User Manual

24
LOCATION ICONS
Above each location on the game board is either a green or red
diamond. This diamond indicates the relative danger of the loca-
tion.
Locations with green diamonds are stable. Monsters and gates
will never appear in these locations, although it is possible for
monsters to move to them in certain circumstances.
Locations with red diamonds are unstable. Monsters and gates
can appear in these locations, sometimes even as a result of
encounters. These locations should be approached with caution.
Each location on the map also has several icons associated with
it. These icons tell the players the most likely outcomes they can
expect when they go to that location. The following is a key to
the icons you will find at different locations on the board:
Allies
Blessing
Clue Tokens
Common Items
Money
Additionally, each unstable location gives players the possibil-
ity of encountering an Ally, and Clue tokens will often appear
in these locations as a result of resolving mythos cards.
Some locations have special location icons that have their col-
ors reversed, such as the Sanity icon on Arkham Asylum.
These icons indicate that there is a guaranteed method of
acquiring the described item at that location.
MONSTER SPECIAL ABILITIES
Common monster special abilities are described in detail below.
Ambush: Once combat has begun with this creature, the investiga-
tor no longer has the option to flee it, but must instead fight until one
or the other is defeated.
Endless: A monster with this ability cannot be collected as a monster
trophy. Instead, each time it is defeated, return it to the cup.
Physical/Magical Resistance: A Weapon or Spell that adds a bonus of
the resisted type can only provide half its normal bonus (rounded up).
Example: Using a Tommy Gun (normally a +6 Physical bonus)
against a monster with Physical Resistance only gives a +3 bonus.
Physical/Magical Immunity: A Weapon or Spell that adds a bonus
of the resisted type provides none of its normal bonus.
Example: Using a Tommy Gun (normally a +6 Physical bonus)
against a monster with Physical Immunity gives a +0 bonus.
Nightmarish X: Any investigator that passes a Horror check when
facing this monster still loses X Sanity. This ability doesn’t apply if
the investigator fails the Horror check.
Example: A Dark Young (Nightmarish 1) causes an investigator to
lose 3 Sanity if the investigator fails his Horror check or 1 Sanity if the
investigator passes. The Sanity loss from Nightmarish 1 doesn’t apply
if the investigator has already failed the Horror check.
Overwhelming X: Any investigator that defeats this monster in
combat still loses X Stamina. This ability doesn’t apply when the
investigator fails his Combat check against the monster.
PHASE SUMMARY
The phases of the turn are as follows:
Phase I: Upkeep
Phase II: Movement
Phase III: Arkham Encounters
Phase IV: Other World Encounters
Phase V: Mythos
During Upkeep, players perform any upkeep actions that are
required of them from turn to turn. This can include collecting
their pay, making payments on loans, refreshing their equip-
ment, and adjusting their skill sliders.
During Movement, investigators in Arkham move according to
their current Speed value. Investigators in Other Worlds
advance to the next area of the Other World, returning to
Arkham if they were already in the second area of the Other
World.
During Arkham Encounters, any investigator in a location
without a gate draws one location card from the location deck
for that neighborhood and follows the instructions on it.
Usually, Arkham encounters involve a skill check.
During Other World Encounters, any investigator in an Other
World draws cards from the gate deck until he gets a gate card
matching the encounter symbol of the Other World he’s in, then
follows the instructions on it. Like Arkham encounters, Other
World encounters often involve skill checks.
During Mythos, the first player draws 1 mythos card and
resolves it. First, one or more new monsters appear in Arkham,
sometimes along with a new gate, and a Clue token will usually
be placed as well. Next, some of the monsters on the board may
move through the city. Finally, the special effects of the mythos
card take place, which can cause the rules of the game to
change, either momentarily or for multiple turns.
SKILL CHECKS
Investigators are often called upon to perform skill checks in
order to avoid harm or gain advantages. These skill checks list
the skill to be used, which determines the number of dice the
player rolls for the check; the modifier to the check, which may
provide a bonus or penalty to the number of dice the player rolls;
and the difficulty, which determines the number of successes the
player must roll to pass the check (die results of 5 and 6 count
as successes).
SPECIAL SKILL CHECKS
There are four special types of skill checks that players should be
aware of: Evade checks, Horror checks, Combat checks, and
Spell checks. Each of these special skill checks use the value of
one of the six basic skills. Bonuses to the skill that a special
check uses apply to the special check as well. However, bonuses
to special checks cannot be used when making normal checks.
Evade checks are based on Sneak (see “Evading Monsters”, pg. 13).
Combat checks are based on Fight (see “Fight”, pg. 14).
Horror checks are based on Will (see “Horror Check”, pg. 14).
Spell checks are based on Lore (see “Casting Spells”, pg. 15).
TOO MANY GATES
If too many gates are open at once, the Ancient One can imme-
diately awaken.
Number of Players The Ancient One Awakens at:
1–2 8 Open Gates
3–4 7 Open Gates
5–6 6 Open Gates
7–8 5 Open Gates
Very Important: If the Ancient One awakens this way, fill
the doom track with doom tokens before proceeding to the
final battle!
MONSTER LIMIT
The number of monsters allowed on the board at one time is lim-
ited by the number of players. Any monsters that would be
placed on the board beyond this limit are instead placed in the
Outskirts.
Monster Limit = (Number of Players) + 3
Important: If the terror level reaches 10, Arkham is overrun,
which means that the monster limit is removed for the rest of the
game.
MONSTERS IN THE OUTSKIRTS
If adding a monster to the board would bring the total number of
monsters in Arkham above the monster limit, then the monster
is placed in the Outskirts instead. Monsters in the Outskirts remain
there until the Outskirts becomes too full, as shown below:
Number of Players Maximum Monsters in Outskirts
17
26
35
44
53
62
71
80
When the number of monsters in the Outskirts of Arkham
exceeds this limit, place all of those monsters back in the cup
and raise the terror level by 1.
TERROR LEVEL SUMMARY
To summarize the effects of the terror level:
For every step the terror level increases, return one Ally at ran-
dom from the Ally deck to the box.
Additionally, the following events happen when a certain ter-
ror level is reached:
Terror Level Event
3 The General Store closes.
6 The Curiositie Shoppe closes.
9 Ye Olde Magick Shoppe closes.
10 Arkham is overrun (no monster limit and
add one doom token).
Sanity
Skills
Spells
Stamina
Unique Items