User Manual
player places the monster in the Outskirts instead (see
“Monster Limits and the Outskirts,” page 18).
Exception: If there are five or more investigators play-
ing, then draw and place two monsters instead of one.
Important: Unlike investigators, monsters are never
drawn through gates.
Example: Wade is the first player and draws the mythos
card shown in an earlier example. The lower-left corner
of the card shows Black Cave, which has neither an
open gate nor an elder sign marker. First, Wade adds a
doom token to the Ancient One’s doom track. There are
still open spaces on the track, so Wade draws the top
gate marker from the stack and places it on top of Black
Cave. The revealed gate is one that leads to Yuggoth.
Finally, Wade draws a monster from the cup (a Dark
Young) and places it on Black Cave as well.
Gates Opening On Investigators
If a gate opens at a location that contains an investigator,
he is immediately drawn through the gate to the first
area of the corresponding Other World. As a result of the
sudden disorientation caused by the gate swallowing
him, the investigator is delayed. Place his investigator
marker on its side. The investigator will not move dur-
ing the next Movement Phase (see “Delayed
Investigators,” page 16).
2. Place Clue Token
Most mythos cards indicate a location where a Clue
token appears. Place a Clue token on the indicated loca-
tion unless there is an open gate there. If one or more
investigators are at that location, one of them (they
should decide among themselves) may immediately take
that Clue token. If the players cannot agree on who gets
the Clue token, the first player decides.
3. Move Monsters
Although monsters start out in locations as they emerge
from gates, they soon leave those locations to roam the
streets of Arkham. In order to determine monster move-
ment, the first player looks at the lower-right corner of
the mythos card he has drawn for the turn. This area
describes which monsters move during the turn as well
as the direction they move on the board.
Each mythos card has two movement areas on it, repre-
sented by black and white boxes. Each location and
street area on the board likewise features a black or
white arrow (sometimes both, see below).
Each movement box on a mythos card also has one or
more dimension symbols printed in it. Each monster
marker likewise features such a dimension symbol on its
movement side.
10
MONSTER MOVEMENT
Example 1: The mythos card at
the left is drawn. Monsters show-
ing the symbols in the white area
(slash, triangle, and star) move,
following the white arrows.
Monsters showing the symbols in
the black area (hexagon) also
move, following the black arrows.
Specifically, in this example:
1. The Gug, with its slash symbol,
follows the black and white arrow
leading out of its current location.
B. The Dark Young does not move.
Although it has a hexagon symbol,
its border is yellow, indicating that
it is a stationary monster that
never moves.
Example 2: The mythos card above is drawn. Monsters showing the symbols in the white area
(square and diamond) move, following the white arrows. Monsters showing the symbols in the
black area (circle) also move, following the black arrows. Specifically, in this example:
1. The Dimensional Shambler, with its square symbol, follows the white arrow leading out of its
current location. Then, because it has a red border, signifying that it is fast, it moves one more
time (2), again following the white arrow.
A. The Dhole does not move. Although it has a circle symbol, it is sharing a location with
Amanda Sharpe, so it remains there instead of moving away from her.