User Manual
SPECIAL CARD LIMITATIONS
In most cases, a player may never have more than one
copy of each special card at the same time. This rule
applies to Retainers, Bank Loans, Silver Twilight
Memberships, and Bless/Curse cards.
SPENDING MONEY
Often, investigators will be told that they can purchase
items “for list price” or “for $1 over list price.” An
item’s list price is always found in the card’s lower-right
corner. Items are purchased by simply discarding money
tokens equal to the price listed.
SPENDING TROPHIES
There are several locations on the game board where
players can spend the monster and gate trophies they
have collected. For example, a player can spend monster
or gate trophies at the River Docks to gain $5. All mon-
ster trophies spent in this manner are returned to the
monster cup, while all gate trophies are placed face
down on the bottom of the pile of gate markers.
TIMING CONFLICTS
If two or more game effects happen simultaneously, the
players choose the order in which they occur. If the
players cannot agree, the first player decides.
TRADING EQUIPMENT
An investigator in the same street area, Other World
area, or location as another investigator may trade
money, Common Items, Unique Items, and Spells. This
may be done before, during, or after movement, but not
during combat.
Concept: Richard Launius
Second Edition Game Design: Richard Launius and
Kevin Wilson
Additional Development: Kevin Wilson, Shannon
Appelcline, Greg Benage, and Christian T. Petersen
Rules: Shannon Appelcline, Kevin Wilson, Christian T.
Petersen, and Greg Benage
Editing: Greg Benage and Christian T. Petersen
Additional Ideas and Support: Christopher Allen
Additional Design and Development, First Edition:
Charlie Krank, Sandy Petersen, Lynn Willis
Graphic Design: Scott Nicely, Brian Schomburg
Playtesting and Comments for this edition: FFG Staff,
Christopher Allen, Shannon Appelcline, Michael Arick,
Michael Blum, Jacob Butcher, Charles Engan, Claire
Engan, Steve Hill, David K., Evan Kinnie, Pete Lane,
Richard Launius, Thyme Ludwig, Tess O’Riva, Eric
Rowe, DT Strain, Julie Strain, Nate Tepe, Thor Wright,
Mike Zebrowski, and Team XYZZY
Executive Developer: Greg Benage
Publisher: Christian T. Petersen
Special Thanks to: Howard Philips Lovecraft
For online community, FAQ, customer service, and addi-
tional information on Arkham Horror, please visit:
WWW.FANTASYFLIGHTGAMES.COM
Call of Cthulhu and Arkham Horror used under license
from Chaosium, Inc. Arkham Horror: A Call of Cthulhu
Boardgame is copyright 2006 and trademark Fantasy
Flight Publishing, Inc. All Rights Reserved. No portion
of this game may be copied or reproduced without writ-
ten consent from its publishers or copyright holders.
allies: leaving town, 20
Ambush: 24
Ancient One: awakening, 20; final battle with, 22; sheet
breakdown, 19
Arkham Encounters Phase: 8-9
Arkham movement: 6-8
arrested: 16
Awareness: 21
Blessed: 17
closing gates: and winning the game, 12; how to 17-18
Clue tokens: picking up, 8; placing , 10; spending, 13-14
combat: 14-16; example of, 15
combat rating (of monsters): 15, 21
Cursed: 17
damage (from monsters): 15, 21
delayed: 8, 16
devoured: 17; during Final Battle, 22
doom track: 9, 19, 20, 22
elder signs: 18
encounters: in Other Worlds, 8, 9; monsters appearing
because of: 22; resolving 8-9
ending the game: 12
Endless: 24
Environment: 12
evading monsters: 6, 8 14; example of, 14
exhaust: 6
explored markers: 4, 8
final battle: 22
flying monsters: 11
focus: 6, 21
game board breakdown: 21
gates: and winning the game, 12; closing, 12, 17; mon-
sters guarding: 18; opening during Mythos Phase, 9;
opening on investigators, 10; sealing, 12, 17, awakening
the Ancient One, 20, 24
home dimension: 21
insane: 16
investigator sheet breakdown: 19
locations: closing, 20; encounters at, 8-9; special abili-
ties of, 22
lost in time and space: 17
Magical Combat: 16
Magical Immunity: 24
“Mask” monsters: 5
monster limits: 18, 24
monster marker breakdown: 21
monster movement: 10-11; example of, 10
monster trophies: collecting, 15; spending, 23
Movement Phase: 6, 8
Mythos card (resolving): 9
Mythos Phase: 9-12
neighborhoods: 21
Nightmarish: 24
Other World Encounters Phase: 9
Other World movement: 8
Outskirts: 18, 24
Overwhelming: 24
Physical Combat: 16
Physical Immunity: 24
refresh: 6
Rumor: 12
sealing gates: and winning the game, 12; how to, 18
setup:
skills: 12-13; adjusting, 6; skill checks, 13
skill checks: 13
special card limitations: 23
spells, casting: 16
street area: 21
terror track: 20, 21; summary of levels: 24
timing conflicts: 23
toughness (of monsters): 15, 21
trading equipment: 23
unconscious: 16
Upkeep Phase: 6
victories, scoring: 12
weapon and spell limits: 16
weapons: 16
Index
The Terror Track
23