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[Arkham] Game Rules (Hard Copy) v1.

Posted by H.P. LovecraftFor group public
H.P. Lovecraft
GM, 22 posts
Wed 14 Oct 2009
at 23:44
  • msg #1

[Arkham] Game Rules (Hard Copy) v1.

Turn Phase

1) Upkeep Phase (Players & GM)
2) Movement Phase (Players Only)
3) Arkham Encounter Phase (RP, Skill Checks, Combat, Close/Seal Portals)
4) Other Worlds Encounter Phase (RP, Skill Checks, Combat)
5) Mythos Phase (GM Only - board update, monster movements)

Phase performed by players. Those Players who have become Arrested or Lost in Time and Space (LiTaS) the previous turn are delayed and lose their turn.


1. Upkeep Phase All Players except Lost their turn.

 (a) If Lost in Time and Space (LiTaS), move to anywhere in Arkham.
 (b) Perform Upkeep Actions, except Bless, Curse, Bank Loan and
     Retainer during the first Upkeep Phase after a player acquires them.
 (c) Adjust Skills up to Focus stops.

2. Movement Phase All Players except Lost their turn and Delayed ; if Delayed
   receive no Movement Points and stand up marker, if in Jail goto Police
   Station.

 (a) In Arkham Receive # MP equal to Speed, unless modified by card effect in
     play. Spend 1 MP to move to a connected street area or location. To leave a
     location, player must evade or fight each monster there, unless monster is
     elusive. Remove explored marker if player leaves location. Any combat ends
     movement.

 (b) In OtherWorld Receive no Movement Points.

       i. Left Area Move to right area of Other World.
      ii. Right Area Move to corresponding gate, place an explored marker under
          player. If no corresponding gate, player is LiTaS.
     iii. Any investigator who “returns to Arkham” (using Find Gate, ...)
          reappears at a corresponding gate and gains an explored marker (LiTaS
          if no corresponding gate).

 (c) Must fight or evade each monster in the area; unless returned
     this turn from an Other World; or unless monster is Elusive. Take Clues
     after combat if any.


3. Arkham Encounters Phase All Players in Arkham except Lost their turn.

 (a) No Gate. Player may:

       i. Resolve special ability of location, only once. Player must be able to
          meet the requirements (≥1$ to shop, Clues, Gate or Monster
          trophies). When shopping, they must purchase one of the GM-drawn items if
          they have enough money to do so. If available, half prices round up.
          Modifiers to toughness apply to the use of monster trophy. OR

      ii. Shuffle and Resolve location card. Player immediately receives any
          benefits when he agrees to meet the requirements. Special events:

          A. A Gate or a Gate and a Monster appear Disregard if at sealed
             location. Otherwise, add a doom token and place Gate. If at a
             closed location, place Gate above the closed marker; when it is
             later closed resolve the effects of a closed location.

             Investigators at this location are sucked into gate and delayed and
             need not meet previous requirements (miss turns, ...) if any. Place
             Monster if any (two monsters if five players or more) ; it is not
             encountered and remains on the board.

          B. Only a Monster appears Disregard if at sealed location. It must be
             fought or evaded, then returned to cup if not defeated. If
             defeated, take monster as trophy (unless special ability).

          C. Move to another location If sent to another location, combat only
             occurs with monsters that appear as a result of the encounter, but
             not with preexisting monster in either location. Have a normal
             Encounter phase at new location, following either the “Gate” or “No
             Gate” instructions. Take Clues if any.


 (b) Gate. If no explored marker, move to left area of Other World. Otherwise
     player may:

       i. Close and Seal Gates by making a Lore or Fight check with modifier on
          gate marker.

          A. If success: Take gate as trophy. All monsters in Arkham, Sky and Outskirts
             with dimension symbol of gate are returned to the cup. Seal:
             immediately spend five Clues to take unused doom token and place
             as elder sign here.

          B. Fail No effect.



       ii. Elder Signs Must have Elder Sign Unique Item.

          A. Return elder sign card to the box

          B. Close Gate and take as trophy. All monsters in Arkham, Sky and
             Outskirts with dimension symbol of gate are returned to the cup.
             Take doom token from doom track and place as Elder Sign here.

          C. Lose 1 Sanity and 1 Stamina.


4. Other World Encounters Phase All Players in Other World except Lost their turn.

 (a) Draw gate cards until card matches an encounter symbol. Place non-matching
     cards at bottom of deck.

 (b) Perform matching location entry encounter, otherwise perform encounter
     for “Other” entry. Monsters that appear must be fought or evaded, return
     to cup if not defeated, take as trophy otherwise (unless special ability).

 (c) Any investigator who “returns to Arkham” (sent by an encounter, ...)
     reappears at a corresponding gate and gains an explored marker (LiTaS
     if no corresponding gate). If he was delayed, he remains delayed. However
     if an encounter says “Move to X”, X being an Arkham location, the
     investigator does not get an explored marker even if there is a gate in X.


5. Mythos Phase GM Only.

  (a) GM draws a Mythos card.

  (b) GM Opens Gate. If location has:


        i. Elder Sign No gate or monster can appear. Exception: if gate location
           colored in red, Gate Burst. Remove Elder Sign token and Open Gate as
           normal, except do not add a doom token and cause no Monster Surge.

       ii. Open Gate Monster Surge. Spawn a # of monsters equal to the # of open
           gates or the # of investigators, whichever is greater. Place monsters
           as evenly as possible, with no gate having more than the gate that
           caused the Monster Surge. If > monster limit, players choose which
           gates get monsters before drawing, remaining monsters go to Outskirts.

      iii. No Elder Sign or Open Gate


          A. Add a doom token to doom track. Proceed to final battle directly if
             applicable.

          B. Discard all Clues at location

          C. Draw random gate marker and place face up on location. Players here
             are immediately moved to corresponding Other World and delayed.

          D. Draw monster (two monsters if five players or more). Place at
             location if # of monsters ≤ monster limit, otherwise in
             Outskirts.

  (c) Place a Clue at indicated location if no Open Gate there. Players there
      may immediately take Clue.

  (d) Move Monsters

        i. Move monsters with corresponding dimension symbols along arrow of
           same color as the box around the symbol. If Gate Burst, all Flying
           monsters move. Monsters do not move or end movement if in same
           location than a player unless Elusive.

       ii. If there is an equal choice between player targets, target the player
           with the lowest Sneak skill.

Monster Border Effects:

        i. Black Normal move.

       ii. Yellow Never Move.

      iii. Red (Fast0. Move twice, following appropriate arrows. Stop if they
           are they encounter a player.

       iv. Green Special, see back of Monster marker.

        v. Blue Flying. Move to connected street area containing player with
           lowest Sneak skill. Otherwise move to Sky. From Sky, move to any
           street location with investigator with lowest sneak value.

       vi. Purple Stalker. Move normally unless player in street area connected
           by one yellow line or adjacent unstable location. Cannot enter stable
           locations.

      vii. Orange Aquatic. If monster is on aquatic location move to player with
           lowest Sneak skill on other aquatic location. Otherwise move as Black
           bordered.

  (e) Mythos Text

        i. Headline Resolve then discard.

       ii. Environment Place face up. Discard all other Environment cards.

      iii. Rumor If no Rumor card is in play, place face up. Otherwise, discard.
           Rumor card in play is discarded when its Pass/Fail condition is met,
           along with corresponding activity and closed markers.

       iv. Closed Location If a card causes a location to temporarily close,
           monsters and investigators at that location are immediately moved
           into a street area.

  (f)  Goto Upkeep Phase.





Skill Checks


1. Roll # dice = skill + modifier. If skill + modifier < 1, automatically 0
   successes. Otherwise, need # of dice with successes ≥ difficulty to
   pass. (Default difficulty is 1).

2. Success if 5 or 6 normally, 6 if cursed, or 4,5 or 6 if blessed

3. After Skill Check (pass or fail), player may always spend Clues, one at a
   time. For each Clue spent, roll an additional die. Each success is added to
   original total.





Evading Monsters

1. Evade Skill Check. Cannot Evade if monster surprises the investigator. Use
   Sneak skill with Sneak and Evade Skill bonuses. Modified by monster Awareness.

2. Elusive monters do not have to be evaded.

3. Pass Continue as normal. Can remain in same place.

4. Fail Monster deals combat damage, begin Combat.






Combat

Note: Some monsters have special abilities, see Monster Chip.

1. Combat with Dunwich Horror Shuffle the Dunwich Horror deck and draw a card to
   determine the creature’s abilities for the duration of the combat.

2. To fight an Elusive monster player must first pass an Evade check.

3. Horror Skill Check. Use Will skill with Will and Horror Skill bonuses.
   Modified by monster Horror Rating. Pass, nothing. If the monster is
   Nightmarish X, lose X Sanity. Fail, lose Sanity. Only one Horror check per
   battle.

4. Choose Fight or Flee. Cannot Flee monster with Ambush or during the first
   round of a surprise combat.

  (a) Flee Do an evade check. Pass Battle ends.

  (b) Fight

        i. Combat Skill Check Use Fight skill with Fight and Combat skill
           bonuses.

       ii. Choose any combination of weapons and spells with up to a total of 2
           hand icons.

      iii. Weapons automatically grant combat bonus.

       iv. Cast Spells. Hand(s) used to cast a Spell, whether the Spell Check
           passes or fails, cannot be reused until another Combat round. Spells
           that are refreshed (such as during the Final Battle) must be re-cast
           every combat round.

        v. A spell or weapon or Magical Effect continues to give bonus if the
           required number of hands is devoted to it. Switching weapons/spells
           is possible every combat round, releasing a spell or weapon makes it
           stop working.

       vi. Weapons and Spells providing Physical/Magical Bonus give half normal
           bonus (round up) against monster with Physical/Magical Resistance,
           and no bonus against monster with Physical/Magical Immunity.

      vii. Modify by monster Combat Rating. Difficulty is Toughness.

     viii. Pass If monster is Spawn or Endless, return it to cup. Otherwise,
           take monster as trophy. If monster is Overwhelming X, lose X Stamina.
           If Dunwich Horror, remove the Dunwich Horror tokens. Player may
           search the Common Item, Unique Item, Skill, Spell or Ally decks for
           any one card and take it.

5. Fail Fight or Flee: Lose Stamina equal to Combat Damage. Goto Choose Fight or
   Flee.





Casting Spells

1. During specified phase, pay Sanity cost of spell and Exhaust.

2. Spell Skill Check. Use Lore skill with Lore and Spell Skill bonuses. Add
   casting modifier. Pass Gain benefits of spell. Take corresponding Magical
   Effect card if applicable. Fail No effect.

3. If applicable, hands are used regardless if spell is successful or not.





Investigator Status

1. Sanity and Stamina

  (a) Can never exceed maximum Sanity or Stamina

  (b) If Sanity or Stamina are ever reduced to 0

        i. Discard half of items (count all Common Items, Unique Items, Spells,
           Deputy’s Revolver and PatrolWagon), half of Clues (round down), all
           Retainers. Restore Sanity or Stamina to 1. OR

       ii. If 0 Stamina, draw an Injury card and restore Stamina to its maximum
           value or if 0 Sanity, draw a Madness card and restore Sanity to its
           maximum value.

      iii. In Arkham If Sanity was 0, goto Arkham Asylum. If Stamina was 0, goto
           St. Mary’s Hospital.

       iv. In Other World Player is Lost in Time and Space.

  (c) If both Sanity and Stamina are reduced to 0, investigator is devoured.

  (d) If Maximum Sanity or Stamina is reduced to 0, investigator is devoured.

2. Delayed Place investigator marker on its side.

3. "Stay here next turn" Equivalent to delayed and different from “Lose your
   next turn”.

4. Arrested Move to Jail, lose half of money (round down), be delayed and lose
   next turn.

5. Barred: May enter street areas from a barred neighbourhood but not its
   locations, unless with an open Gate, or as a result of actions taken in other
   phases (returning from being lost in time and space, arrested, sent to the
   Asylum, …). If no appropriate Barred card left, take one from another
   investigator. All Barred cards are discarded when the Terror level goes up.

6. Benefits / Detriments: If another investigator already has a Benefit you are
   told to draw, you may take it. If a Detriment, you must take it.

7. Blessed / Cursed: If Blessed investigator is Cursed, discard Blessing. If
   Cursed investigator is Blessed, discard Curse.

8. Conditions: Begin the game face down. Turn face up when active. Turn sideways
   when exhausted and refresh during Upkeep.

9. Devoured: Discard all cards except unspent trophies. Shuffle investigator
   sheet with unused sheets. Draw new investigator at random and set up as in
   Game Setup.

10. Lost in Time and Space: Move to LiTaS area, be delayed and lose next turn.

11. Retirement: If a player has 2+ total Injury / Madness cards, he may
    voluntarily retire his investigator and set up another.

12. Tasks and Missions: End move at each location in the listed order. Perform
    the proper sacrifice at the start of Upkeep if required. Place a Clue token
    on the card to indicate a completed step. Once all steps completed, receive
    Payoff or resolve Effect and return card to the box.





Monster Limit and the Outskirts

1. Monster Limit Max: # of monsters in Arkham city (not Dunwich or Kingspoint)
   and Sky area is # players+3 except when terror is 10, no limit.

2. If adding a monster would bring the number of monsters above the monster
   limit, place monster in Outskirts area. If # monsters in Outskirts exceeds
   (8- # of players), return all monsters in Outskirts to cup and increase
   terror by 1. Continue adding monsters if applicable.





Terror Track

For each point terror level goes up:

1. Return to the box a random unclaimed Ally card (if any left).

Also:

  (a) If terror level reaches 3, close General Store. Players and monsters
      inside move to Rivertown.

  (b) If terror level reaches 6, close the Curiositie Shoppe. Players and
      monsters inside move to Northside.

  (c) If terror level reaches 9, close Ye Olde Magick Shoppe. Players and
      monsters inside move to Uptown.

  (d) If terror level reaches 10, monster limit is removed. If it increases
      again (eg Mythos card) add a doom token to the doom track per level it
      increases.





10 Ancient One Awakens!

When one of the following occurs, immediately goto Final Battle:

1. Doom Track is full

2. Too many Gates open:
      1-2 Players 8 Gates Open
      3-4 Players 7 Gates Open
      5-6 Players 6 Gates Open
      7-8 Players 5 Gates Open

3. New Gate opens and no Gate Markers left

4. A Monster should spawn but none are left in the monster cup

5. Terror level reaches 10 and there are monsters in play equal to twice the
   Monster Limit



Final Battle

Fill the Doom Track with doom tokens. All players in Lost in Time and Space are
devoured and eliminated. Perform AO’s start of battle action. Discard all
Environment and Rumor cards and the Herald sheet if any. No money can be
collected, no roll for Retainers or Bank loans. Then:

1. Refresh Each player performs Upkeep. Pass the first player marker to the
   left. Trade items as if all players were in same location.

2. Attack Each player still alive starting from the first player may make a
   Combat Check against AO, using its Combat Rating as modifier. For each # of
   successes equals to # of players, remove one Stamina from AO. Carry over
   remaining successes to next round.

3. Spells Spells only last for 1 combat round when fighting anAOand must be re-
   cast. AO is not considered as a monster, spells specific to monsters (eg Red
   Sign of Shudde M’ell) have no effect.

4. Ancient One Attacks The AO attacks each player in turn (see AO Card). Any
   player reduced to 0 Stamina or Sanity is devoured and eliminated. If all
   investigators are eliminated, players lose. Goto Refresh.

Epic Battle

Instead of following the normal rounds listed above use the Epic Battle rules.

1. Refresh Each player performs Upkeep. Pass the first player marker to the
   left. Trade items as if all players were in same location.

2. Draw Epic Battle card Draw one card from the Epic Battle deck and follow the
   rules on the card for attack sequence and effects. Goto Refresh.

  (a) If the Epic Battle Card is a “Sinister Plot”, draw a card from the Ancient
      One’s Plot deck.





Winning

1. Victory Conditions:

  (a) Close the Gates A player closes the last gate on board. Players have gate
      trophies (including gate just closed, not including trophies spent); # of players.

  (b) Seal the Gates; 6 elder signs on the board.

  (c) Banish the Ancient One Ancient One is defeated.


2. First Citizen of Arkham: Player with the most gate trophies. (Break ties by most monster trophies).

3. Scoring a Victory

 Total Score is:
   Highest Number on Doom Track
   - Terror Track
   +1 per unpaid/defaulted Bank Loan
   -1 per elder sign played
   +1 per unspent gate trophy
   +1 per 3 unspent monster trophies
   +1 per sane, surviving investigator
   +1 per Task or Mission completed during the game
   -1 per investigator retired during the game.






Miscellany [Version 1.11: November 23, 2007]

Arkham and Dunwich “In Arkham” applies to locations and areas in Arkham and Dunwich.

Arkham and Kingspoint “In Arkham” applies to locations and areas in Arkham and Kingspoint.

Curfew Deputy is not affected by Curfew penalty.

Discard Place card at bottom of appropriate deck.

Environment Environment cards do not affect investigators in Other Worlds except All Quiet in Arkham! and Ill Wind Grips Arkham.





Items

Common Items, Unique Items, Spells, Deputy’s Revolver, Patrol Wagon.
Return to box Monster/Item/Card is removed from game.

Rumours Cards that affect monsters at Miskatonic Uni do not affect those spawned by The Terrible Experiment card.

Special Card Limits At most one Retainer, Bank Loan, Silver Twilight Membership and Bless/Curse card per player.

Special items The Bullwhip and Cross do not have to be used in combat to use their special abilities.

Spending Trophies Return monster trophies to cup. Return Gate trophies to bottom of gate pile.

Timing Conflicts Players decide order.

Ties or Players Cannot Decide First player chooses.

Trading Players in same street area, OtherWorld or location may trade money, Common Items, Unique Items and Spells at any time except during combat.

Trophies When spent, monster and Gate trophies are returned to their respective cups. Use modified Toughness when spending monster trophies.






Based upon the modular reference sheet by Zeb Ulon http://www.boardgamegeek.com/file/info/28048
Created by SpinDisc http://www.randomdice.com/

This message was last edited by the GM at 13:34, Mon 10 Oct 2011.
H.P. Lovecraft
GM, 163 posts
Mon 10 Oct 2011
at 13:29
  • msg #2

Questions and Answers

Some Questions People Frequently Have:



What do the colored diamonds atop the areas, and the colored circles by the portal areas ( on the map -- link to a message in this game ) mean?

Red diamonds indicate unstable locations and green are stable. Unstable simply means there are higher chances of encountering monsters since that's where a portal is likely to appear. It goes without saying that you'll have to eventually travel to those spots to close portals anyway.

Other Icons you'll find at each location and their meaning:



The difference between the inverted icon and the normal icon is that the inverted icon garantees finding that particular type. In this case, garantees finding stamina.

NOTE: There are two icons missing: a person icon (Ma's Boarding House) means you can find allies, the star burst (at South Church) means you can get blessed.





Do I have to do upkeep the first turn, how much upkeep do I have (i.e. expenses), and where do I do it all?

A lot of the upkeep is refreshing spells and abilities. Ie: you can only use a spell once per turn, but they'll automatically recharge at the next turn. Some items or allies can only help once a turn as well. I don't think upkeep is huge with respect to a PBM, because it's harder to hide the fact that you used something. All you need to do is go back and check the thread. It's writen down.  However, you must have seen one of the objects in play currently only recharges if you use all your focus to activate it.




Are any of the paths one way?

No one ways. The arrows are actually for monster movements, which I'll be controling.

If we move, does the path count, can we end on a path, do we have to stop, interact, or pass thru each location, can we move, stop then move some more? For example, if I had a move of five, could I move to Southside, then Historical Society then Southside again then Uptown then Woods and collect three clues in one turn?

Basically, every link from one place to another costs you one movement.

Say for example you start at the cemetary:

It costs 1 movement to go from the cemetary to Rivertown.
It costs 1 movement to go from Rivertown to French Hill
It costs 1 movement to go from French hill to Miskatonic U, and so forth.

If you get snagged by a monster (combat) you automatically lose all movement points you have left.

You can only pick up clues (as many clues as there are at a location) if you FINISH your movements where there is a clue, and yes, you can elect to spend less movement points but they don't stack up. You can also elect to leave some clues for others.





How much are you allowing for, or restricting players to plan things out, like avoiding going for the same clues, and/or meeting up at the same location?

The whole point in my mind is colaborating to win, but if it comes down to who arrived first (seeing as we're not following a particular player order, Player 1, 2, 3, GM), I thought it could all come down to a skill check. In this case, 1st one there is whomever rolls the highest speed check since we can't assume that the first player to post should always get first dab. Once we know who the first player at a location is, that player can take all the clues there, or leave some. Heck, this even opens up PvP, it could happen, though I find that doubtful. Most players will try to sell or exchange stuff… which I have to check out. Not sure under which circumstances players are allowed to share assets (if at all).
H.P. Lovecraft
GM, 164 posts
Mon 10 Oct 2011
at 13:31
  • msg #3

Locations

Locations and what they do:


















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