User Manual
19
ANCIENT ONE SHEET BREAKDOWN
1: Name: The Ancient One’s name.
2: Combat Rating: This is the Ancient One’s com-
bat rating. It is only used if it awakens and the play-
ers have to fight it.
3: Defenses: This section lists any defensive abilities
the Ancient One has. See Monster Special Abilities
on page 24 for descriptions of these abilities.
4: Worshippers: This section grants certain abilities
to one or more types of monsters. These abilities are
active all game long.
5: Power: This is a unique effect that the Ancient
One has on gameplay. Most effects are active all
game long.
6: Attack: This is the Ancient One’s attack, only
used during combat with it. Some Ancient Ones also
have a Start of Battle ability that occurs only once,
when investigators begin to battle it.
7: Doom Track: This tracks how close the Ancient
One is to waking up.
BAT T L I N G ANCIENT ONES
At the start of the battle, be sure that the Ancient
One’s doom track is completely filled with
doom tokens. Immediately activate any Start of
Battle abilities the Ancient One may have.
Each round, players first get an Upkeep
Phase, then take turns making attacks on the
Ancient One, keeping a running tally of the
total number of successes they’ve scored as a
group. Each time they accumulate a number of
successes equal to the number of players or
higher (for example, 4+ successes in a 4 play-
er game), they remove 1 doom token from the
Ancient One’s doom track and reset the suc-
cess tally to 0.
After each player has made an attack, the Ancient
One attacks. Often, the players will need to make
skill checks or suffer some misfortune, as
described on the Ancient One sheet.
ENDING THE BAT T L E
Should the players remove the last doom token
from the Ancient One’s doom track, the
Ancient One is defeated and they win!
However, if all of the investigators are
devoured, they have failed to stop the Ancient
One’s arrival, and they lose the game.