sneak

3

2

1

0

Fight

1

2

3

4

Will

4

3

2

1

Lore

2

3

4

5

Luck

4

3

2

1

1 Lore 2 3 4 5 Luck 4 3 2 1 Precognition (Mythos Phase): Once per

Precognition (Mythos Phase): Once per turn, when a mythos

card other than "The Story Continues…" is drawn, Jacqueline may

spend 2 Clue tokens to discard that mythos card without effect and

draw another one instead. The second mythos card then takes

effect.

one instead. The second mythos card then takes effect. Jacqueline was having visions again. One in

Jacqueline was having visions again. One in particular kept

haunting her. One face. A face in a crowd. If she could find that one

face, she could find out what it means! Was it the key to the whole

thing, or merely another red herring?

it means! Was it the key to the whole thing, or merely another red herring? 13
Occupation Home Musician Velma’s Diner Sanity 6 Trust Fund (Upkeep Phase): Jenny gains $1 Stamina
Occupation
Home
Musician
Velma’s Diner
Sanity
6
Trust Fund (Upkeep Phase): Jenny gains $1
Stamina
4
Focus
2
Fixed Possessions
She was just off the first train here in Arkham and already Jenny
Random Possessions
Expansion
$3, 3 Clue tokens, 1 Unique item
(Golden Trumpet)
2 Spells, 1 Common item, 1 Skill
Dunwich Horror

hated this town. Of course, she’d had a few weeks on the trip from

Paris to build the hate and fear.

In truth, Arkham doesn’t seem as bad in person as it did in her

imagination. The gabled roofs and New England architecture were

actually fairly charming, and the people didn’t seem too

horrid…until she started asking questions, that is…

too horrid…until she started asking questions, that is… Speed 1 2 3 4 Sneak 3 2

Speed

1

2

3

4

Sneak

3

2

1

0

Fight

0

1

2

3

Will

5

4

3

1

Lore

1

2

3

4

Luck

5

4

3

2

1 Lore 1 2 3 4 Luck 5 4 3 2  Dead Man Stomp (Any

Dead Man Stomp (Any Phase): Jim may spend 1 Clue token to automatically pass a Combat check against an Undead monster.

Strange Luck (Any Phase): Other Worlds are considered to have a green encounter symbol for you in addition to their normal encounter symbols.

for you in addition to their normal encounter symbols. Maybe Jim had spent a little too

Maybe Jim had spent a little too much time in this graveyard talking to the departed and not enough time making music for normal, living folks. But Old Jim, he wasn’t dead yet, and if these decaying things that shuffled around between the tombs thought they could make him dance to their tune, well they were in for a rude awakening

Jim Culver was just getting warmed up.

Pass

If Jenny is at the Unvisited

Isle during the Upkeep

Phase, she may spend 5 Clue

tokens to place “Reunited” in

play.

Reunited: Jenny! Jenny!

Thank God you’ve come!”

Isabelle’s crying, and Jenny’s

crying too.

“You’re safe now,” says Jenny,

rubbing her sister’s shoulder.

“No.” Isabelle shakes her head

and tries to dry her eyes.”

None of us are.”

This card counts as Isabelle

Barnes, an Ally card. Jenny

gains +1 Speed and +1 Lore

while Isabelle is with her.

Fail

If the terror level reaches 3 or

higher, place “Too Late!” in play.

Too Late! The last envelope

had contained a finger. The one before that, a toe.

When she saw the box sitting outside her door, Jenny

started wailing in horror.

Jenny must either leave this card in play or draw a

Madness card and discard

this card. If she leaves this

card in play, her maximum Sanity is reduced by 2.

this card in play, her maximum Sanity is reduced by 2. Pass Fail Daddy used to
this card in play, her maximum Sanity is reduced by 2. Pass Fail Daddy used to
Pass Fail Daddy used to say, "Jazz is a lot like liquor, it makes everything
Pass
Fail
Daddy used to say, "Jazz is a lot like
liquor, it makes everything go down a
little smoother."
If the terror level reaches 4,
place “Out of Time” in play.
Daddy used to say a lot of stupid things.
If Jim has 3 or more monster
trophies, including at least 1
Undead monster trophy,
place “Sweet Harmony” in
play.
Jazz has been nothing but trouble for
Jim since the day he picked up his daddy's trumpet. There was
something weird and otherworldly about the writing on the inside
of the bell, but the tones from it were smooth and dark, like good
coffee. There was something about it that made you want to tap
your feet and snap your fingers. That trumpet landed Jim a lot of
Out of Time: There was a
music inside Jim that he
could not drown out. It was a
frightful, nauseating music
that possessed him. It
compelled him to play. Once
heard these cursed melodies
were ruinous to the soul,
breeding fear and despair.
gigs until the time it made Widow Jenkins get up and dance, the
day he played at her funeral. After that, it was kind of hard to find
work, especially playing funerals.
Sweet Harmony: Joe could
feel the rhythm in his gut.
The creatures, the visions of
other worlds, the terror –
there was a music to it all,
and he could hear it. It was
time for Jim Culver to play a
solo in this nightmarish
melody.
Each time Jim goes insane or
is knocked unconscious, the
terror level increases by 1.
Since then, Jim has learned a lot about jazz-- and the things the
graveyard ghouls talk about on cold autumn nights. Lately, they've
been talking about The End, as in the end of everything that is and
could be. The Final Rhapsody. The fact is, Jim isn't too keen on that
idea. He's got more songs he wants to play before then. So, sitting
in a booth at Velma's, Jim takes one last swallow of hot coffee
before heading out to play what could be his last encore. The coffee
is smooth and dark going down, just like the night
Each time an Undead
monster appears in Arkham,
Jim instead immediately
claims it as a monster trophy.
Pass Fail
Pass
Fail
Pass Fail The job sounded simple enough-- pick up a statue at the Providence Museum and

The job sounded simple enough-- pick

up a statue at the Providence Museum

and deliver it to a guy at the Silver

Twilight Lodge. The money was good,

and the dame who gave him the job

seemed sincere.

was good, and the dame who gave him the job seemed sincere. Sadly, things never seem

Sadly, things never seem to work out that easily for Joe. Now the

statue is missing, two people are dead, strange cultists are on his

tail, and all clues lead to Arkham. Lady Luck can be funny that

way.

He's already tried talking to the Sheriff, but that flatfoot proved to

be worse than useless. Looks like it's once again going to be up to

Joe Diamond to solve the case.

Occupation

Private Eye

Home

Police Station

Sanity

4

Stamina

6

Focus

3

Fixed Possessions

$8, 3 Clue tokens, 1 Common item (.45

Random Possessions

Automatic)

2 Common items, 1 Skill

(.45 Random Possessions Automatic) 2 Common items, 1 Skill Speed 3 4 5 6 Sneak 4

Speed

3

4

5

6

Sneak

4

3

2

1

Fight

2

3

4

5

Will

3

2

1

0

Lore

0

1

2

3

Luck

3

2

1

0

0 Lore 0 1 2 3 Luck 3 2 1 0 Hunches (Any Phase): Joe rolls

Hunches (Any Phase): Joe rolls one extra bonus die when he

spends a Clue token to add to a roll.

bonus die when he spends a Clue token to add to a roll. “It’s not the

“It’s not the statue itself, Mr. Diamond. It’s what’s inside that’s

important.” Carl Sanford sat behind his dark oak desk, looking

coolly at Joe.

“I’ll get it back,” spat Joe. “And those goons that took it, I’ll add

them on as a bonus.”

“That would be just fine with us.” Sanford narrowed his eyes. “We

here at the Lodge are anxious to meet these thieves.”

If Joes is at the Silver Twilight Lodge during the Upkeep Phase, he may spend 5 toughness worth of monster trophies and 1 Unique Item to place “Finish the Job” in play.

Finish the Job: “There you are, Sanford. Just like I said. Now pay me.”

Sanford didn’t respond to Diamond right away. He was too engrossed in the package Joe had just handed him. Well done, Mr. Diamond. Very well done.” Sanford called for the Lodge’s security. “You’ve earned this.”

Joe Diamond immediately gains $15.

If Joe discards a Unique Item, place “No Dice” in play.

No Dice: “It was destroyed? You’re certain?” Carl Sanford’s questions seemed eerily calm. “Never fear, Mr. Diamond. You will be appropriately compensated for your efforts.”

Joe must either leave this card in play or draw an Injury card and discard this card. If he leaves this card in play, his maximum Stamina is reduced by 2.

this card in play, his maximum Stamina is reduced by 2. A brilliant researcher, but a
this card in play, his maximum Stamina is reduced by 2. A brilliant researcher, but a

A brilliant researcher, but a shy, lonely person, Kate Winthrop has been working at the Miskatonic Science Labs for 4 years now and her supervisor still doesn't know her name. That doesn't matter to her though, as she has been working to complete a private quest for most of that time. Almost 3 years ago, she watched as a device malfunctioned, and Professor Young, her long-time mentor and friend, was torn apart by an indistinct creature that shrieked and gibbered before vanishing into the night. Since then, she has delved into darker scientific studies, always hoping to find something that would allow her to find and defeat that creature along with others of its kind.

Tonight, her research has finally paid off, allowing her to create a device that can defeat the alien beings she has detected in Arkham!

Occupation

Scientist

Home

Science Building

Sanity

6

Stamina

4

Focus

1

Fixed Possessions

$7, 2 Clue tokens (Do not place a Clue

Random Possessions

token on the Science Building to start the game) 1 Common item, 1 Unique item, 2 Spells, 1 Skill

the game) 1 Common item, 1 Unique item, 2 Spells, 1 Skill Speed 1 2 3

Speed

1

2

3

4

Sneak

5

4

3

2

Fight

1

2

3

4

Will

3

2

1

0

Lore 2 3 4 5 Luck 4 3 2 1
Lore
2
3
4
5
Luck
4
3
2
1
Science! (Any Phase): Gates and monsters cannot appear in  If Kate has an explored
Science! (Any Phase): Gates and monsters cannot appear in
 If Kate has an explored token in the same location as a gate
that has a monster surge, and her Science! ability cancels the
surge, an uprising token is still added to the Deep One Rising
track.
Kate's location due to her flux stabilizer. Monsters and gates do not
disappear if she enters their location, however, and monsters can
move into her location as usual.
If only she could find a way to increase the resonance of her flux
stabilizer, Kate was certain that her device would begin to heal the
damage caused by the gates.
But in order to do that, she’d need samples of matter brought back
from beyond several of the gates.
Pass
Fail
Anderson took seven men with him into
the Yucatan. Two came back-- more or
less. Technically, three men made it out
of that jungle alive, but Mitch Brown's
not exactly himself anymore. As a point
of fact, he's a blithering madman now,
and has already been shipped off to the
asylum.
If Kate has 2 or more gate
trophies, place “It’s Working!”
in play.
If the doom track has 6 or
more doom tokens, place
“This Is No Good” in play.
It’s Working! Yes! The
This Is No Good: “I don’t
Leo couldn't read the tablets they found in those ruins-- only Dr.
Volk could, of the seven of them-- but he's holding the good doctor's
notes in his hand. The ones Volk took before he went mad. Before
he killed two of Anderson's men.
improved flux stabilizer
seemed to be diminishing the
effects of the gates!
understand it. The theory is
sound, but nothing is
happening!”
It takes one more open gate
to awaken the Ancient One.
Kate can no longer spend
Clue tokens to add to skill
check made to close or seal
gates.
Now Anderson's fresh off the boat and he's got word that Dr.
Philips, the man who organized the Yucatan expedition in the first
place, is dead. Philips is dead, and that leaves Anderson holding the
scribblings of a murderous lunatic-- scribblings with today's date
circled in blood.

Occupation Home Sanity Stamina Focus Fixed Possessions Random Possessions Expansion

Expedition Leader River Docks

5

5

2

$5, 2 Clue tokens 1 Ally, 2 Common items, 1 Skill Dunwich Horror

Clue tokens 1 Ally, 2 Common items, 1 Skill Dunwich Horror  When Kate’s Science! ability

When Kate’s Science! ability prevents a gate from opening on

her location, it also prevents a doom token from being added to

the doom track.

Kate’s Science! ability can be used in any location, street

area, or Other World area.

If a Gate Burst occurs at Kate Winthrop’s location, the Gate

Burst is completely prevented. The seal remains.

Kate cannot use the Summon Monster Spell, nor can it be used

by an investigator in her location or street area.

Kate’s Science! ability prevents encountering named

monsters in specific encounters as well as monsters from

appearing due to Other World encounters.

Kate’s Science! ability does not prevent Mask or Spawn

monsters from appearing.

does not prevent Mask or Spawn monsters from appearing. Speed 1 2 3 4 Sneak 4

Speed

1

2

3

4

Sneak

4

3

2

1

Fight

1

2

3

4

Will

4

3

2

1

Lore

1

2

3

4

Luck

4

3

2

1

1 Lore 1 2 3 4 Luck 4 3 2 1  If Kate has an
 If Kate has an explored token in the same location as a gate that
 If Kate has an explored token in the same location as a gate
that has a monster surge, her Science! ability completely
cancels the monster surge.
Leadership (Any Phase): Once per turn, Leo may prevent 1 point
of Stamina or Sanity loss for any investigator.
 If Kate has an explored token in the same location as a gate
other than one that has the monster surge, the surge is
resolved normally, except monsters do not appear at Kate’s
location. The total number of monsters is distributed as evenly
as possible among the remaining open gates, with no gate
having more monsters placed on it than the gate where the
monster surge occurred this turn. (Note: her ability does not
reduce the number of monster tokens drawn as a result of the
surge, it simply redistributes them to other gates).
Martial Artist Ye Olde Magick Shoppe “Listen, I won’t lie to you. This is going
Martial Artist
Ye Olde Magick Shoppe
“Listen, I won’t lie to you. This is going to make the Yucatan look
Occupation
Home
Sanity
Stamina
Focus
Fixed Possessions
Random Possessions
Expansion
4-7
7-4
like a cakewalk.” Leo tugged his collar straight and leaned forward.
2
“But this ain’t no lie either – I need you. Arkham needs you. Hell, the
world needs you. We’re not after riches, and we’re no after a lost
$4, 2 Clue tokens, 1 Skill (Martial Arts)
1 Spell, 1 Common item
Kingsport Horror
civilization this time. We’re out to save the world, plain and simple.
Are you with me?”

Pass

If Leo has 3 or more Allies,

place Get to Work” in play.

Get to Work: “Alright, folks.

You all know the stakes. Let’s

get to work.”

Once per turn, Leo may

exhaust one his allies instead

of spending a Clue token.

exhaust one his allies instead of spending a Clue token. Fail If an investigator is devoured

Fail

If an investigator is

devoured, or the terror level

reaches 4, place “Leo’s Guilt” in play.

Leo’s Guilt: “Good men keep dying on my watch.”

Anderson clasped his big

hands together and started

into the flames. “That stops now.”

If Leo ever discards an Ally,

he is devoured instead.

If Leo ever discards an Ally, he is devoured instead. Max. Sanity 4 5 6 7

Max. Sanity

4

5

6

7

Max. Stamina

7

6

5

4

Speed

1

2

3

4

Sneak

4

3

2

1

Fight

2

3

4

5

Will

4

3

2

1

Lore

1

2

3

4

Luck

4

3

2

1

1 Lore 1 2 3 4 Luck 4 3 2 1 Yin and Yang: When spending

Yin and Yang: When spending Focus, Lily may adjust her maximum Sanity and Stamina as though they were skills.

her maximum Sanity and Stamina as though they were skills. Lily closed her eyes and focused.

Lily closed her eyes and focused. Balance. Grace. Serenity. With every new horror that came shambling out of the shadows, Lily found it harder to return to a state of inner calm. The trial before her was so great. Surely her teachers could not have anticipated the challenges she must face. But she could not falter now, with her destiny so close at hand. Balance. Grace. Serenity. Lily opened her eyes and focused.

When Leo Anderson’s “Get to Work” Personal Story is in play,

exhausted Allies still give their bonuses.

is in play, exhausted Allies still give their bonuses. Lily Chen had an unusual childhood, to
is in play, exhausted Allies still give their bonuses. Lily Chen had an unusual childhood, to

Lily Chen had an unusual childhood, to

put it mildly. She was born in mainland

China, and on the next day, a group of

monks arrived at her home, asking if any

children had been born there the night

before. The monks were seeking a child

of prophecy, and although they were surprised to find that she was a girl, Pass
of prophecy, and although they were
surprised to find that she was a girl,
Pass
Fail
they wished to take and train her at their monastery. Her parents,
both poor and devout, agreed, after making sure she would be well
cared for.
If the Ancient One awakens,
place “This Is It” in play.
If Lily is knocked unconscious
or driven inane, place I Can’t
Do It” in play.
The monks began her on a rigorous training program nearly as soon
as she could walk, teaching her every martial arts technique they
could, going so far as to invite instructors from other countries to
teach her. She knew from a young age that she was fated to
perform an incredibly dangerous task when the time came, so she
pursued her studies with a will. Lily learned not only a myriad of
deadly unarmed combat techniques, but also how to link her mind
to her body on a fundamental level, each supporting the other.
This Is It: The illusions of
the mundane world were torn
away and the horrible truth
lay revealed. But Lily had
never been deceived by the
illusions of this world. Now
that her moment was at
hand, she stood clam and
ready to fulfill her destiny.
Finally, last month, it happened. One of the monks awoke from his
meditations screaming, "The Great Eye is opening! The final days
are upon us!" before falling dead.
I Can’t Do It: Lily had come
to see the horror she always
secretly feared. There was no
destiny and no future. Her
strength and will were of no
more significance to the
ancient evil than a speck of
dust. She would die the same
meaningless death that
everyone else would.
Lily’s maximum Sanity is
reduced by 1.
Now, Lily stands inside a magic shop in Arkham, hoping to find
someone or something that will aid her in fulfilling her destiny.
Remove two doom tokens
from the Ancient One’s doom
track. If Azathoth is the
Ancient One, only remove one
doom token, but Azathoth
does not awaken. Afterwards,
discard this card.
 Each time Lily increases her maximum Sanity, she gains 1
Sanity. Each time she increases her maximum Stamina, she
gains 1 Stamina.
 Lily's current Sanity or Stamina can never exceed her maximum Sanity or Stamina. 
 Lily's current Sanity or Stamina can never exceed her
maximum Sanity or Stamina.
 After moving her maximums slider, Lily Chen only restores
her stamina/sanity based on its final position (she does not
heal 1 point for each notch moved). Additionally, if one of her
Improv (Upkeep Phase): Once per turn, Lola may discard one of
her skill cards to draw a new skill from either the top or the bottom
of the Skill deck. Lola may look at the bottom card of the Skill deck
at any time.
maximums increases by more than 1 at once, she only restores
1 point of that type.
 If Lily Chen uses her Yin and Yang ability to increase either
her maximum Stamina or Sanity by two, she gains only one
Sanity or Stamina token. She raised her maximum only once,
even if it was raised by more than one.
Lola’s footsteps echoed throughout the abandoned auditorium. Were
they all gone? Every cast member, every technician, even all the
ushers – could they all truly be dead or missing? No one even
claimed to remember seeing that fateful play.
 The rule that no more than three doom tokens can be removed
from Chaugnar-Faugn’s doom track does not apply when Lily’s
“This Is It” card is in play. The Personal Story card is resolved
to its full effect if it is in play.
But surely there was at least one person who wouldn’t have
forgotten. Her biggest fan certainly must remember. Now all she had
to do was find this dear friend to the arts.
Pass
Fail
If Lola has an Ally, place
“Tread the Boards” in play.
If there are 4 or more doom
tokens on the doom track,
place “The Show Must Go
On” in play.

Tread the Boards: “You know, all I really needed was my audience,” Lola said to her friend. “I’ve survived bad reviews and cursed plays. I can certainly survive whatever melodrama Arkham can cook up for me.”

Once per turn, Lola may exhaust this card before making a skill check to receive a +1 bonus to that check.

The Show Must Go On:

There was no spotlight, no audience, and no applause. Lola was only left with the part she had to play, and the script she had to follow to her final dark and lonely scene. Then she, like everything else, would fade into the everlasting night.

Lola’s maximum Sanity is reduced by 1.

night. Lola’s maximum Sanity is reduced by 1. Lola walked out the doors of Arkham Asylum

Lola walked out the doors of Arkham

Asylum into a bright, sunny day. It had

been the right move, checking herself

into the sanitarium to recuperate after

her last show. She still didn't like to

think about that play, of course-- all that

strange chanting and those awful masks;

they still appeared sometimes in her nightmares.

She glanced down again at the newspaper clipping in her hand.

"Famous Director Hangs Himself!" She had decided to check out of

the asylum when she had seen it and realized that there was

something more to that play than just her own wild imaginings.

Subtly checking once more to make sure her derringer was still

safely hidden, Lola strode back out onto center stage for what could

be her final starring role.

Occupation

Actress

Home

Arkham Asylum

Sanity

6

Stamina

4

Focus

2

Fixed Possessions

$6, 2 Clue tokens, 1 Common item (.18