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Game: ARKHAM HORROR


Pub: ©2005 Fantasy Flight Games

Page 1: Rules Summary, base game


v6.3
front
Nov 2010
Page 2: Rules Summary, base game
back
Page 3: Rules Summary, incl. all expansions
front
Page 4: Rules Summary, incl all expansions
back
Page 5: Rules Summary, Dunwich Horror
Page 6: Rules Summary, Kingsport Horror
Page 7: Rules Summary, Innsmouth Horror
Page 8: Rules Summary, Dark Pharaoh, King
in Yellow, Black Goat of the Woods
Page 9: Rules Summary, Lurker at the
Threshold
Page 10: Play Reference
Page 11: Play Card
Page 12: Guide to Arkham
Page 13: Guide to Arkham (with instability)
Page 14: Board Overlay with extra game info
(Note these match the darker,
first printing of the board)

Print on card (ensure you are printing at 100% scale) laminate and trim to size.
Setup / Order of Play b. Other World Movement 5. Mythos 4. Activate Mythos Ability (top):
Each Other World space is divided into 2 areas. Headline: Resolve then discard.
Set up the Arkham board. An investigator receives no movement points there. The First Player (only) draws a Mythos card:
Place a clue token at each red diamond location. Environment: Place faceup near the board. Discard any
Left Area: move investigator to the right area. 1. Open Gate and Spawn Monster (lower left) previous Environment cards.
Set the Terror Track to 0. Shuffle the Gates. Right Area: return to Arkham; move to a corresponding No Elder Sign / Open Gate at Location: Rumor: Applies if no Rumor card is in play. Otherwise,
Each players chooses or randomly selects his investigator. Gate and place an Explored marker under the investigator, Add a Doom token to the Doom track. ignore the mythos text. A Rumor card and its markers
Take investigator fixed possessions and, after shuffling who does not have to fight or evade any monsters there in play is only discarded when its Pass/Fail condition
that turn only. If there is no corresponding Gate, the Draw a random Gate and place it faceup
all decks, random possessions (abilities affecting random on the location. Discard any Clue tokens is met.
draws can be used). investigator is Lost in Time and Space.
there. Investigators there are immediately
Set investigator skill sliders to any positions and take moved to the corresponding Other World and delayed. Skill Checks
sanity and stamina tokens equal to starting scores.
3. Arkham Encounters Monsters are never drawn through Gates.
Place investigator markers at home locations. 1. No Gate Draw a monster and place it at the location (5+ players, Roll # of dice = ( skill value +/- modifier )
Resolve special ability of location OR place 2 monsters). If this brings the total number Skill difficulty is number of dice successes required to
Select an Ancient One randomly or choose one.
of monsters over the monster limit, place it in the pass the check (default difficulty is 1). If skill minus
Place the monsters in an opaque cup. Set aside Mask Shuffle the corresponding location deck, draw a card
Outskirts. modifier is 0 or less, the check is automatically failed.
monsters unless facing Nyarlathotep. and apply the appropriate entry.
If a monster appears, it must be evaded or fought. Open Gate at Location: Normal success: 5 or 6 (cursed: 6, blessed: 4, 5 or 6).
A random player takes the first player marker, then draws Monster surge: a number of monsters (the number
Monsters and Gates cannot appear at sealed locations.
and resolves a Mythos card (Rumor cards are discarded, of open Gates or the number of players, whichever is After a skill check (pass or fail), a player may
Monsters that appear are taken as trophies if defeated,
draw again). Remember to place a Doom counter on the greater) appear, divided evenly among all open Gates always spend Clues one at a time. For each
but returned to the cup if evaded.
Ancient One’s track. (no Gate receives more monsters than the location Clue spent, roll an additional die. Each
If a Gate appears, any players there are immediately shown on the Mythos card). If there are more monsters success is added to the original total.
With 5+ players, place 2 monsters on the Gate instead
moved to the corresponding Other World and delayed. than the monster limit, players choose where monsters
of one. A Clue gives you the bonus dice even if modifiers have
2. Gate will be placed before drawing; remaining monsters go dropped the number of dice below 0.
Each phase is played by all players, going clockwise
to the Outskirts.
starting with the first player. Pass the FP marker on at The investigator is drawn through the Gate to the
turn end. left area of the corresponding Other World. If the Elder Sign at Location: Evading Monsters
investigator was on an Explored marker, he is not drawn No Gate or monster. If the location is colored red, there Evade Skill Check: Use Sneak skill with Sneak and Evade
1. Upkeep through and may instead: is a gate burst: the elder sign is removed and a monster Skill bonuses, modified by monster’s Awareness rating
Close (& Seal) a Gate: and gate are placed there (no Doom token is placed on (upper right).
If Lost in Time and Space and not delayed, return to the Doom track however). Also, all flying monsters move.
anywhere in Arkham. Make a Lore or Fight check with the modifier on the Pass: continue as normal. Can move on or stay and
Gate. There is no effect on a fail (he may try again on 2. Place Clue Token (location in middle) interact with the space in the Encounters phase.
1. Turn Exhausted Cards faceup. subsequent turns if he does not leave the location). Only if there is no open Gate at that location. If a player
Fail: Lose Stamina equal to icons, begin Combat.
2. Perform Upkeep Actions of all cards (Bless, Curse, is there he may immediately take the Clue.
Pass: Take the Gate marker as a trophy. All monsters
If there is more than one monster in an area they must be
Bank Loan and Retainer cards do not require an with the Gate’s dimension symbol in Arkham, the Sky 3. Move Monsters (lower right)
and the Outskirts are returned to the cup. evaded in turn in an order chosen by the player.
Upkeep roll on the first phase after being acquired). Move monsters with a matching dimension symbol
Then Seal: Immediately spend 5 Clues along the arrow of the same color as the box around the
3. Adjust Skills a number of stops up to Focus. Monster Abilities
to place an unused Doom token on the symbol (half white, half black arrows count as white
location as an elder sign. and black). Ambush Once combat has begun the investigator cannot
2. Movement
A monster does not move if a player is in its location, flee.
Elder Sign Unique Item: No roll or Clues required;
If delayed, stand up marker and your movement ends. and a monster stops when it encounters a player.
return the elder sign card to the box and take the Gate as Endless The monster cannot be collected as a monster
If in the Jail Cell, move to the main Police Station area. a trophy. Take a doom token from the doom track and If there is an equal choice between player targets, trophy. It is returned to the cup if defeated.
place it as an elder sign on the gate. Lose 1 Sanity and target the player with the lowest Sneak skill.
Otherwise take one of the following actions depending on Nightmarish X If the investigator passes a Horror check
1 Stamina. Monster Movement Abilities
location: he still loses X sanity (does not apply if the Horror check
Black Normal. is failed).
a. Arkham Movement 4. Other World Encounters
Move up to Speed to locations connected by a yellow line. Yellow Never moves. Overwhelming X If the investigator defeats this monster he
1. Draw Gate Cards still loses X Stamina (does not apply if the Combat check
You must evade or fight each monster there when leaving Red Fast: Move twice.
Until the card color (or either color for dual-color is failed).
or ending movement in an area. Green Special: marker.
cards) matches an encounter symbol on the Other
Movement always ends once combat with a monster Physical/Magical Resistance Weapons, Spells and Magical
World space. Blue Flying: Move to connected street area with
begins. Effects providing Physical/Magical (as applicable) bonuses
a player in it. Otherwise move to the Sky
2. Perform Encounter Entry for Location provide half normal bonus (round up). Other abilities are
Remove any Explored marker if leaving a location. (counts towards monster limit) and move
If no location matches use the Other entry. not affected.
to any street location in Arkham next time.
Clues may only be taken from a location where a player Monsters that appear must be evaded or fought; they Flyers will not leave a space containing a Physical/Magical Immunity Weapons, Spells and Magical
ends movement. are taken as trophies if defeated, but returned to the player, and remain in the Sky if there are Effects providing Physical/Magical (as applicable) bonuses
Combat ends movement. cup if evaded. no players in a street. give no bonus. Other abilities are not affected.
Combat Investigator Status Ancient One Awakens! Miscellany / Clarifications
If evasion is not attempted or fails, proceed to combat. Arrested Move the investigator to the Jail Cell area of the When one of the following occurs the Ancient One awakes: Board Icons: Location icons tell players the likely outcome
Police Station immediately go to the Final Battle: of visiting that location. If the icon is reversed there is a
1. Horror Check guaranteed method of acquiring that item at that location.
He loses half of his money (round down) and is delayed. Doom track is full
There is only one Horror Skill Check per battle. Use Will Discarding Cards: Cards are returned facedown to the
Next turn he may only stand his marker up in the Police
skill with Will and Horror Skill bonuses, modified by the bottom of their decks.
Station. Too many Gates open:
monster’s Horror rating (lower left). The test difficulty is
always 1 unless noted otherwise. 1-2 players: 8 Gates 5-6 players: 6 Gates Gates & Monsters: If a gate appears on a location where
Blessed / Cursed An investigator can have only one at
a time. If a Blessed investigator is Cursed, discard the 3-4 players: 7 Gates 7-8 players: 5 Gates there is a player, he is drawn through the Gate and
Pass: nothing happens.
Blessing and vice versa. delayed.
Fail: lose Sanity equal to icons. A new Gate opens and there are no Gate markers left.
If a gate and a monster appears the gate appears first (add
Delayed Place the investigator marker on its side; the
2. Choose Flee or Fight A monster should be drawn but there are no monsters a Doom token) and both stay on the board.
investigator may not move or receive movement points.
left in the cup. If just a monster appears, it returns to the cup if not
Flee: Evade Skill Check. Pass, battle ends. Fail, monster Devoured Discard all cards except unspent trophies.
deals combat damage, continue combat. The Terror level is 10 and the number of monsters in defeated and taken as a trophy.
Randomly draw a new investigator and set up anew.
Arkham is twice the normal monster limit. Location Special Abilities: If there is an open Gate at a
Fight: Combat Skill Check. Use Fight skill with Fight and
Lost in Time and Space Move to Lost in Time and Space location, the location’s special ability cannot be used.
Combat Skill bonuses, modified by the monster’s Combat
area and be delayed. Next turn the investigator can only Final Battle
rating (lower right). Monster Abilities: If an investigator fails a check against
stand up. On the following turn he may move to any
First fill the Doom track with Doom tokens. All players Lost a Nightgaunt while in another world, he is returned to
Choose any combination of weapons/spells up to a total location or street area in Arkham.
in Time and Space are devoured and eliminated. Discard Arkham with an Explored marker.
of 2 hand icons. Bonuses only apply while the required
any active Environment or Mythos cards.
number of hands are devoted to the weapon/spell. The Chthonian special ability does not affect players in
Monster Limit and the Outskirts
The Test difficulty is the number of Toughness icons. Survivors must battle the Ancient One. Once the final Other Worlds.
Partial success has no effect. The maximum number of monsters in Arkham (including battle begins, players should no longer collect money or
roll for Retainers or Bank Loans. Mythos Cards: The Deputy is not subject to the Curfew
the Sky area) is the number of players +3 (unless the Enforced card. Cards that affect monsters at Miskatonic
Pass: Take the monster chit as a trophy.
terror level is at 10). Each combat round: Uni do not affect those spawned by The Terrible
Fail: Lose Stamina equal to icons.
Then return to the Choose Flee or Fight step. If adding a monster would bring the number of monsters Upkeep Each player still alive may refresh cards, use Experiment card.
above the monster limit, place the monster in the Outskirts character abilities, adjust skill sliders and trade equipment Special Cards: A maximum of one Retainer, Bank Loan,
area. with other players. Pass the first player marker to the left. Silver Twilight Membership and Bless/Curse card may be
Casting Spells
Once the number of monsters in the Outskirts exceeds 8 Attack Each player still alive starting from the first player held per player at the same time.
Pay the Sanity cost of the spell and make a Spell Skill minus the number of players, return all monsters in the may make a Combat Check against the Ancient One, Special items: The Bullwhip and Cross do not have to be
Check. Outskirts to the cup and increase the terror level by 1. modified by its Combat rating. used in combat to use their special abilities.
Use Lore skill with Lore and Spell Skill bonuses, modified Continue adding drawn monsters to the Outskirts if The players must get a total number of successes equal Timing Conflicts: Players decide the order; if they cannot
by the spell’s casting modifier. applicable. to the number of players (including eliminated players) agree, the first player chooses.
If the check fails the spell has no effect. to remove a Doom token. Successes are carried over to
subsequent rounds. When the last Doom token is removed, Trading: Players in the same area may trade money,
Terror Track
Spells that are refreshed (eg. each combat round in the players win. Common and Unique Items and Spells at any time except
Final Battle) cease to work and must be re-cast. For each point the terror level goes up, return to the box a during combat.
Ancient One Attacks The Ancient One attacks each
random unclaimed Ally card (if any left). Also: Trophies: When spent, return monster trophies to the cup
player in turn using the attack shown on its card. Any
Sanity and Stamina player reduced to 0 Stamina or Sanity is eliminated. If all and return Gate trophies to the bottom of the gate pile.
If the terror level reaches 3, close General Store. Use modified Toughness when spending monster trophies.
Players and monsters inside move to Rivertown. investigators are eliminated, players lose. Otherwise, start
An investigator can never exceed the maximum Sanity or
a new round.
Stamina as listed on his investigator sheet.
If the terror level reaches 6, close the Curiositie
If Sanity and/or Stamina are ever reduced to 0: Shoppe. Players and monsters inside move to Winning
Choose and discard half of the investigator’s items (count Northside.
all Common Items, Unique Items, Exhibit Items, Spells, Victory Conditions
If the terror level reaches 9, close the Magick Shoppe.
Deputy’s Revolver and Patrol Wagon); half of his Clues Players and monsters inside move to Uptown. Close the Gates A player closes the last open Gate on the
(round down); and all of his Retainers. board, and players have Gate trophies (including the Gate
If the terror level reaches 10, the monster limit is just closed, but not including trophies spent) equal to or
Restore Sanity and Stamina to minimum of 1. greater than the number of players.
removed; add one Doom token to the Doom track.
In Arkham: If Sanity, go immediately to Arkham Asylum. If If it increases again (eg. Mythos card) add one Doom Seal the Gates 6 or more Elder Sign tokens on board.
Stamina, go to St. Mary’s Hospital. No encounters this turn. token to the Doom track per level it increases.
Banish the Ancient One Ancient One is defeated.
In Other World: Player is Lost in Time and Space.
If Sanity and Stamina are both reduced to 0, or either’s First Citizen of Arkham
maximum is reduced to 0, the investigator is devoured. The player with the most Gate trophies (break ties by most
monster trophies). Scoring: see p12 of AH, p8 of DH rules.


Investigators may move between towns (boards) by spending 5. Mythos Blue Flying: Move to connected street area with a
$1 and one movement point to move between one depot (train player in it. Otherwise move to the Sky (counts
icon) location to another (including the Train Station). The First Player (only) draws a Mythos card: towards monster limit) and move to any street
location in Arkham next time. Flyers will not
Remove any Explored marker if leaving a location. Clues may 1. Open Gate and Spawn Monster (lower left)
only be taken from a location where a player ends movement. leave a space containing a player, and remain
Color Key (first appearance of rule) Combat ends movement. Investigators can never enter a vortex.
No Elder Sign / Open Gate at Location: in the Sky if there are no players in a street.
Add a Doom token to the Doom track.
Dunwich Horror Curse of the Dark Pharaoh No direct move is allowed into the Kingsport Head locations Orange Aquatic: If at an aquatic location, move to
Draw a random Gate and place it faceup on the any other aquatic location that contains an
Kingsport Horror King in Yellow using spells, equipment, or unusual methods such as returning
location. Discard any Clue tokens there. Investigators there investigator. Otherwise, move normally.
Innsmouth Horror Black Goat of the Woods from Lost in Time and Space. Investigators entering the
are immediately moved to the corresponding Other World
Causeway or Wireless Station must end their movement.
The Lurker at the Threshold and delayed. Monsters are never drawn through Gates. 4. Activate Mythos Ability (top):
b. Other World Movement Draw a monster and place it at the location (5+ players, Headline: Resolve then discard.
Setup / Order of Play Each Other World space is divided into 2 areas. place 2 monsters). If this brings the total number of Environment: Place faceup near the board. Discard any
For each expansion board in play beyond one board, count the An investigator receives no movement points there. monsters over the monster limit, place it in the Outskirts. previous Environment cards.
number of players as being one less for all in-game effects Left Area: move investigator to the right area.
Open Gate at Location: Rumor: Applies if no Rumor card is in play. Otherwise,
except when counting successes fighting the Ancient One.
Right Area: return to Arkham; move to a corresponding Gate Monster surge: a number of monsters (the number of ignore the mythos text. A Rumor card and its markers in
Set up the Arkham board and any expansion boards desired. and place an Explored marker under the investigator, who does open Gates or the number of players, whichever is greater) play is only discarded when its Pass/Fail condition is met.
Place a clue token at each red diamond location. Set the not have to fight or evade any monsters there that turn only. If appear, divided evenly among all open Gates (no Gate
Terror Track to 0. Shuffle the Gates (replace with new Gate there is no corresponding Gate, he is Lost in Time and Space. receives more monsters than the location shown on the Skill Checks
markers if desired). Mythos card). If there are more monsters than the monster
Randomly place the 3 Rift markers facedown on the 3 Rift 3. Arkham Encounters limit, players choose where monsters will be placed before Roll # of dice = ( skill value +/- modifier )
Tracks on the Kingsport board. Place the 2 Aquatic markers on drawing; remaining monsters go to the Outskirts.
1. No Gate Skill difficulty is number of dice successes required to pass
the River Docks and Unvisited Isle on the Arkham board.
Elder Sign at Location: the check (default difficulty is 1). If skill minus modifier is 0
Resolve special ability of location OR
Choose or randomly select investigators. Take investigator fixed No Gate or monster. If the location is colored red, there is a or less, the check is automatically failed.
possessions and, after shuffling all decks, random possessions Shuffle the corresponding location deck, draw a card and
gate burst: the elder sign is removed and a monster and Normal success: 5 or 6 (cursed: 6, blessed: 4, 5 or 6).
(abilities affecting random draws can be used). Set skill apply the appropriate entry.
gate are placed there (no Doom token is placed on the
sliders to any positions. Take sanity and stamina tokens equal If a location encounter mentions a person who appears on a Doom track however). Also, all flying monsters move. After a skill check (pass or fail), a player may always
to scores. Place investigator markers at home locations. Blight card in play, ignore the encounter and instead lose 1 spend Clues one at a time. For each Clue spent, roll
Optionally, each investigator takes their 2 Personal Story Each time a Gate is prevented from opening, add one token an additional die. Each success is added to the
Sanity or 1 Stamina (player’s choice).
cards. The first card for each investigator is placed in play. to the Deep Ones Rising track. original total. A Clue gives you the bonus dice even if
Optionally, draw Relationship cards. If a monster appears, it must be evaded or fought. Monsters modifiers have dropped the number of dice below 0.
and Gates cannot appear at sealed locations. Monsters that 2. Place Clue Token (location in middle)
Randomly choose 11 Allies (this number includes any allies appear are taken as trophies if defeated, but returned to Only if there is no open Gate at that location. If a player is
required by investigators at game start) and shuffle. Players Evading Monsters
the cup if evaded. there he may immediately take the Clue.
may examine which allies may appear before shuffling. Evade Skill Check: Use Sneak skill with Sneak and Evade Skill
If a Gate appears, any players there are immediately moved
Select an Ancient One randomly or choose one. Place the 3. Move Monsters (lower right) bonuses, modified by monster’s Awareness rating (upper right).
to the corresponding Other World and delayed.
monsters in an opaque cup. Set aside Mask monsters unless Move open rifts with a matching dimension symbol along
After a Kingsport encounter, either discard one rift progress Pass: continue as normal. Can move on or stay and interact
facing Nyarlathotep. Set aside Spawn monsters. arrows of the same color as the box around the symbol.
marker showing that location (if the corresponding rift is with the space in the Encounters phase.
Then place a monster at the rift’s new location. If the rift
Optionally, draw or choose a Herald and/or Guardian. Place closed) or turn one facedown (if the corresponding rift is Fail: Lose Stamina equal to icons, begin Combat.
moved along an arrow matching the color of the symbol on
sheet(s) next to the Ancient One and follow setup instructions. open). Once all 4 progress markers are turned facedown they the rift, add a Doom token to the doom track. If there is more than one monster in an area they must be
A random player takes the first player marker, then draws and are discarded; the rift marker is returned to its rift track.
Move monsters with a matching dimension symbol along evaded in turn in an order chosen by the player.
resolves a Mythos card (Rumor cards are discarded, draw again).
2. Gate the arrow of the same color as the box around the symbol If a monster surprises an investigator, it cannot be evaded and
Remember to place a Doom counter on the Ancient One’s track.
The investigator is drawn through the Gate to the left area of (half white, half black arrows count as white and black). he may not attempt to flee in the first round of combat.
With 5+ players, place 2 monsters on the Gate instead of one.
the corresponding Other World. If the investigator was on an A monster does not move if a player is in its location, and a
Each phase is played by all players, going clockwise starting
Explored marker, he is not drawn through and may instead: monster stops when it encounters a player. Combat
with the first player. Pass the FP marker on at turn end.
Close (& Seal) a Gate: If there is an equal choice between player targets, target
If evasion is not attempted or fails, proceed to combat.
1. Upkeep Make a Lore or Fight check with the modifier on the Gate. the player with the lowest Sneak skill.
There is no effect on a fail (he may try again on subsequent Monsters that enter a vortex in Dunwich are returned to the 1. Horror Check
If Lost in Time and Space and not delayed, return to anywhere turns if he does not leave the location). There is only one Horror Skill Check per battle. Use Will skill
cup. Raise the Terror level by one and add one Dunwich
in Arkham except Kingsport Head locations (Kingsport) or with Will and Horror Skill bonuses, modified by the monster’s
Pass: Take the Gate marker as a trophy. All monsters with Horror token to the Dunwich Horror track.
Y’ha-nthlei (Innsmouth). Horror rating (lower left). The test difficulty is always 1 unless
the Gate’s dimension symbol in Arkham, the Sky and the Monsters that enter a vortex in Innsmouth are returned to
An investigator on an Innsmouth location or street area may noted otherwise.
Outskirts are returned to the cup. Corruption cards the cup. Raise the Terror level by one and add one Deep
place Clue tokens on the Feds Raid Innsmouth track. with a matching symbol are removed from the game. Pass: nothing happens.
Ones Rising token to the Deep Ones Rising track.
1. Turn Exhausted Cards faceup. Then Seal: Immediately spend 5 Clues to place an Fail: lose Sanity equal to icons.
Place a random rift progress marker faceup on any rift
2. Perform Upkeep Actions of all cards (Bless, Curse, unused Doom token on the location as an elder sign. progress track (if not already full) matching the movement 2. Choose Flee or Fight
Bank Loan and Retainer cards do not require an Upkeep Elder Sign Unique Item: No roll or Clues required; return pattern on the card. Once all 4 spaces are full, the rift Flee: Evade Skill Check. Pass, battle ends. Fail, monster deals
roll on the first phase after being acquired). the elder sign card to the box and take the Gate as a trophy. opens and is placed at the Gate location shown on the combat damage, continue combat.
Take a doom token from the doom track and place it as an card. Gates and rifts do not interfere with each other.
3. Adjust Skills a number of stops up to Focus. Fight: Combat Skill Check. Use Fight skill with Fight and
elder sign on the gate. Lose 1 Sanity and 1 Stamina. Resolve any Corruption cards with matching symbols. Combat Skill bonuses, modified by the monster’s Combat
2. Movement Monster Movement Abilities rating (lower right).
4. Other World Encounters
If delayed, stand up marker and your movement ends. If in the Choose any combination of weapons/spells up to a total of 2
Black Normal.
Jail Cell, move to the main Police Station area. Otherwise take 1. Draw Gate Cards hand icons. Bonuses only apply while the required number of
Yellow Never moves. hands are devoted to the weapon/spell.
one of the following actions depending on location: Until the card color (or either color for dual-color cards)
matches an encounter symbol on the Other World space. Red Fast: Move twice. The Test difficulty is the number of Toughness icons. Partial
a. Arkham Movement
2. Perform Encounter Entry for Location Green Special: marker. success has no effect.
Move up to Speed to locations connected by a yellow line. Must
evade or fight each monster there when leaving or ending If no location matches use the Other entry. Monsters that Purple Stalker: Move normally unless player in street Pass: Take the monster chit as a trophy.
movement in an area. Movement always ends once combat appear must be evaded or fought; they are taken as trophies area connected by one yellow line or adjacent Fail: Lose Stamina equal to icons.
with a monster begins. if defeated, but returned to the cup if evaded. street area or unstable location. Can’t enter stable locations. Then return to the Choose Flee or Fight step.
Casting Spells Lost in Time and Space Move to Lost in Time and Space area Monster Limit and the Outskirts Attack Each player still alive starting from the first player may
and be delayed. Next turn the investigator can only stand up. make a Combat Check against the Ancient One, modified by
Pay the Sanity cost of the spell and make a Spell Skill Check. On the following turn he may move to any location or street The maximum number of monsters in Arkham (including the its Combat rating.
area in Arkham. Sky area, but not other boards) is the number of players +3
Use Lore skill with Lore and Spell Skill bonuses, modified by The players must get a total number of successes equal to the
(unless terror level is at 10). If adding a monster would bring
the spell’s casting modifier. If the check fails the spell has Barred An investigator barred from a neighbourhood may move number of players (including eliminated players) to remove a
the number of monsters above the monster limit, place the
no effect. into its streets but not its locations, unless the location has Doom token. Successes are carried over to subsequent rounds.
monster in the Outskirts area.
Spells that are refreshed (eg. each combat round in the Final an open Gate, or as a result of actions taken in non-Movement When the last Doom token is removed, players win.
phases (eg. returning from being lost in time and space, Spawned monsters do not count towards the monster limit,
Battle) cease to work and must be re-cast. Ancient One Attacks The Ancient One attacks each player in
arrested, sent to the Asylum etc). If there are no Barred cards never go to the Outskirts, and can never be claimed as trophies.
turn using the attack shown on its card. Any player reduced
Monster Abilities left for the appropriate neighbourhood, take one from another Once the number of monsters in the Outskirts exceeds 8 to 0 Stamina or Sanity is eliminated. If all investigators are
investigator. minus the number of players, return all monsters in the eliminated, players lose. Otherwise, start a new round.
Ambush Once combat has begun the investigator cannot flee. All Barred cards are discarded when the Terror level goes up. Outskirts to the cup and increase the terror level by 1. Continue
adding drawn monsters to the Outskirts if applicable. Winning
Elusive (Green Awareness rating) Investigators do not need to Benefits / Detriments If another investigator already has a
fight or evade the monster when leaving or ending movement Benefit card you are told to draw, you may take it. If it is a
in its space. To initiate combat the investigator must first pass Terror Track Victory Conditions
Detriment, you must take it. Close the Gates A player closes the last open Gate on the
an Evade check (failing ends the investigator’s movement). For each point the terror level goes up, return to the box a
Corruption A Corruption card’s effect is triggered when both board, and players have Gate trophies (including the Gate just
Endless The monster cannot be collected as a monster trophy. random unclaimed Ally card (if any left). Also:
its movement symbol and matching background appear on a closed, but not including trophies spent) equal to or greater
It is returned to the cup if defeated. Mythos card. Some cards have additional passive effects. Place than the number of players.
If the terror level reaches 3, close General Store.
Nightmarish X If the investigator passes a Horror check he still the green cards on top of the red cards to form the deck. Players and monsters inside move to Rivertown. Seal the Gates 6 or more Elder Sign tokens on board.
loses X sanity (does not apply if Horror check failed). Magical Effects When an appropriate Spell is cast, take the If the terror level reaches 6, close the Curiositie Shoppe. Banish the Ancient One Ancient One is defeated.
Overwhelming X If the investigator defeats this monster he still corresponding Magical Effect card. They do not count as items Players and monsters inside move to Northside.
but use hand icons in combat like an item or Spell. First Citizen of Arkham
loses X Stamina (does not apply if Combat check failed).
If the terror level reaches 9, close the Magick Shoppe. The player with the most Gate trophies (break ties by most
Physical/Magical Resistance Weapons, Spells and Magical Martial Law When half of the Ancient One’s Doom track is Players and monsters inside move to Uptown. monster trophies). Scoring: see p12 of AH, p8 of DH rules.
Effects providing Physical/Magical (as applicable) bonuses full, martial law is declared in Innsmouth for the rest of the
provide half normal bonus (round up). Other abilities are not game. An investigator ending his movement on an Innsmouth If the terror level reaches 10, the monster limit is removed;
Miscellany / Clarifications
affected. location or street area with an Awareness modifier must pass add one Doom token to the Doom track. If it increases
an Evade check with that modifier or be arrested. again (eg. Mythos card) add one Doom token to the Doom The phrase in Arkham on cards, in the rules or on this
Physical/Magical Immunity Weapons, Spells and Magical track per level it increases. reference sheet also refers to locations and areas in Dunwich,
Effects providing Physical/Magical (as applicable) bonuses give The Innsmouth Look Shuffle and draw Innsmouth Look
Kingsport and Innsmouth unless specifically stated.
no bonus. Other abilities are not affected. cards as instructed. If the Look card is drawn, follow the
instructions. In any case return all cards to the deck.
Ancient One Awakens!
Allies, Exhausted: An exhausted ally still grants its bonuses,
Weapon Immunity Any combat bonus from Physical or Magical
Conditions Condition cards begin the game facedown and are When one of the following occurs the Ancient One awakes: but abilities that require the ally to exhaust cannot be used.
Weapons is reduced to 0. Spells are not affected.
active when turned faceup. A condition that is exhausted is immediately go to the Final Battle:
Board Icons: Location icons tell players the likely outcome
Sanity and Stamina turned sideways. Exhausted condition cards refresh during the of visiting that location. If the icon is reversed there is a
Doom track is full
Upkeep phase as normal. guaranteed method of acquiring that item at that location.
An investigator can never exceed the maximum Sanity or Too many Gates open:
Retirement If a player has more than 2 total Injury/Madness Discarding Cards: Cards are returned facedown to the bottom
Stamina as listed on his investigator sheet. 1-2 players: 8 Gates 5-6 players: 6 Gates
cards, he may voluntarily retire his investigator by missing an of their decks.
If Sanity and/or Stamina are ever reduced to 0: entire turn and setting up another (as if devoured). 3-4 players: 7 Gates 7-8 players: 5 Gates
Gates & Monsters: If a gate appears on a location where there
Choose and discard half of the investigator’s items (count all If using Dunwich and Innsmouth together, increase the
Tasks and Missions The locations must be visited in the listed is a player, he is drawn through the Gate and delayed.
Common Items, Unique Items, Exhibit Items, Spells, Deputy’s number of gates by one.
order, with the investigator ending his move (and performing If a gate and a monster appears the gate appears first (add a
Revolver and Patrol Wagon); half of his Clues (round down);
the proper sacrifice at the start of the Upkeep phase if Doom token) and both stay on the board.
and all of his Retainers. A new Gate opens and there are no Gate markers left.
required) and then placing a Clue token on the card to indicate
Restore Sanity and Stamina to minimum of 1. completion of a step. A monster should be drawn but there are no monsters If just a monster appears, it returns to the cup if not defeated
left in the cup. and taken as a trophy.
Alternatively, draw an Injury card and restore Stamina to Once all steps are completed, receive the payoff or resolve the
maximum (if 0 Stamina) or draw Madness card and restore effect and return the card to the box. Location Special Abilities: If there is an open Gate at a
The Terror level is 10 and the number of monsters in
Sanity to maximum (if 0 Sanity). location, the location’s special ability cannot be used.
Arkham is twice the normal monster limit.
In Arkham: If Sanity, go immediately to Arkham Asylum. If The Dunwich Horror Monster Abilities: If an investigator fails a check against a
A player must draw a Corruption card but there are none. Nightgaunt while in another world, he is returned to Arkham
Stamina, go to St. Mary’s Hospital. No encounters this turn.
If 3 Dunwich Horror tokens are on the Dunwich Horror track, with an Explored marker.
In Other World: Player is Lost in Time and Space. take the Dunwich Horror marker and place it on Sentinel Hill. The Deep Ones Rising track fills up.
The Chthonian special ability does not affect players in Other
If Sanity and Stamina are both reduced to 0, or If an investigator combats the creature, shuffle the Dunwich Worlds.
Final Battle
either’s maximum is reduced to 0, the investigator is Horror deck and draw a card to determine the creature’s
devoured. abilities for the duration of the combat. First fill the Doom track with Doom tokens. All players Lost Mythos Cards: The Deputy is not subject to the Curfew
in Time and Space are devoured and eliminated. Discard any Enforced card. Cards that affect monsters at Miskatonic Uni do
If the creature is defeated, remove the tokens from the DH active Environment or Mythos cards. not affect those spawned by The Terrible Experiment card.
Investigator Status track, and the investigator may search the Common Item,
Unique Item, Skill, Spell or Ally decks for any one card to keep. Survivors must battle the Ancient One. Once the final battle Special Cards: A maximum of one Retainer, Bank Loan, Silver
Arrested Move the investigator to the Jail Cell area of the begins, players should no longer collect money or roll for Twilight Membership and Bless/Curse card may be held per
Police Station (or Innsmouth Jail if arrested in Innsmouth). Retainers or Bank Loans. player at the same time.
The Deep Ones Rising
He loses half of his money (round down) and is delayed. Next Epic Battle Variant: shuffle the 8 red Epic Battle cards, then Special items: The Bullwhip and Cross do not have to be used
turn he may only stand his marker up in the Police Station. Each time a Gate is prevented from opening (eg. an elder sign shuffle the 8 green Epic Battle cards and place them on top in combat to use their special abilities.
or investigator special ability), add one token to the Deep Ones to form the Epic Battle deck. Separately shuffle the 3 Ancient
Blessed / Cursed An investigator can have only one at a time. Rising track. Timing Conflicts: Players decide the order; if they cannot
If a Blessed investigator is Cursed, discard the Blessing and One Plot cards. After the Upkeep phase of each combat round
agree, the first player chooses.
vice versa. During the Upkeep phase, any investigator on an Innsmouth draw an Epic Battle card and follow the instructions for the
location or street may spend 1 or more Clue tokens to place combat round. A new combat round then begins. Trading: Players in the same area may trade money, Common
Delayed Place the investigator marker on its side; the them on the Feds Raid Innsmouth track spaces of the same and Unique Items and Spells at any time except during combat.
investigator may not move or receive movement points. Each combat round:
color as the neighborhood he is in.
Upkeep Each player still alive may refresh cards, use character Trophies: When spent, return monster trophies to the cup
Devoured Discard all cards except unspent trophies. Randomly If the Feds Raid Innsmouth track ever fills up, both it and the abilities, adjust skill sliders and trade equipment with other and return Gate trophies to the bottom of the gate pile. Use
draw a new investigator and set up anew. Deep Ones Rising tracks are cleared. players. Pass the first player marker to the left. modified Toughness when spending monster trophies.
the dunwich horror
Special Components Vortexes If the creature is defeated, remove the tokens from the
Dunwich Horror track, and the investigator may search the
Dunwich board, 42 Dunwich Location cards, 7 Dunwich Investigators can never enter vortex spaces. Monsters that Common Item, Unique Item, Skill, Spell or Ally decks for any
Horror cards, 3 Dunwich Horror tokens, 24 Injury cards, 24 enter a vortex space are returned to the cup. Raise the one card to keep.
Madness cards, 8 Sheldon Gang Membership cards, 8 Rail Terror level by one and add one Dunwich Horror token to the
Pass cards, 4 Condition cards. Dunwich Horror track. Monsters
Glaaki Ancient One: 5 Servants of Glaaki monster markers.
Injury and Madness Monsters on the Dunwich board do not count against the
Shudde M’ell Ancient One: 7 Rubble markers.
monster limit and do not go to the Outskirts.
If an investigator’s Sanity or Stamina are ever reduced to 0,
Rules Modifications as an alternative, draw an Injury card and restore Stamina to Flying monsters in Dunwich may move to the Sky as normal.
maximum (if 0 Stamina) or draw a Madness card and restore Dunwich streets are considered adjacent to the Sky.
Setup Sanity to maximum (if 0 Sanity). Spawned monsters do not count towards the monster limit,
For each expansion board in play beyond one board, count the The investigator does not lose any items or Clue tokens, but never go to the Outskirts, and can never be claimed as
number of players as being one less for all in-game effects he must still move to Arkham Asylum, St. Mary’s Hospital or trophies.
except when counting successes fighting the Ancient One. Lost in Time and Space, as appropriate. Injury and Madness Monster Movement Abilities
cards are not items and cannot be traded.
If using the Dunwich and Innsmouth boards together, increase Purple Stalker: Move normally unless an investigator is in
the number of Gates that must be open to awaken the Ancient Retirement If a player has more than 2 total Injury/Madness a street area connected by one yellow line or an
One by one. cards, he may voluntarily retire his investigator by missing an adjacent street area or unstable location. If there is
entire turn and setting up another (as if devoured). a choice of investigators, move toward the one with
Place Clue tokens on unstable locations (red diamond) in
Dunwich as well as Arkham. the lowest Sneak skill. Stalkers cannot enter stable
Investigator Status locations.
Set aside Spawn monsters.
Conditions Condition cards begin the game facedown and are
To prepare the Ally deck, randomly deal 11 cards, examine Miscellany / Clarifications
active when turned faceup. A condition that is exhausted is
them, then shuffle into a facedown deck. Remaining cards are
turned sideways. Exhausted condition cards refresh during the The phrase in Arkham also refers to locations and areas in
not used. Allies taken as starting equipment come from this
Upkeep phase as normal. Dunwich, Kingsport and Innsmouth unless specifically stated.
deck of 11 cards. If a specific Ally is part of an investigator’s
fixed possessions, that Ally must be one of the 11 Alies used. Tasks and Missions The locations must be visited in the Allies, Exhausted: An exhausted ally still grants its bonuses,
listed order, with the investigator ending his move (and but abilities that require the ally to exhaust cannot be used.
Movement performing the proper sacrifice at the start of the Upkeep
phase if required) and then placing a Clue token on the card Glaaki Ancient One: At the end of the game, keep track of
Investigators may move between towns (boards) by spending to indicate completion of a step. If it is discarded or given to which Servants of Glaaki were in play. Those not in play
$1 and one movement point to move between one depot (train another investigator, all Clue tokes are removed from the card. can still enter play as Glaaki’s attack raises the Terror level,
icon) location to another (including the Train Station). causing Allies to be discarded. Once they have all ‘entered
Once all steps are completed, receive the payoff or resolve play’, they have no further effect.
Investigators can never enter a vortex. the effect and return the card to the box, discarding the Clue
tokens on it. Shudde M’ell Ancient One: Any investigator or monster in a
Gate Bursts destroyed location is moved to the street.

Mythos cards with a red gate location indicate gate bursts.


The Dunwich Horror
These work normally, however if the location has an elder If 3 Dunwich Horror tokens are on the Dunwich Horror track,
sign token on it, the token is removed and the gate opens take the Dunwich Horror marker and place it on Sentinel Hill.
as normal. A doom token is not placed on the track and a
monster surge is not caused. If an investigator combats the creature, shuffle the Dunwich
Horror deck and draw a card to determine the creature’s
Also, whenever a gate burst is drawn all flying monsters move. abilities for the duration of the combat.
Special Components Monsters
Kingsport board, 56 Kingsport Location cards, 2 Captain of Monsters on the Kingsport board do not count against the
the White Ship cards, 2 Changed cards, 3 Rift markers, 12 monster limit and do not go to the Outskirts.
Rift Progress markers, 2 Aquatic markers.
Flying monsters in Kingsport may move to the Sky as normal.
Epic Battle variant: 16 Epic Battle cards, 45 Ancient One Kingsport streets are considered adjacent to the Sky.
Plot cards.
the Monster Abilities
kingsport
Bast Guardian: 2 Beloved of Bast cards, 8 Bast tokens.
Nodens Guardian: 20 Blessings of Nodens cards. Elusive (Green Awareness rating) Investigators do not need to
Hypnos Guardian: 26 Visions of Hypnos cards. horror fight or evade the monster when leaving or ending movement
Eihort Ancient One: 48 Brood tokens. in its space. To initiate combat the investigator must first pass
an Evade check (failing ends the investigator’s movement).
Gate Bursts
Rules Modifications Monster Movement Abilities
Mythos cards with a red gate location indicate gate bursts.
Setup These work normally, however if the location has an elder Orange Aquatic: If at an aquatic location, move to any
sign token on it, the token is removed and the gate opens other aquatic location that contains an
For each expansion board in play beyond one board, count the investigator. If there is a choice of investigators,
as normal. A doom token is not placed on the track and a
number of players as being one less for all in-game effects move toward the one with the lowest Sneak skill.
monster surge is not caused.
except when counting successes fighting the Ancient One. Otherwise, move normally.
Also, whenever a gate burst is drawn all flying monsters move.
Place Clue tokens on unstable locations (red diamond) in
Kingsport as well as Arkham. Miscellany / Clarifications
Rifts
To prepare the Ally deck, randomly deal 11 cards, examine The phrase in Arkham also refers to locations and areas in
them, then shuffle into a facedown deck. Remaining cards are Each time a Mythos card is resolved, place a random rift Dunwich, Kingsport and Innsmouth unless specifically stated.
not used. Allies taken as starting equipment come from this progress marker faceup on any rift progress track (if not
already full) matching the movement pattern on the card. Allies, Exhausted: An exhausted ally still grants its bonuses,
deck of 11 cards. If a specific Ally is part of an investigator’s
but abilities that require the ally to exhaust cannot be used.
fixed possessions, that Ally must be one of the 11 Alies used. Once all 4 spaces are full, the rift opens and is placed at the
Place the Aquatic markers on the River Docks and Unvisited Gate location shown on the card (even if there is an elder sign Epic Battle Variant
Isle locations on the AH board. token there). Gates and rifts do not interfere with each other.
Shuffle the 8 red Epic Battle cards, then shuffle the 8 green
Randomly place the 3 Rift markers facedown on the 3 Rift Starting on the Mythos phase of the turn after it opens, if
Epic Battle cards and place them on top to form the Epic
Tracks on the Kingsport board. When drawing and resolving a a drawn Mythos card indicates that monsters with the rift’s
Battle deck. Separately shuffle the 3 Ancient One Plot cards.
Mythos card during setup, if the monster movement pattern dimensional symbol move, the open rift moves along arrows
is one shown on one of the 3 Rift tracks, draw a rift progress of the same color as the box around the symbol. Then place a When the Ancient One awakens, after the initial preparatory
marker and place it one that track. monster at the rift’s new location. Upkeep phase, draw an Epic Battle card and follow the
instructions for the combat round.
Optionally, draw or choose a Herald and/or Guardian. Place Monsters entering the board through rifts are subject to the
the sheet(s) next to the Ancient One and follow the setup usual monster limit. Draw another Epic Battle card after each following Upkeep
instructions. phase until one side or the other wins.
If the rift moved along an arrow matching the color of the
symbol on the rift, add a Doom token to the doom track. Each Sinister Plot Epic Battle card describes how the Ancient
Movement One Plot cards are used.
Each rift progress marker depicts a Kingsport location. An
Investigators may move between towns (boards) by spending investigator can only investigate one rift progress marker for
$1 and one movement point to move between one depot (train each encounter, even if several rift progress markers show Herald / Guardian Variant
icon) location to another (including the Train Station). that location. Players may use a Herald, a Guardian, or both, but should
No direct move is allowed into the Kingsport Head locations After an encounter at the depicted location, if the associated generally limit themselves to one of each tyope at most.
using spells, equipment, or unusual methods such as rift is closed, discard one rift progress marker. If the Add the appropriate Herald and/or Guardian sheet(s),
returning from Lost in Time and Space. Investigators entering corresponding rift is open, tun the rift progress marker randomly or by choice. Place the sheet(s) next to the Ancient
the Causeway or Wireless Station must end their movement. facedown. One and follow the setup and gameplay instructions.
When an investigator returns from being Lost in Time and Once all 4 rift progress markers associated with an open rift
Space, he may return to return to anywhere in Arkham except are turned facedown, they are discarded and the rift marker is
Kingsport Head locations. returned to its rift track.
Special Components Monsters
Innsmouth board, 42 Innsmouth Location cards, 10 Monsters on the Innsmouth board do not count against the
Innsmouth Look cards, 6 Uprising tokens, 2 Aquatic markers, monster limit and do not go to the Outskirts.
96 Personal Story cards.
Flying monsters in Innsmouth may move to the Sky as normal.
Quanchil Uttaus Ancient One: 12 Dust cards. Innsmouth streets are considered adjacent to the Sky.
Ghatanothoa Ancient One: 8 Ghatanothoa’s Visage tokens.
Zhar Ancient One: 1 Zhar token. the Monster Abilities
Epic Battle variant: 24 Ancient One Plot cards. innsmouth Weapon Immunity Any combat bonus from Physical or Magical
Rules Modifications
horror Weapons is reduced to 0. Spells are not affected.
Spawn monsters do not count against the monster limit
Setup Investigator Status and never go to the Outskirts, and can never be claimed as
monster trophies. They are removed from the game when
For each expansion board in play beyond one board, count the defeated.
Arrested If arrested in Innsmouth, move the investigator to the
number of players as being one less for all in-game effects
Innsmouth Jail, where he loses half his money and is delayed Monster Movement Abilities
except when counting successes fighting the Ancient One.
(even if the investigator is usually immune to being delayed).
If using the Dunwich and Innsmouth boards together, increase Orange Aquatic: If at an aquatic location, move to any
the number of Gates that must be open to awaken the Ancient Martial Law When half of the Ancient One’s Doom track is other aquatic location that contains an
One by one. full, martial law is declared in Innsmouth for the rest of the investigator. If there is a choice of investigators,
game. move toward the one with the lowest Sneak skill.
Place Clue tokens on unstable locations (red diamond) in
An investigator ending his movement on an Innsmouth Otherwise, move normally.
Dunwich as well as Arkham.
location or street area with an Awareness modifier must pass Monsters that enter a vortex in Innsmouth are returned to the
Place the Aquatic markers on the River Docks and Unvisited an Evade check with that modifier or be arrested. cup. Raise the Terror level by one and add one Deep Ones
Isle locations on the AH board.
The Innsmouth Look Shuffle and draw Innsmouth Look Rising token to the Deep Ones Rising track.
Optionally, each investigator takes their 2 Personal Story cards as instructed. If the Look card is drawn, follow the
cards. The first card for each investigator is placed in play. instructions. In any case return all cards to the deck. Miscellany / Clarifications
Movement The phrase in Arkham also refers to locations and areas in
Vortexes Dunwich, Kingsport and Innsmouth unless specifically stated.
Investigators may move between towns (boards) by spending Investigators can never enter vortex spaces. Monsters that Quachil Uttaus Ancient One: During the game, the first player
$1 and one movement point to move between one depot (train enter a vortex space are returned to the cup. Raise the Terror marker is never passed until Quachil Attaus finally tracks
icon) location to another (including the Train Station). level by one and add one uprising token to the Deep Ones down the first player and devours him.
Investigators can never enter a vortex. Rising track.
Devil Reef and Y’ha-nthlei can only be reached by aquatic Personal Story Variant
The Deep Ones Rising
movement from Falcon Point.
The players may choose select one Herald, by choice or
When an investigator returns from being Lost in Time and During the Upkeep phase, any investigator on an Innsmouth randomly. Place the appropriate Herald sheet next to the
Space, he may return to return to anywhere in Arkham except location or street may spend 1 or more Clue tokens to place Ancient One and follow the setup and gameplay instructions.
Y’ha-nthlei in Innsmouth. them on the Feds Raid Innsmouth track spaces of the same
color as the neighborhood he is in. Herald Variant
Gate Bursts If the Feds Raid Innsmouth track ever fills up, both it and the
Deep Ones Rising tracks are cleared. After chosing investigators, players take the 2 Personal Story
Mythos cards with a red gate location indicate gate bursts. cards for their investigator. the first card (with the story on
These work normally, however if the location has an elder During the Mythos phase, each time a Gate is prevented from one side and the pass/fail conditions) is placed in play.
sign token on it, the token is removed and the gate opens opening (eg. due to an elder sign or investigator special
ability), add one token to the Deep Ones Rising track. Each story has its own pass/fail conditions. If the condition is
as normal. A doom token is not placed on the track and a
met, discard the card and place the second card in okay with
monster surge is not caused.
If the Deep Ones Rising track ever fills up, the Ancient One the indicated side faceup. these effects are then active for the
Also, whenever a gate burst is drawn all flying monsters move. immediately awakens. rest of the game.
the curse of the the king in the black goat
dark pharaoh yellow of the woods
Special Components Special Components Special Components
22 Exhibit Item cards, 18 Barred From the Neighbourhood 13 Blight cards, 7 Magical Effect cards, 3 Act cards. 8 Cult Membership cards, 32 Corruption cards, 24 Cult
cards, 4 Benefit and 4 Detriment cards. Encounter cards, 5 Difficulty cards.
Rules Modifications
Rules Modifications Rules Modifications
Act Cards
Setup Gate Bursts
Place the Act cards in a deck in order, with Act I on top. Each
To prepare the Ally deck, randomly deal 11 cards, examine time a Mythos card entitled The Next Act Begins is drawn, the Mythos cards with a red gate location indicate gate bursts.
them, then shuffle into a facedown deck. Remaining cards are top card of the Act deck enters play. These work normally, however if the location has an elder
not used. Allies taken as starting equipment come from this sign token on it, the token is removed and the gate opens
deck of 11 cards. If a specific Ally is part of an investigator’s Investigator Status as normal. A doom token is not placed on the track and a
fixed possessions, that Ally must be one of the 11 Alies used. monster surge is not caused.
Magical Effects When an appropriate spell is cast, take the Also, whenever a gate burst is drawn all flying monsters move.
Evading Monsters corresponding Magical Effect card. They do not count as items
but use hand icons in combat like an item or Spell.
If a monster surprises an investigator, it cannot be evaded and Investigator Status
he may not attempt to flee in the first round of combat. Play Styles Cult Membership and Encounters An investigator with a “One
of the Thousand” Cult Membership who has an encounter at
Investigator Status Touring Performance
the Black Cave, the Unvisited Isle, or the Woods, must draw
Add Magical Effect, and Act cards. Add KiY Spell, Common
Barred From the Neighbourhood An investigator barred from a from the Cult Encounters deck instead of the location deck.
Item, Unique Item, Gate, Mythos and Location cards on top of
neighbourhood may move into its streets but not its locations, their respective AH decks. Corruption Place the green cards on top of the red cards to
unless the location has an open Gate, or as a result of actions
When drawing from the Location decks, do not shuffle form the Corruption deck. An investigator may have more than
taken in non-Movement phases (eg. returning from being lost
beforehand, but take the top card from the appproriate deck. one Corruption card at a time.
in time and space, arrested, sent to the Asylum etc). If there
are no Barred cards left for a neighbourhood, take one from Shuffle only when the entire deck has been gone through. A Corruption card’s effect is triggered when both its movement
another investigator. All Barred cards are discarded when the Permanent Performance symbol and matching background appear on a Mythos card.
Terror level goes up. Add all the KiY components to AH. Corruption cards are resolved immediately after monster
Benefits / Detriments If another investigator already has a movement. Some cards have additional passive effects that are
The Herald Variant always in effect.
Benefit card you are told to draw, you may take it. If another
investigator already has a Detriment card, you must take it. Place the 10 yellow sign tokens on the King in Yellow Herald
When a Gate is closed, all Corruption cards in play that
sheet. Add the Blight cards and the Riot monster markers.
match its dimension symbol are discarded. The deck is never
Play Styles Whenever the Terror level increases, follow the rules on the rehuffled. If a player must draw a Corruption card and there
Herald sheet. are none, the Ancient One immediately awakens.
Visiting Exhibit Add Exhibit Item, Barred From the
Neighbourhood, Benefit, and Detriment cards. Add CotDP Once a Blight card enters play it cannot be gotten rid of.
Spell, Ally, and Mythos cards near their respective AH decks. Play Styles
Spawn monsters (Riot counters) are set aside when the game
Replace the AH Location and Gate decks with the CotDP is set up. They do not count against the monster limit and The Herald Variant
Location and Gate decks. never go to the Outskirts, and can never be claimed as monster Add the Black Goat of the Woods Herald sheet. Place all
When a player would draw spells, he can choose from the trophies. They are removed from the game when defeated. monsters markers with the hexagon dimensional symbol in a
AH or CotDP decks. During the Mythos phase, draw from If the Ancient One awakens, remove the Herald from the game. separate cup.
the CotDP Mythos deck first, then the AH deck, and so on,
If a Location encounter mentions a person that appears on a Whenever a Gate opens, follow the rules on the Herald sheet.
alternating every turn.
Blight card in play, ignore the encounter and the investigator Note that even if the cup is depleted of hexagon symbol
Permanent Exhibit Add all the CotDP components to AH. must choose to lose either 1 Sanity or 1 Stamina. monsters, continue to draw monsters from the regular cup.
The new gate markers are treated the same as the previous Gate
markers with the following additions:
Devouring Gate: If an investigator is in the same
location as this gate when it opens, he is devoured.
Gate of Doom: If an investigator is in the same location

the lurker at as this gate when it opens, add a doom token to the
doom track.
the threshold Endless Gate: This gate marker cannot be collected as
a gate trophy. Instead, each time it is closed or sealed,
reshuffle it into the gate marker stack.
Special Components
Monstrous Gate: If an investigator fails his check to
12 Relationship cards, 18 Gate markers. close this gate, a monster appears in his location. If
Herald variant: 35 Power tokens, 24 Dark Pact cards 28 this brings the number of monsters over the monster
Reckoning cards. limit, place the monster in the Outskirts instead.
Gate of Blood: If an investigator fails his check to close
Rules Modifications this gate, he loses 1 Stamina.
Setup Gate of Madness: If an investigator fails his check to
close this gate, he loses 1 Sanity.
Replace all gate markers from the base game and expansions
with the new gate markers. Moving Gate: If the dimensional symbol of this gate is
activated during monster movement, the gate moves as
In games with only 2 players, after receiving his random
if it were a normal monster.
possessions, the first player draws a card from the Relationship
deck and places it between himself and the other player. In The first player chooses the moving order of multiple moving
games with 3+ players, each player draws a card from the gates A gate does not move if there is a gate marker in the
Relationship deck and places it between himself and the player location it would move into. If a gate moves onto an investigator,
to his left. he is pulled through. If this gate moves away from an
investigator who has explored it, he loses his explored token.
Gate Bursts Split Gate: An investigator drawn through a gate with 2 Other
Mythos cards with a red gate location indicate gate bursts. Worlds shown on the marker may choose which one to move to.
These work normally, however if the location has an elder sign An investigator returning to Arkham from either of the Other
token on it, the token is removed and the gate opens as normal. Worlds shown may choose to move to the gate marker’s location
A doom token is not placed on the track and a monster surge and place an explored token. He does not need to have explored
is not caused. Also, whenever a gate burst is drawn all flying both Other Worlds in order to close a split gate. When closed,
monsters move. all monsters in Arkham, the Sky, and the Outskirts that have
either of the dimensional symbols on the marker are returned to
Relationship Cards the monster cup.

The partner in a relationship is always the investigator to the left Play Styles
of the player who received this card. In games with 3+ players,
each player benefits from both his own card and the card drawn The Herald Variant
by the player to his right. Add the Lurker at the Threshold Herald sheet, the Power tokens,
the Dark Pact cards, and the Reckoning cards. Separate the
When an investigator is devoured, return both his Relationship
Dark Pact cards into Blood Pacts, Soul Pacts, and Bound Allies.
card and the card of the player to his right back to the box. In a
2 player game, if either investigator is devoured, return the card Add the rules listed on the Lurker at the Threshold Herald sheet.
to the box. New Relationship cards are not drawn.
If no Power tokens are available, any ability or effect that would
give them to a player is ignored. If more than one player receives
Gate Markers Power tokens and there are not enough for everyone, the first
player chooses the order in which players receive their tokens.
Closing and Sealing Gates It may be possible to close a gate
either in a stable location or in the streets. A gate may only be If an investigator is knocked unconscious or driven insane, he
sealed when it is located on an unstable location. Gates in a does not lose any Dark Pacts or Power tokens. If an investigator
stable location or in the streets can be closed, but not sealed. is devoured, he loses all Dark Pacts and Power tokens.
Order of Play Evading Monsters Mythos Card Text
Evade check: Sneak skill check with Awareness modifier. Headline Resolve then discard.
upkeep Fail: lose Stamina equal to icons and Environment Place faceup. Discard all other Environment cards.
If Lost in Time and Space and not delayed, return to any- begin Combat.
where in Arkham except Kingsport Head locations (Kingsport) Rumor If no Rumor card is in play, place faceup. Otherwise,
If a monster surprises an investigator, it cannot be evaded and ignore the text. A Rumor card in play is discarded (along with
or Y’ha-nthlei (Innsmouth)
you may not attempt to flee in the first round of combat. corresponding markers) when its Pass/Fail condition is met.
An investigator on an Innsmouth location or street may place
Clue tokens on the Feds Raid Innsmouth track
Combat
Refresh exhausted cards and perform upkeep actions
Monster Movement
1. Horror check: Will skill check with Horror modifier.
Adjust skills a number of stops equal to Focus Fail: lose Sanity equal to icons. Black Normal.
Yellow Never moves.
movement 2. Flee or Fight: Flee: see evade check.
Red Fast: Move twice.
Arkham movement. Evade or fight each monster when Fight: Fight skill check with Combat
leaving or ending movement in an area. Pick up Clues. modifier. Difficulty equals icons. Green Special: marker.
Other World movement 3. Fail Fight/Flee: Lose Stamina equal to icons. Purple Stalker: Move normally unless player in street
area connected by one yellow line or adjacent
encounters Casting Spells unstable location. Can’t enter stable locations.
Arkham encounters Blue Flying: Move to connected street area with a
Pay Sanity cost of spell. Spell check: Lore skill with Lore and player in it. Otherwise move to the Sky (counts
No Gate: Location special ability or draw card Spell Skill bonuses and Casting modifier. No effect if failed. towards monster limit) and move to any street
Gate: Drawn through
location in Arkham next time. Flyers will not
If on Explored marker, attempt to close/seal Closing and Sealing Gates leave a space containing a player, and remain
Other World encounters in the Sky if there are no players in a street.
Make a Lore or Fight check with Gate modifier.
Orange Aquatic: If at an aquatic location, move to
draw mythos card Pass: Take Gate as trophy. All monsters in Arkham,
any other aquatic location that contains an
Open Gate & Spawn Monster Sky and Outskirts with gate dimension symbol, and all
investigator. Otherwise, move normally.
Corruption cards with symbol, are removed.
Nothing at Location: Add Doom token, Gate and monster
Then Seal: Spend 5 Clues to take unused Doom token and
Open Gate at Location: Monster surge Monster Special Abilities
place on location as an elder sign.
Sealed Gate at Location: Nothing
Ambush Once combat starts, investigator cannot flee.
Sealed Gate Red Location: Gate burst Elder Signs: Uses up Elder Sign unique item. Take Gate as
Clue token if there is no Open Gate at location. trophy. Take doom token from doom track and place as elder Elusive (Awareness rating) Investigators do not need to fight or
sign. Lose 1 Sanity and 1 Stamina. evade when leaving or ending move in the monster’s space. To
Monster movement attack, must first pass an Evade check (fail ends move).
Mythos text If Sanity and/or Stamina are ever reduced to 0: Endless Returns to the cup once defeated (no trophy).
Choose and discard half of items, half of Clues and all Nightmarish X If the horror check is passed, the investigator
Skill Checks Retainers. Restore Sanity and Stamina to minimum of 1. still loses X Sanity.

Roll # of dice = ( skill value +/- modifier) Or draw an Injury card and restore Stamina to maximum Overwhelming X If the monster is defeated in combat, the
(if 0 Stamina) or draw Madness card and restore Sanity to investigator still loses X Stamina.
Skill difficulty is number of dice successes required to pass maximum (if 0 Sanity). Physical/Magical Resistance A weapon or spell that adds a
check (default is 1).
In Arkham: If Sanity, go immediately to Arkham Asylum. If bonus of the resisted type only provides half bonus.
Normal success: 5 or 6 (cursed: 6, blessed: 4, 5 or 6). Stamina, go to St. Mary’s Hospital. No encounters this turn. Physical/Magical Immunity A weapon or spell that adds a
If skill minus modifier is 0 or less, check is automatically failed. In Other World: Player is Lost in Time and Space. bonus of the immune type provides no bonus.
After a skill check (pass or fail), roll an additional die for each If Sanity and/or Stamina are both reduced to 0, or either’s Weapon Immunity Any combat bonus from Physical/Magical
Clue spent (even if number of dice after modifiers is below 0). maximum is reduced to 0, player is devoured. Weapons is reduced to 0. Spells are not affected.
environment

rumor
HEADLINE

Ignore new Rumor text until Pass/Fail condition met


Replace with new Environment card

No Rumors on setup draw.


Resolve then discard

upkeep
TU RN OR D ER

GATES OPEN TO START FINAL BATTLE


Return if Lost in Time & Space and not delayed
Refresh exhausted cards and Upkeep actions
ELDER
Adjust skills a number of stops equal to Focus SIGNS
ON BOARD
movement to win
Arkham movement. Combat. Pick up Clues.
Other World movement
MAXIMUM MONSTERS IN ARKHAM
encounters
Monsters over this limit go to the Outskirts
Arkham encounters
No Gate: location special ability or draw
Gate: Drawn through or attempt to close/ seal if explored
Other World encounters
mythos
Open Gate & Spawn Monster
Nothing: Add Gate, monster and Doom token MAXIMUM MONSTERS IN OUTSKIRTS
Open Gate at location: Monster Surge When exceeded return all Outskirts monsters to the cup and increase Terror by 1
Sealed location: No Gate or monster
Sealed red location: Gate Burst
Clue token if there is no open Gate at location
Monster movement
Mythos special text
Arkham Asylum Recover Cold Spring Glen
Backwoods
Downtown Bank of Arkham $10 Bank Loan Whateley Farm
Country
Independence Square Wizard’s Hill

DUNWICH
Hibb’s Roadhouse Devil’s Hopyard Discover
Blasted
Easttown Police Station Can be Deputized for Trophies Gardners’ Place
Heath
Velma’s Diner Harney Jones’ Shack Recover

Silver Twilight Lodge Members: Inner Sanctum Bishop’s Brook Bridge


French Hill Witch House
Village Darke’s Carnival Earn
Commons
River Docks Earn Dunwich Village Shop for
Merchant The Unnameable
District 7th House on the Left
Unvisited Isle
Central Hill Congregational Hospital Recover
Administration Learn St Erasmus’s Home
A R K H AM

Miskatonic Library
University 607 Water St.

K I N G S P O RT
Science Building Discover
Harborside North Point Lighthouse Obtain Captain of the White Ship card
Curiositie Shoppe Shop for The Rope and Anchor Buy

Northside Newspaper The Causeway


Train Station Kingsport Str. High House in the Mist Obtain Changed card
Head
Black Cave Wireless Station

Rivertown General Store Shop for Artists’ Colony


Graveyard
South Shore The Hall School
Historical Society Neil’s Curiosity Shop Pawn

Southside Ma’s Boarding House Choose


Esoteric Order of Dagon
South Church Obtain Church Innsmouth Jail
Saint Mary’s Hospital Recover
Green
INNSMOUTH

Sawbone Alley Aid in jailbreak


Uptown Ye Olde Magick Shoppe Learn
First National Grocery Shop for
Woods Factory Gilman House Hotel Recover
District
Marsh Refinery

Clues Money Common Unique Spells Skills Stamina Sanity Ally


Items Items
Blessing Devil Reef
Innsmouth
Guide to Arkham Shore
Falcon Point
Y’ha-Nthlei
Arkham Asylum Recover Cold Spring Glen
Backwoods
Downtown Bank of Arkham $10 Bank Loan Whateley Farm
Country
Independence Square Wizard’s Hill

DUNWICH
Hibb’s Roadhouse Devil’s Hopyard Discover
Blasted
Easttown Police Station Can be Deputized for Trophies Gardners’ Place
Heath
Velma’s Diner Harney Jones’ Shack Recover

Silver Twilight Lodge Members: Inner Sanctum Bishop’s Brook Bridge


French Hill Witch House
Village Darke’s Carnival Earn
Commons
River Docks Earn Dunwich Village Shop for
Merchant The Unnameable
District 7th House on the Left
Unvisited Isle
Central Hill Congregational Hospital Recover
Administration Learn St Erasmus’s Home
A R K H AM

Miskatonic Library
University 607 Water St.

K I N G S P O RT
Science Building Discover
Harborside North Point Lighthouse Obtain Captain of the White Ship card
Curiositie Shoppe Shop for The Rope and Anchor Buy

Northside Newspaper The Causeway


Train Station Kingsport Str. High House in the Mist Obtain Changed card
Head
Black Cave Wireless Station

Rivertown General Store Shop for Artists’ Colony


Graveyard
South Shore The Hall School
Historical Society Neil’s Curiosity Shop Pawn

Southside Ma’s Boarding House Choose


Esoteric Order of Dagon
South Church Obtain Church Innsmouth Jail
Saint Mary’s Hospital Recover
Green
INNSMOUTH

Sawbone Alley Aid in jailbreak


Uptown Ye Olde Magick Shoppe Learn
First National Grocery Shop for
Woods Factory Gilman House Hotel Recover
District
Marsh Refinery

Clues Money Common Unique Spells Skills Stamina Sanity Ally Slightly Unstable Highly
Items Items
Blessing
Unstable Unstable Devil Reef
Innsmouth
Guide to Arkham Shore
Falcon Point
Y’ha-Nthlei

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