User Manual

The terror track shows the current terror level in Arkham
– the current mental state of the city’s inhabitants. Various
things can raise the terror level, such as too many mon-
sters entering the Outskirts or the effects of some mythos
cards. The terror level can never go down, so players
should be very cautious about allowing it to increase.
When the terror level rises, move the terror track marker
up the terror track as indicated. The terror track marker
cannot leave the track, so the terror level cannot go
above 10.
Once the terror level has reached 10, if it ever increases
again (via a mythos card special ability, for example),
instead of moving the terror track marker, add one doom
token to the Ancient One’s doom track for each point the
terror level should have increased.
“Margie, pack your bags!”
The most obvious effect of the terror level is that people
pack up and leave town. For every point the terror
level goes up, select one Ally card at random from
the Ally deck and return it to the box. That Ally is no
longer available for the rest of the game. Once all Allies
have been returned to the box or claimed by investiga-
tors, this specific result has no effect for the remainder
of the game.
“That’s it. I’m Moving the Shop to
Boston.”
If the terror level reaches a sufficiently high level, the
Curiositie Shoppe, the General Store, and Ye Olde
Magick Shoppe close for the rest of the game.
If the terror level reaches 3, place a closed marker on the
General Store. It is closed for the rest of the game and
no one may enter that location. Immediately move any
investigators and monsters currently at the General Store
to the Rivertown street area.
If the terror level reaches 6, place a closed marker on the
Curiositie Shoppe. It is closed for the rest of the game
and no one may enter that location. Immediately move
any investigator or monster currently at The Curiositie
Shoppe to the Northside street area.
If the terror level reaches 9, place a closed marker on Ye
Olde Magick Shoppe. It is closed for the rest of the
game and no one may enter that location. Immediately
move any investigator or monster currently at Ye Olde
Magick Shoppe to the Uptown street area.
“Look at All the Monsters.”
If the terror level reaches 10, the town of Arkham is
overrun by monsters and the monster limit is completely
removed from the game. There is no longer any limit on
the number of monsters that can rampage through town.
No matter how valiantly the investigators struggle, they
are facing incredible odds. Despite their best efforts, the
Ancient One may awaken and enter Arkham. If this
comes to pass, the only thing the investigators can do is
try to drive it back using the weapons and magic they’ve
accumulated throughout the game.
There are five conditions under which the Ancient One
may awaken.
1. Doom Track is Full
If enough gates open, eventually the Ancient One’s
doom track will fill up with doom tokens, even if the
investigators use all of the elder signs. When a doom
token is placed on the last open space on the doom
track, the Ancient One awakens immediately.
2. Too Many Gates Open
If the investigators allow too many gates to be open at
the same time, this can awaken the Ancient One. The
number of open gates that will immediately awaken the
Ancient One depends on the number of players.
Number of Players Number of Open Gates
128
347
566
785
3. No Gate Markers
Finally, the Ancient One awakens immediately when a
new gate opens and there are no unused gate markers
left in the pile. Thus, if gate markers run low, players
should spend one or more gate trophies to replenish the
supply.
4. No Monsters in the Cup
The Ancient One also awakens if a monster should be
drawn from the monster cup, but there are no monsters
in the cup.
5. Terror Level 10 and Too Many
Monsters
The Ancient One also awakens if the terror level has
reached 10 and there are monsters in play equal to twice
the normal monster limit (for example, 16` monsters in a
five-player game).
Very Important: If the Ancient One awakens and its
doom track is not full, fill its doom track with doom
tokens before proceeding to the final battle.
The Ancient One
Awakens!
The Terror Track
20