User Manual

4
MONSTER MARKERS
Monster markers represent the monsters roaming the
streets of Arkham. Each monster has two sides: a move-
ment side and a combat side. Leave the monsters move-
ment side face up while it wanders around the board.
When an investigator battles a monster, flip the monster
marker to its combat side. Players may look at either
side of any monster marker at any time. See “Monster
Marker Breakdown” on page 21 for a full description.
GATE MARKERS
These markers are placed on the board to indicate loca-
tions where gates to the Other Worlds have opened.
Each gate marker identifies the Other World it leads to
and includes a modifier to the dice rolls of investigators
attempting to close the gate.
ACTIVITY AND EXPLORED MARKERS
Activity markers indicate areas on the board where
unusual events are taking place. An explored marker is
placed underneath an investigators marker after he has
braved the Other World beyond a gate and returned.
TERROR MARKER
This marker is placed on the terror
track to indicate the mental state and
morale of the townsfolk of Arkham. As
the terror level increases, stores close
and people leave town, eventually
allowing the monsters to overrun the
town completely!
C
LOSED MARKERS
These markers are placed on locations
that have closed, whether because of
the terror level or specific events that
have occurred in the game. Neither
investigators nor monsters can enter
closed locations.
Activity Marker
Explored Marker
GAME SETUP
Place the Mythos-related items
on one end of the board. These
should include:
9 Location Decks
Gate Deck
Mythos Deck
Ancient One Sheet and Doom
Tokens
Gate Markers
Monster Markers (in an
opaque container)
Clue Tokens
Activity, Closed, and Explored
Markers
Place the Investigator-related
items on one end of the board.
This should include:
Ally, Common Item, Unique
Item, Spell, and Skill Decks
Special Investigator Card
Decks
Sanity and Stamina Token
Bank
Money Token Bank
Give the first player marker to
the player you’ve chosen to go
first. It is passed to the left at
the end of every turn.
Each player takes his investigator sheet and marker, then
gains Stamina and Sanity tokens equal to his maximum
Stamina and Sanity, respectively. In addition, each player
receives his characters possessions. Finally, each player
places his investigator marker on the game board on his
characters home location.
Place one Clue token on each of
the 11 unstable locations on the
board (marked by a red diamond
above the location).
Movement Side Combat Side