User Manual

Monsters that appear as the result of a location or gate
encounter never remain on the board after the encounter
is resolved. If an investigator evades such a monster,
return it to the monster cup (see “Monsters in
Encounters,” page 22).
2. Gate
If the location has a gate, the investigator is drawn
through the gate. He moves to the first area (the left
area) of the Other World indicated on the gate marker.
Exception: Once an investigator has entered a gate and
returned to Arkham, the player places an explored mark-
er underneath his investigator marker. While he remains
in the gate’s location, he is no longer drawn through the
gate, but may instead try to close or seal the gate (see
“Closing and Sealing Gates,” pages 16-17). If the inves-
tigator leaves the location before the gate is closed or
sealed, discard the explored marker. If the investigator
returns to the location later in the game, he will again be
drawn through the gate. He must resolve the Other
World Encounters Phase again before he can return to
the location and attempt to close or seal the gate.
Important: If an investigator is drawn through a gate
that appears as a result of an encounter (such as “A gate
appears!” or “A gate and a monster appear!”), then he is
delayed, just as if he had been drawn through a gate in
the Mythos Phase.
During the Other World Encounters Phase, investigators
in Other World spaces have encounters there. The Other
World spaces on the board are marked with circular
icons of different colors. These colored circles are called
encounter symbols. When an investigator has an Other
World encounter, the player draws cards from the gate
deck, one at a time, until he draws a card whose color
matches one of these encounter symbols. Gate cards that
do not match a color of the encounter symbols are
placed face down on the bottom of the gate deck.
Once the player has drawn a gate card that matches an
encounter symbol’s color, he examines it to see if there is
a specific encounter for the Other World his investigator
is currently in. If a specific encounter is listed, the player
reads that entry aloud and performs any actions indicated
by the card text. If there is no specific encounter listed,
the player reads the “Other” entry aloud and performs
any actions indicated by the card text.
The card text of an Other World encounter may result in a
monster appearing, in which case the investigator must
either evade the monster (see “Evading Monsters,” page 14)
or fight it (see “Combat,” page 14). Once the encounter is
resolved, the player then discards the card face down to the
bottom of the gate deck.
Monsters that appear as the result of location or gate
encounters never remain on the board after the
encounter is resolved. If an investigator evades such a
monster, return it to the monster cup (see “Monsters in
Encounters,” page 22).
During the Mythos Phase, the first player draws a
mythos card and performs the following actions:
1. Open Gate and Spawn Monster
2. Place Clue Token
3. Move Monsters
4. Activate Mythos Ability
Each of these actions is performed as follows.
1. Open Gate and Spawn Monster
The first player begins by looking at the lower-left corner
of the mythos card he has drawn to see where the dimen-
sional forces are assaulting Arkham this turn. One of three
things happens, depending on whether there is an open
gate, an elder sign marker, or neither at that location.
A. Location Has Elder Sign
If an elder sign token has been placed at the location,
nothing happens. No gate opens and no monster appears.
The elder sign has permanently sealed the gate at this
location, and no new gates can open here.
B. Location Has Open Gate
If there is already an open gate at the location, a monster
emerges from every open gate currently on the board.
This is called a monster surge. When a monster surge
occurs, the number of monsters drawn and placed is equal
to the number of open gates or the number of players,
whichever is greater. The first player draws monster
markers from the cup at random and places them on
each location with an open gate. When placing monsters,
they should be divided as evenly as possible among the
open gates, with no gate having more monsters placed on
it than the gate where the monster surge occurred this
turn. If there are more monsters to be placed than
allowed by the monster limit (see “Monster Limits and
the Outskirts,” page 18), the players should decide
where monsters will be placed. The players must make
this decision before monsters have been drawn from the
cup. If the players cannot agree where the monsters are
to be placed, the first player decides the placement.
Example: There are 3 open gates (at the Black Cave,
Science Building, and Unvisited Isle), 7 players, and no
monsters in play when a mythos card is drawn that
opens a gate at the Black Cave. This causes a monster
surge: 7 monsters are drawn from the cup and placed on
the open gates. They must be distributed as evenly as
possible, so each of the 3 gates gets 2 monsters placed
on it, and the 7th monster is placed on the Black Cave,
where the monster surge occurred. The Black Cave now
has 3 monsters, while the other 2 open gates each have
2 monsters on them.
C. No Elder Sign or Gate
If there is neither an open gate nor an elder sign marker
at the location, a new gate opens and a monster emerges
from it. This means that the following things happen, in
order:
1. The Doom Track Advances
The first player places a doom token with the eye sym-
bol face up in the first available space on the Ancient
One’s doom track. If the marker is placed in the last
available space on the doom track, the Ancient One has
awakened and the end of the game has begun (see “The
Ancient One Awakens!,” page 20). If the Ancient One
awakens, you do not need to complete the rest of the
Mythos Phase: Proceed immediately to the final battle.
Note that it is also possible for the Ancient One to awak-
en because there are too many gates open in Arkham at
once (see “The Ancient One Awakens!,” page 20).
2. A Gate Opens
The first player draws a gate marker from the stack of
gate markers near the board and places it face up on the
location. Discard any Clue tokens that were on the loca-
tion: The investigators have missed their opportunity to
follow up on those leads.
3. A Monster Appears
The first player draws a monster marker from the cup at
random and places it on the location. If this would bring
the number of monsters over the monster limit, the first
Phase V: Mythos
Phase IV: Other World
Encounters
9
1. Open Gate and
Spawn Monster
2. Place Clue
Token
3. Move Monsters
4. Activate Card’s
Special Ability.
A. Each mythos card has a trait just below its title that tells you
what its subtype is. Mythos cards are either Headlines,
Environments, or Rumors. Each subtype behaves slightly dif-
ferently, and all are explained in detail in these rules.
RESOLVING A MYTHOS CARD