User Manual
SEALING GATES
If an investigator successfully closes a gate, he may
immediately spend five Clue tokens to permanently seal
it. The player takes a doom token from the pile of
unused doom tokens, turns it over to its elder sign side,
and places the token on the gate location. The player
still claims the gate marker as a trophy. The gate is now
sealed: No further gates can open and no monsters can
appear at the location of the sealed gate for the remain-
der of the game.
MONSTERS AND CLOSING GATES
When a gate is closed, all monsters in Arkham, the Sky,
and the Outskirts that have the same dimension symbol
(see “Monster Movement,” page 10) as the closed or
sealed gate are removed from the board and returned to
the cup. A monster’s dimension symbol is printed in the
lower-right corner of the marker’s movement side.
ELDER SIGNS
Elder signs are a specific type of Unique Item that
investigators can use to seal gates. There are several
elder sign cards in the Unique Item deck. To use an
elder sign, the investigator must be at the location of the
gate and must have acquired an explored marker, just as
if he were attempting to close the gate. The investigator
does not need to make a Lore or Fight check or spend
any Clue tokens to use the elder sign.
To use an elder sign, do the following:
• The player removes 1 Sanity and 1 Stamina from his
investigator sheet. This may knock the investigator
unconscious or drive him insane, but the elder sign still
takes effect.
• The player takes a doom token from the Ancient One’s
doom track (not the pile of unused doom tokens), turns it
to its elder sign side, and places it on the location to be
sealed. This effectively lowers the current doom level of
the game by 1, and this is one of the only ways to do so.
• The player then returns the elder sign card to the box.
This specific card cannot be drawn or used again this
game.
Once these actions have been taken, the gate is now
sealed: No further gates can open and no monsters can
appear at the location of the sealed gate for the remain-
der of the game.
MONSTERS GUARDING GATES
During the turn he returns to Arkham from an Other
World, an investigator does not have to evade or fight
any monsters in the gate’s location. This rule only
applies during the turn he returns to Arkham; in subse-
quent turns, if the investigator remains in the location,
he must evade or fight any monsters there as normal.
There is a limit on the number of monsters that may be
in Arkham at one time. The limit is equal to the number
of players in the game, plus three.
This monster limit only applies to those monsters actual-
ly moving around on the Arkham city portion of the
board or located in the “Sky” area. Monsters that appear
at a location and are then removed from the board do
not count, nor do monsters located in the Outskirts.
Important: If the terror level reaches 10, Arkham is
overrun and the monster limit is removed for the rest of
the game. See “The Terror Track,” below.
If adding a monster to the board would bring the number
of monsters in Arkham above the monster limit, the
monster is placed in the Outskirts area instead.
Monsters in the Outskirts remain there until the
Outskirts become too full.
Number of Players Maximum Monsters in
Outskirts
17
26
35
44
53
62
71
80
When the number of monsters in the Outskirts exceeds
this limit, return all of the monsters in the Outskirts to
the monster cup and increase the terror level by 1. The
terror level is described below.
Monster Limits and
the Outskirts
18