User Manual

LOST IN TIME AND SPACE
Any investigator who is lost in time and space is imme-
diately moved to the Lost in Time and Space area of the
board. The investigator is now delayed, and the player
should place the investigator marker on its side. The
investigator loses his next turn, remaining in the Lost in
Time and Space area. The player may only stand his
investigator marker back up during the Movement
Phase. On the following turn, at the start of the Upkeep
Phase, the player may move his investigator to any loca-
tion or street area of his choice in Arkham.
DEVOURED INVESTIGATORS
In rare cases, investigators may be devoured. The player
immediately discards all of his cards (except unspent
trophies) and shuffles his investigator sheet in with the
unused investigator sheets. The player then draws a new
investigator at random and sets up the investigator as if
he were starting a new game (as described in “Game
Setup” earlier in these rules).
If an investigator is reduced to both 0 Sanity and 0
Stamina at the same time, that investigator is devoured.
If an investigators maximum sanity or maximum
stamina is reduced to 0, that investigator is devoured.
B
LESSED AND CURSED
INVESTIGATORS
Blessings and curses represent aid or interference from
greater powers, and investigators may gain these cards
through encounters or rumors.
• While an investigator is Blessed, every die result of 4
or better counts as a success.
• While an investigator is Cursed, only die results of 6
count as successes.
An investigator may never be Blessed and Cursed at the
same time. If a Blessed investigator is Cursed, simply
discard the Blessing. If a Cursed investigator is Blessed,
simply discard the Curse. Likewise, a player may never
have more than one Bless or Curse card at a time.
As dimensional gates open in locations all over Arkham,
the investigators must work to close or seal them.
CLOSING GATES
Before he can close a gate, an investigator must enter
the gate, explore the Other World it leads to, and then
return to Arkham.
When an investigator returns from an Other World, as
described earlier, the player should place an explored
marker under his investigator marker. This gives the
investigator an opportunity to destroy and close the gate
during the next Arkham Encounters Phase. If the investi-
gator leaves the gate’s location for any reason, the player
must discard the explored marker – the investigator has
missed his opportunity and must explore the gate again
if he wishes to close it.
If, during the Arkham Encounters Phase, an investigator
is on a location that contains an open gate and that
investigator has acquired the explored marker, he may
now attempt to close the gate. To do so, the investigator
must choose whether to make a Lore check or a Fight
check, using the number printed on the gate marker as
the modifier. If the investigator succeeds at this check,
he closes the gate and takes the gate marker as a gate
trophy. If the investigator fails, the gate remains open.
The investigator can try to close it during the Arkham
Encounters Phase next turn (and in subsequent turns, as
long as he does not leave the gate location).
Closing and Sealing Gates
17
SEALING GATES
A: USING CLUE TOK ENS
B: USING AN ELDER SIGN
To seal a gate using Clue
tokens, a player must:
1. Succeed at his roll to close
the gate.
2. Spend 5 Clue tokens.
3. Claim the gate marker as a
gate trophy.
4. Take 1 elder sign token
from the pile of unused tokens
and place it on the location
where the gate was sealed.
To seal a gate using an elder
sign, a player must:
1. Return the elder sign card
to the box (no roll to close the
gate is needed).
2. Claim the gate marker as a
gate trophy.
3. Take 1 doom token from the
Ancient One’s terror track,
turn it over to its elder sign
side and place it on the loca-
tion where the gate was sealed.
This effectively decreases the
current doom track rating by 1.