User Manual
movement in a location or street area occupied by one or
more monsters, he must fight or evade each such monster.
If the investigator fails to evade a monster, the monster
immediately deals its combat damage to him (see
“Combat” on page 14) and he immediately enters com-
bat with it.
Once an investigator begins combat with a monster for
any reason, his movement is over. Regardless of whether
or not he wins the battle, the investigator loses the rest
of his movement points and must remain where he is.
Picking Up Clues
Any time an investigator ends his movement in a loca-
tion that contains Clue tokens, he may immediately take
any or all of those Clue tokens. The investigator may not
take any Clue tokens if he merely moves through the
location and then continues his movement: He must end
his movement in the location containing the Clue tokens.
Other World Movement
Other Worlds are represented by the large circular
spaces along the edge of the game board. These spaces
represent bizarre locales, strange dimensions, and alter-
nate worlds that figure prominently in the mythos.
Players typically enter these worlds by exploring gates
(see “Gate,” page 9).
Note that each circular space representing an Other
World is bisected by a prominent line: The areas to the
left and right of this line are the two areas of the Other
World.
If an investigator is in an Other World at the beginning of
the Movement Phase, he receives no movement points.
Instead, his movement depends on whether he is in the
first (left) or second (right) area of the Other World.
• If the investigator is in the first area of the Other
World, he moves to the second area.
• If the investigator is in the second area of the Other
World, he returns to Arkham. The player must choose a
location that contains a gate to the Other World he is leav-
ing. After choosing such a location, he places his investi-
gator marker there. Then he places an “explored” marker
underneath his investigator to show that he has explored
the gate. This marker remains in play as long as the inves-
tigator remains at the location. If there is no open gate
leading to the Other World the investigator is in, the
investigator is lost in time and space (see page 17).
Delayed Investigators
During the game, certain effects can cause an investiga-
tor to become delayed. When this occurs, place the
investigator marker on its side, indicating the delay.
Delayed investigators receive no movement points and
do not move during the Movement Phase. Instead, dur-
ing the investigator’s Movement Phase, the player stands
the investigator marker back up to show that the investi-
gator is no longer delayed. On the following turn, the
investigator will be able to move once again as normal.
During the Arkham Encounters Phase, each player
whose investigator is in a location (not a street area or
Other World area) must take one of the following
actions. The action the investigator must take depends
on whether his location contains an open gate or not.
1. No Gate
If the location has no gate, the investigator has an
encounter at the location. The player shuffles the loca-
tion deck corresponding to the neighborhood his investi-
gator is in and draws a card from the deck. The player
then finds the entry for his investigator’s location, reads
the entry aloud, and performs any actions indicated by
the card text. Note that the card may indicate that “a
monster appears,” in which case the investigator must
either evade the monster (see “Evading Monsters,” page
14) or fight it (see “Combat,” page 14). Once the player
has resolved any actions indicated by the card, he
returns the card to the location deck.
Monsters and gates cannot appear in sealed locations,
even if this is directed by the text of a card.
Phase III: Arkham
Encounters
8
Example: Amanda Sharpe is at the City of
the Great Race, which has a yellow and a
green encounter symbol. She begins draw-
ing cards from the gate deck. The first card
is red, so it cannot be encountered at the
City of the Great Race. The player dis-
cards it and draws again. She draws a
blue card this time and again discards it.
Finally, she draws a green card and exam-
ines it to see if it has a specific City of the
Great Race encounter. It does not, so she
looks at the Other encounter and follows
its instructions.
OTHER WORLD ENCOUNTER
LOCATION ENCOUNTER
(NO GAT E )
Example: Amanda Sharpe is at the
Historical Society in Southside, so she
draws a card at random from the
Southside location deck and looks at
the entry for the Historical Society.
According to the card, a janitor offers
her a ride to the Woods. If she accepts,
she moves to the Woods and has anoth-
er encounter there.
LOCATION ENCOUNTER
(WITH GAT E )
Example: Amanda Sharpe is at Black
Cave, but there is a gate leading to the
Dreamlands there. Since she doesn’t
have an explored marker under her, she
is drawn through the gate to the first
area of the Dreamlands.