User Manual

21
MOVEM ENT SIDE
COMBAT SIDE
1: Name: The monsters name.
2: Awareness: This is the modifier used to Evade
this monster.
3: Movement Border: The color of the border indicates
the monsters movement type (Black – normal,
Red – fast, Yellow – stationary, Blue – flying,
Green – special).
4: Home Dimension: This is the monster’s home
dimension. When a gate is sealed or closed, all
monsters in play that share its home dimension are
returned to the cup.
1: Abilities: Any special traits or abilities that the
monster has. See Monster Abilities on page 24
for a complete explanation of bolded traits.
2: Flavor Text: This text has no game effect. It
is there only to provide atmosphere.
3: Horror Rating: This is the modifier used in
Horror checks against this monster.
4. Horror Damage: This shows how many
Sanity tokens an investigator loses if he fails a
Horror check against this monster.
5: Toughness: This is the difficulty of any
Combat checks made against this monster.
6. Combat Damage: This shows how many
Stamina tokens an investigator loses if he fails a
Combat check against this monster.
7: Combat Rating: This is the modifier used in
Combat checks against this monster.
GAME BOARD BREAKDOWN
The game board is divided into several sections: Arkham
(A), the Other Worlds (C), the Terror Track (D), and the
City Limits (E–G).
The Arkham city section of the board shows the city of
Arkham divided into 9 neighborhoods, each of which
has between 2 and 3 important locations in it, as well as
a street area (B). The investigators move around on this
section of the board, passing through the streets to visit
the various locations. Each location is marked with a
number of icons showing the most common types of
encounters at that location.
The Other Worlds (C) section of the board shows several
alternate dimensions that the investigators can enter by
moving through the gates that open up on the Arkham sec-
tion of the board. Investigators enter gates in order to
explore them and find some weakness that will enable
them to close the gate once they’ve returned to Arkham.
The Terror Track (D) section of the board tracks the cur-
rent terror level of the townsfolk of Arkham. If the inves-
tigators allow the terror level of Arkham to get too high,
people will begin to leave town, making it difficult to
recruit Allies. Eventually the three shops in town (The
General Store, The Curiositie Shoppe, and Ye Olde Magick
Shoppe) will close down, making it more difficult for the
players to win the game.
The City Limits section of the board contains three special
areas: Outskirts (E), The Sky (F) and Lost in Time and
Space (G). Investigators that suffer a horrible fate of some
sort move to Lost in Time and Space for a short time.
Monsters on the board in excess of the limit wander out of
town to the Outskirts where they terrorize the inhabitants.
Finally, flying monsters move to The Sky before swooping
down on the next investigator they spot moving through
the streets of Arkham.
MONSTER MARKER BREAKDOWN
INVESTIGATOR SHEET BREAKDOWN
1: Name and Occupation: Your character’s name
and job.
2: Maximum Sanity: This is how much Sanity
your character starts the game with. You cannot
raise your Sanity higher than this number (although
you can increase this number).
3: Maximum Stamina: This is how much Stamina
your character starts with. You cannot raise your
Stamina higher than this number (although you can
increase this number).
4: Home: This is the location on the game board at
which your investigator starts the game.
5: Possessions: This is the equipment your charac-
ter starts the game with.
6: Unique Ability: This is a special ability only
your character can use.
7: Focus: This is your characters ability to adjust
his skills each turn. See Adjusting Skills on page 6
for more info.
8: Skill Pairs: These are your character’s skills.
They are paired so that if you increase one skill in a
pair, the other decreases.